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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KoalaDourado</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-05-05T01:46:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=31934</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=31934"/>
		<updated>2024-02-14T02:24:49Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: adds courier section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Hangartechnician-nbt.png&lt;br /&gt;
|jobtitle=Hangar Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, Basic Operations&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Operations Manager]].&lt;br /&gt;
|duties=Sort the warehouse, make deliveries, send mail, refuel shuttles, reload ship weapons&lt;br /&gt;
|guides=[[Guide to Paperwork]], [[Guide to Communication Devices]], [[Guide to Gunnery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hangar Technician&#039;&#039;&#039; is a valuable crew member responsible for managing all basic Operations-related tasks. Their duties include handling mailing requests, managing bounties, reloading the ship&#039;s weapons upon orders, and sorting and distributing warehouse contents. They also serve as the reliable &amp;quot;grease monkeys&amp;quot; ensuring that shuttles are fueled, maintained, and ready to go at a moment&#039;s notice for expeditions.&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
===Operations Account===&lt;br /&gt;
The Operations Department has an account with 5000 credits available for use. It is your duty to manage this account and ensure that it does not run out of funds. To maintain a healthy balance, you need to complete bounties, ship crates, phoron and platinum, or charge for handling orders. The phoron and platinum &#039;&#039;&#039;must&#039;&#039;&#039; be inside a crate to be counted towards the account&#039;s funds.&lt;br /&gt;
&lt;br /&gt;
===Bounties===&lt;br /&gt;
To earn credits for the Operations Account, you can take on bounties listed on the Supply Console located in the Operations Bay. Open the Cargo Control program and select the Bounties tab to view the list of items. While some bounties can be completed by searching the warehouse, most of them require assistance from other departments. Once you obtain the required items, place them in crates and send them back in the shuttle. Then, claim your rewards in the Supply Console. Upon completing five bounties, you may request new ones.&lt;br /&gt;
&lt;br /&gt;
===Handling Orders===&lt;br /&gt;
As the Hangar Technician, your responsibilities include handling orders, distributing items, and minimizing shuttle costs. To stay informed about crew requests, link your PDA to the ringer terminal and the Requests Console. This will ensure that you are promptly alerted to any demands or needs that arise.&lt;br /&gt;
#&#039;&#039;&#039;Order:&#039;&#039;&#039; When a department needs equipment or materials, they can place an order using the Operations Order program or ask you to do it for them. Some items may present a choice regarding different suppliers, and each supplier will have a fee for the shuttle to go to them. Ordering larger quantities from fewer suppliers can help reduce these fees. Additionally, you can adjust the Operations Handling fee to cover any additional costs if necessary.&lt;br /&gt;
#&#039;&#039;&#039;Approve/Reject:&#039;&#039;&#039; To view an order that has been placed, go to the Submitted section of the Operations Control program. There, you can see the name of the person who submitted the order and its total cost. Clicking on the Details option will provide additional information, such as the items ordered, the reason for the order, and the individual prices of each item. Based on factors such as who placed the order, the items requested, and the availability of funds, you can either Approve or Reject the order. Ensure that funds are available either in the operations account or the requester&#039;s account before approving an order.&lt;br /&gt;
#&#039;&#039;&#039;Ship:&#039;&#039;&#039; Now that you have one or more Approved Orders waiting to be shipped, you may send the shuttle to go pick them up. First, ensure the shuttle is away, and then call it back. Remember when sending the shuttle away to ask if anyone is on it at the moment, or in one of the airlocks, or they may be harmed. Again, as was stated in the &#039;&#039;&#039;Order&#039;&#039;&#039; section, the fewer individual suppliers, and the larger amount of items being shipped, the cheaper the fee per item. So it may be best to wait and try to ship multiple items at once, rather than send and recall the shuttle for each and every order.&lt;br /&gt;
#&#039;&#039;&#039;Deliver/Pay:&#039;&#039;&#039; Once the shuttle has docked and the orders have arrived, it&#039;s time to deliver them and receive payment. If an order has been approved, you can accept payment in advance. To receive payment, simply use the Operations Delivery program on a console or tablet and insert the customer&#039;s ID and press the payment key. The funds will be deposited into the Operations Account, and you can give them their order. Alternatively, if an EFTPOS has been set up by the Operations Manager, you can charge them the required amount and then provide them with their order.&lt;br /&gt;
&lt;br /&gt;
===Sorting the Warehouse===&lt;br /&gt;
Operations houses a large warehouse containing a variety of items that differ in their usefulness and utility. While there is no strict requirement to distribute these items to each department unless requested, it is advisable to at least organize the warehouse beforehand, grouping similar items in the same crate. Below is a guide on which items are most suitable for each department:&lt;br /&gt;
*&#039;&#039;&#039;Security:&#039;&#039;&#039; Any contraband, weapons, or security equipment&lt;br /&gt;
*&#039;&#039;&#039;Medical:&#039;&#039;&#039; Any chemicals, medical tools, or medical supplies&lt;br /&gt;
*&#039;&#039;&#039;Research:&#039;&#039;&#039; Any advanced machine parts, robotic limbs, exosuit modules, steel, glass, phoron, gold, silver, diamonds and uranium&lt;br /&gt;
*&#039;&#039;&#039;Mining:&#039;&#039;&#039; Any mesons, mining tools, magboots, or lanterns&lt;br /&gt;
*&#039;&#039;&#039;Engineering:&#039;&#039;&#039; Any EVA gear not given to mining, materials not given to research, tools, signs, and firefighting equipment (fire axes included) &lt;br /&gt;
Anything not mentioned here may be distributed as you feel is best, but should be done so reasonably.&lt;br /&gt;
&lt;br /&gt;
===Mailing===&lt;br /&gt;
Mailing will allow you to distribute packages through the disposals system. However, lockers, when mailed, will be flung from the disposals fairly violently, so take care. The process for mailing is as follows: &lt;br /&gt;
*Using a roll of parcel paper, wrap your item/crate/locker.&lt;br /&gt;
*Grab a Destination Tagger (which looks like a red and black label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate/locker into the belt, and take care not to fall into it yourself, or you will take a very brief, painful, and likely lethal ride to the Disposals Crusher.&lt;br /&gt;
*Request your crate back from the department, if needed.&lt;br /&gt;
It is important to remember that anything not marked with a destination tag will be sent directly to the Disposals Crusher, so pay attention.&lt;br /&gt;
&lt;br /&gt;
===Reloading ship weapons===&lt;br /&gt;
On specific occasions, you may be ordered to reload [[Guide to Gunnery#The Francisca|The Francisca]], [[Guide to Gunnery#The Longbow|The Longbow]], and the &lt;br /&gt;
[[Guide to Gunnery#The Grauwolf|The Grauwolf]]. You can find the ammunition for these weapons inside the Secure Ammunition Storage, in the Tech Storage west of the Operations Bay.&lt;br /&gt;
&lt;br /&gt;
For a more detailed guide, refer to the [[Guide to Gunnery]].&lt;br /&gt;
 &lt;br /&gt;
===Orion Express Courier System===&lt;br /&gt;
At the back of the warehouse, you&#039;ll find Orion Express packages, each marked with a specific exoplanet. These packages can be delivered to their designated destination to generate funds for the Operations Department. The delivery process is as outlined below:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Access Courier&#039;s Locker:&#039;&#039;&#039; Find the courier&#039;s locker, also situated at the back of the warehouse. Inside, you&#039;ll find essential supplies, including a cargo pack capable of accommodating up to two cargo packages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Request Transportation:&#039;&#039;&#039; Seek assistance from a fellow crew member (like a [[Shaft Miner]] on the Spark, a [[Xenoarcheologist]] on the Intrepid, or a [[Bridge Crewman]] on the Canary) to secure transportation to the designated exoplanet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Make the Delivery:&#039;&#039;&#039; Upon arrival, navigate to the specified coordinates on the package and deposit it into the chute.&lt;br /&gt;
&lt;br /&gt;
Couriers receive a 2% tip for each delivery, while the Operations Department receives the funds allocated on the package.&lt;br /&gt;
It is recommended for couriers to always have a companion to mitigate potential security risks, like local wildlife or unauthorized personnel trying to intercept packages.&lt;br /&gt;
==Equipment==&lt;br /&gt;
The Operations Department has some tools that can assist you in supplying the station.&lt;br /&gt;
===Autolathe===&lt;br /&gt;
The Autolathe can be filled with glass and steel in order to fabricate tools, containers, radios, and other items which may be requested. There should be some glass and steel in the Operations Office on a table, just so you can supply the Autolathe.&lt;br /&gt;
&lt;br /&gt;
===Operations Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or train tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
&lt;br /&gt;
To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys, as they will render the tug inoperable). &lt;br /&gt;
&lt;br /&gt;
To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
&lt;br /&gt;
The cargo tug is powered by a power cell, which may run out and require replacement. To replace the power cell, use a screwdriver to undo the panel on the tug&#039;s exterior. Then, use a crowbar to extract the depleted power from the latch, and insert a new power cell. Finally, secure the panel back into place using the screwdriver.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=29790</id>
		<title>Sandbox:KoalaDourado</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=29790"/>
		<updated>2023-09-06T14:42:43Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=Might need updating, or better yet consolidation with a general purpose new person guide.}}&lt;br /&gt;
== General Controls ==&lt;br /&gt;
These are a list of controls on Aurora Station.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Interface keys&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Key&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Tab || Hotkey Toggle&lt;br /&gt;
|-&lt;br /&gt;
| F1 || Adminhelp&lt;br /&gt;
|-&lt;br /&gt;
| F2 || Talk in OOC&lt;br /&gt;
|-&lt;br /&gt;
| Shift+F2|| Screenshot&lt;br /&gt;
|-&lt;br /&gt;
| F3|| Say&lt;br /&gt;
|-&lt;br /&gt;
| F4|| Me&lt;br /&gt;
|-&lt;br /&gt;
| F5|| aSay (Admin only)&lt;br /&gt;
|-&lt;br /&gt;
| F6 || Player panel view (Admin only)&lt;br /&gt;
|-&lt;br /&gt;
| F7|| Admin-PM (Admin only)&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Invismin (Admin only)&lt;br /&gt;
|-&lt;br /&gt;
| F12|| Hide inventory&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Shift || Show options&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | In-game keys&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Key&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ↑ OR w || Move north&lt;br /&gt;
|-&lt;br /&gt;
| ↓ OR s || Move south&lt;br /&gt;
|-&lt;br /&gt;
| → OR d || Move east&lt;br /&gt;
|-&lt;br /&gt;
| ← OR a || Move west&lt;br /&gt;
|-&lt;br /&gt;
| ↑ + Ctrl  || Face north&lt;br /&gt;
|-&lt;br /&gt;
| ↓ + Ctrl || Face south&lt;br /&gt;
|-&lt;br /&gt;
| → + Ctrl || Face east&lt;br /&gt;
|-&lt;br /&gt;
| ← + Ctrl  || Face west&lt;br /&gt;
|-&lt;br /&gt;
| J || Toggle gun mode&lt;br /&gt;
|-&lt;br /&gt;
| H || Holster&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Help intent&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Disarm intent&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Grab intent&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Harm intent&lt;br /&gt;
|-&lt;br /&gt;
| ctrl + Left click || Drag object / mob&lt;br /&gt;
|-&lt;br /&gt;
| shift + Left click || Examine object / mob&lt;br /&gt;
|-&lt;br /&gt;
| Left-click + Drag to a tile/table || Crawl while on the floor and climb onto tables.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Key Shortcuts&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Keys&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Click || Used to examine things when you are a mob. AI uses it to interact with some objects.&lt;br /&gt;
|-&lt;br /&gt;
| Alt + Click || Used to check the things on a turf when you are a mob. AI uses it to shock doors. &lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Click || Used to drag objects as a mob. AI uses it to bolt doors.&lt;br /&gt;
|-&lt;br /&gt;
| Middle Mouse || Switches active hand. &lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Alt + Click || Used to quickly interact with certain objects as a mob.&lt;br /&gt;
|-&lt;br /&gt;
| , .  || Go up and down Z-levels respectively.&lt;br /&gt;
|}&lt;br /&gt;
==Communication commands==&lt;br /&gt;
====Languages====&lt;br /&gt;
To speak a language, prefix your message with &#039;,&#039; or &#039;#&#039; (by default, you can change this in global settings.) Then after that prefix, add a language key, and then your message. For example, if you wanted to say &amp;quot;Hello World!&amp;quot; in Freespeak, you&#039;d say &amp;quot;,3 Hello World!&amp;quot; or &amp;quot;#3 Hello World!&amp;quot; It is also possible to whisper by typing &#039;Whisper &amp;quot;Hello.&amp;quot;&#039; or for short, say &amp;quot;:w Hello.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | In-chat&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Key&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ,0 (Default) || Ceti Basic&lt;br /&gt;
|-&lt;br /&gt;
| ,1 || Sol common&lt;br /&gt;
|- &lt;br /&gt;
| ,2 || Tradeband&lt;br /&gt;
|-&lt;br /&gt;
| ,3 || Freespeak&lt;br /&gt;
|-&lt;br /&gt;
| ,s || Sign Language&lt;br /&gt;
|-&lt;br /&gt;
| ,q || [[Dionaea|Rootsong]] (Dionaea)&lt;br /&gt;
|-&lt;br /&gt;
| ,o || [[Unathi|Sinta&#039;Unathi]] (Unathi)&lt;br /&gt;
|-&lt;br /&gt;
| ,p || [[Unathi|Sinta&#039;Azaziba]] (Unathi)&lt;br /&gt;
|-&lt;br /&gt;
| ,k || [[Skrell|Nral&#039;malic]] (Skrellian)&lt;br /&gt;
|-&lt;br /&gt;
| ,j || [[Tajara|Siik Maas]] (Tajaran)&lt;br /&gt;
|- &lt;br /&gt;
| ,w || [[Tajara|Siik Tajr]] (Tajaran)&lt;br /&gt;
|-&lt;br /&gt;
| ,i || [[Tajara|Nal&#039;rasan]] (Tajaran)&lt;br /&gt;
|-&lt;br /&gt;
| ,9 || [[Vaurca|Hivenet]] (Vaurcae)&lt;br /&gt;
|-&lt;br /&gt;
| ,6 || Encoded Audio Language (All Synths)&lt;br /&gt;
|-&lt;br /&gt;
| ,d || Drone (Only Drones)&lt;br /&gt;
|-&lt;br /&gt;
| ,b || Robot Talk (Only Cyborgs &amp;amp; AI)&lt;br /&gt;
|-&lt;br /&gt;
| ,g || Changeling (Antagonist)&lt;br /&gt;
|-&lt;br /&gt;
| ,f || Cult (Antagonist)&lt;br /&gt;
|- &lt;br /&gt;
| ,x || Cortical Link (Antagonist)&lt;br /&gt;
|- &lt;br /&gt;
| ,a || Hivemind (They do not exist, Xenomorph, Antagonist)&lt;br /&gt;
|- &lt;br /&gt;
| [[Languages|For more information on the many Aurora languages, go here.]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
==== Radio ====&lt;br /&gt;
To speak on a radio channel, type in the corresponding radio prefix, then your message. For example, to say &amp;quot;Help I&#039;m being attacked!&amp;quot; on common, you&#039;d type in &amp;quot;;Help I&#039;m being attacked!&amp;quot; Likewise, if you wanted to say &amp;quot;Security to maint!&amp;quot; on the security channel, you&#039;d say &amp;quot;:s Security to maint!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can also use voiced emotes or languages over the radio by placing the correct prefix or language key after the radio prefix. So &amp;quot;:c,1 Hello World!&amp;quot; would say &amp;quot;Hello World!&amp;quot; over the Command channel, in the Sol Common language. Likewise, &amp;quot;;! screams!&amp;quot; would show &amp;quot;Urist McYourname screams!&amp;quot; over the common channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to sing using &#039;% tra la laaaa&#039;, which will insert musical note symbols around your speech for you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | In-chat&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Prefix&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ,b || Robot Talk (Private Station-bound Synth channel)&lt;br /&gt;
|-&lt;br /&gt;
| :c || [[Job Guides#Command|Command]]&lt;br /&gt;
|-&lt;br /&gt;
| :s || [[Job Guides#Security|Security]]&lt;br /&gt;
|-&lt;br /&gt;
| :u || [[Job Guides#Supply|Supply]]&lt;br /&gt;
|-&lt;br /&gt;
| :e || [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
|-&lt;br /&gt;
| :m || [[Job Guides#Medical|Medical]]&lt;br /&gt;
|-&lt;br /&gt;
| :n || [[Job Guides#Research|Science]]&lt;br /&gt;
|-&lt;br /&gt;
| :v || [[Job Guides#Service|Service]]&lt;br /&gt;
|-&lt;br /&gt;
| :h || Headset&#039;s Default Department&lt;br /&gt;
|-&lt;br /&gt;
| ; || General radio&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Gunnery&amp;diff=29039</id>
		<title>Guide to Gunnery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Gunnery&amp;diff=29039"/>
		<updated>2023-07-07T20:59:18Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: changes &amp;quot;intrepid&amp;quot; to &amp;quot;canary&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome, Horizon crewmember! If you are reading this guide, it is probably because your job has duties or responsibilities regarding the Horizon&#039;s Weaponry, which consists of a 406mm Longbow howitzer, a Grauwolf Flak Battery, and the deadly (and experimental!) Leviathan Zero-Point Cannon. The Canary has also been outfitted with a 40mm rotary autocannon named The Francisca. Operation of these weapons requires crew cooperation, between Operations personnel, the bridge crew, and for the Leviathan, the engineering staff.&lt;br /&gt;
&lt;br /&gt;
== The Guns ==&lt;br /&gt;
The Horizon has three weapon systems installed into its hull, with another installed aboard the Canary. Each requires different ammunition and maintenance for it to properly function, and has a different role. While these weapons require coordination between departments, the actual firing of all weapons is limited to those occupations who undergo mandatory gunnery training, such as [[Bridge Crewman]], [[Executive Officer | Executive Officers]], and [[Captain | Captains]]. No other members of the Horizon Crew are trained to fire any weapon systems. All warheads and ammunition for the guns can be found in a locked room next to the Operation Managers Office, where it should always be safely stored unless in use.&lt;br /&gt;
[[File:Wiki rotary sbs.gif|200px|thumb|right|The Francisca]]&lt;br /&gt;
===The Francisca===&lt;br /&gt;
The Francisca a 40mm rotary autocannon mounted to the front of the Canary, designed primarily as a self-defense weapon, rather then a proper offensive armament such as the Longbow. It has two primary ammunition types, which do not require assembly, 40mm FMJ which will shred through lightly armored ships, and 40mm AP designed to punch through medium armor plating. This ammunition can be loaded by simply clicking on the ammunition loader with the relevant box in hand, and should be done by Hangar Technicians. It is at it&#039;s most effective engaging small, lightly armored vessels, where it&#039;s high rate of fire can shred bulkheads apart. When facing bigger ships with heavier armor it tends to become more of an annoyance to it&#039;s target rather then a true threat, but with the Canary&#039;s small size and quick speed, can still be used to some effect in harassing hit and run attacks. Additional ammunition can be ordered via Operations.&lt;br /&gt;
[[File:Wiki longarm sbs.gif|200px|thumb|right|The Longbow]]&lt;br /&gt;
=== The Longbow === &lt;br /&gt;
The Longbow is the primary offensive armament installed aboard the Horizon, firing 406mm customizable shells that can deal significant damage, even to larger ships. &#039;&#039;&#039;The Longbow can be found on Deck Three, east of the bridge control room, past the Journalist&#039;s Office.&#039;&#039;&#039; It is best used as a medium to long range offensive armament against large/armored vessels, and takes a significant time to load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition types and loading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Longbow&#039;s shells start disassembled at the beginning of every shift for safety purposes, as the explosive compounds used in both the warheads and primer are unstable. Each shell is comprised of three parts, a warhead, casing, and primer. The casings and primers are stored in the same room as the weapon itself, with two specialty primers, low power and high power. The specialty primers change the speed of the warhead as it travels through space, with high power making it faster, and low power making it slower. &lt;br /&gt;
&lt;br /&gt;
There are three possible warheads for any shell; High Explosive Warheads, Armor Piercing Warheads, and Bunker Buster Warheads. High Explosive warheads do little against armor but will cause extensive damage to unarmored hulls or already weakened sections. Armor Piercing Warheads, as the name suggests, are designed to punch through armor plates, but have less explosive power compared to HE warheads. The Bunker Buster Warhead is a pure armor piercing shell, with no explosive power at all, however, it can punch through nearly any plating in the spur. These shells can be assembled by taking a primer and using it on a casing, before doing the same with your warhead of choice. Due to the weight and size of the shells, they must be loaded with the Mech located in the Longbow compartment. The assembling of and loading of Longbow shells should be done by Hangar Technicians. &#039;&#039;&#039;TREAT LONGBOW WARHEADS, PRIMERS, AND SHELLS WITH CARE, THEY ARE PRONE TO EXPLODE IF THROWN OR OTHERWISE MISMANAGED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Grauwolf ===&lt;br /&gt;
[[File:Wiki boombox sbs.gif|200px|thumb|right|The Grauwolf]]&lt;br /&gt;
The Grauwolf is a multi-barrel flakbox installed on the Horizon for area denial and close combat. It has a extreme rate of fire, and can fill grid squares in front of the Horizon with flak. &#039;&#039;&#039;The Grauwolf can be found just south of Tech Storage on deck two, past the Operations front desk in the starboard side of the ship.&#039;&#039;&#039; It has two types of ammunition, regular flak and armor piercing flak. It is best used to keep vessels away from the Horizon, or if they are already too close, rip them to shreds. As it&#039;s ammunition is small, it has a tough time getting through armor, but makes up for it in pure volume of fire. It can be loaded by clicking the loader with a flak bundle in hand, and should be loaded by Hangar Technicians.&lt;br /&gt;
&lt;br /&gt;
The Grauwolf is also very effective at clearing any environmental blockers in the way of the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== The Leviathan ===&lt;br /&gt;
[[File:Wiki zat sbs.gif|100px|thumb|right|The Leviathan]]&lt;br /&gt;
The Leviathan is the end all be all of the Horizon&#039;s Weaponry, an experimental wave particle gun that can decimate even the most well armored of ships. &#039;&#039;&#039;The Leviathan can be found in maintenance on the port wing in deck two. The entrance is guarded by turrets and requires either Engineering or Command access to enter. It&#039;s specifics are classified, only known to members of Engineering and those directly employed by the SCC under a strict NDA.&#039;&#039;&#039; It does not use physical ammunition, instead relying on a super powerful SMES to hold power before discharging it. In total, each shot requires at least 20MW of stored electricity in SMES, and it is the responsibility of engineering to ensure that enough power is allocated to the system, as well as maintain the weapon.&lt;br /&gt;
&lt;br /&gt;
Firstly, two heads of staff must swipe on the keycard authentication device in order to engage the Leviathan&#039;s systems. Next, a boxed key from the Captain&#039;s office desk must be retrieved and inserted in to the Leviathan Activation Terminal next to the targeting computer, then clicked again to twist it. Before targeting can begin however, an engineer or head of staff must pull the activation lever located in the room itself. &#039;&#039;&#039;Pulling this lever will begin to drain the SMES by 100kw a tick, so ensure everyone is ready before doing it.&#039;&#039;&#039; Once that is complete, pressing the button next to the Targeting Console titled &#039;&#039;&#039;Leviathan Control&#039;&#039;&#039; will bring up an entry point menu, pick one corresponding to your direction of fire, click okay, and the gun will open fire.&lt;br /&gt;
&lt;br /&gt;
== The Crew Required ==&lt;br /&gt;
Here we will go into more detail about the exact roles of each part of the weapon firing system.&lt;br /&gt;
&lt;br /&gt;
=== Bridge Crew/Captain/XO ===&lt;br /&gt;
Bridge crew, the Captain, and XO are the only three occupations aboard the Horizon trained in targeting and firing the ships weapons, as well as having the responsibility to fly the Horizon. Because of this, they are the ones in control whenever combat occurs and should be ensuring the safety of the Horizon through the damage or destruction of it&#039;s opponent(s). Not being actively engaged in this goal or doing literally anything else during a combat situation that isn&#039;t flying and shooting would be a waste of your unique training, and better off being shoved to someone else. For this reason Bridge Crew should not load the Horizon&#039;s weaponry, and instead leave it in the hands of operations; who have both the skill and access to do it.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
Operations is responsible for securing ammunition, and ensuring that ammunition is properly distributed. During combat, Hangar Techs should constantly be aware of what the Bridge Crew need, and move to fulfill their requests. When not in a combat situation or preparing to use a weapons system, Operations should ensure that all warheads and ammunition are properly stored within their department, in Secure Ammunition Storage. In combat situations or when preparing to use a weapons system, operations staff are responsible for loading the weapons by using the power lifters located in each weapon room. Once the combat situation is over, they are also responsible for ensuring that ammunition stores are topped off to pre-combat levels.&lt;br /&gt;
&lt;br /&gt;
=== Engineering === &lt;br /&gt;
Engineering has 2 primary roles when it comes to the weapons system. One is the Leviathan; as talked about above, Engineering needs to ensure that at least 20MW of power is stored within the Leviathan SMES before firing, and be involved in the process. Their second role is to maintain the weapons systems incase of battle damage or misuse. This can be done with a welding tool and more then 20u of welding fuel, like you would repair a wall. In a pinch, should they have a mech certification they can also be used to load the weapons systems.&lt;br /&gt;
&lt;br /&gt;
=How to Actually Fight=&lt;br /&gt;
There are two very important parts to actually fighting against a hostile ship and they are doing damage to it, and protecting yourself from damage. This section will go into both aspects, titled Targeting and Defensive Maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
Targeting is done on Targeting Consoles, which can be found aboard the Bridge. Here you can select the weapon you want to slave to the target from a drop down menu, before clicking the &#039;&#039;&#039;VIEW TARGETING GRID&#039;&#039;&#039; button located at the top of the pop up. Once on that grid, you can click the ship or grid square you wish to target, and after a few seconds, a red diamond will appear around it with the broadcasted transponder above it. Seeing this diamond means you are now targeting that vessel. Close out of the targeting grid, and you will have some more information including distance to target, and another empty drop down menu. The second drop down menu will have entry points for the targeted vessel, and essentially, you pick the one you want to hit. &#039;&#039;&#039;It is important to keep in mind that you need to pick a entry point that corresponds to the direction you are firing.&#039;&#039;&#039; As an example, if you were in front of the Horizon and picked the Aft Entry point as your target, all your shots would miss because you are not behind the Horizon. Once that is done, and you have ensured your gun is loaded and ready, you can click the fire button, and let loose at your target. If you are successful, the console will give you a hit report informing you of the damage done, as long as you are within 2 tiles of it.&lt;br /&gt;
&lt;br /&gt;
===Scoring Hits===&lt;br /&gt;
The Horizons Weapon Systems are not infallible, and scoring hits can sometimes be difficult. While obviously it is easy to hit a stationary ship in the middle of empty space, most ships that you will be fighting will not do this, and instead maneuver just as you do. There are many tips to scoring hits, but in this we are going to go over five. Two are fairly simple in theory if not practice, and the other three require more thought and effort from the Horizon, or other vessels. These do not stand alone, and can obviously be combined as you see fit.&lt;br /&gt;
&lt;br /&gt;
====Get Closer:====&lt;br /&gt;
This is probably the simplest solution to making it so that your enemies cannot dodge your shots, just get close enough that they don&#039;t have a lot of time to react. By dodging incoming fire while steadily moving towards your quarry before firing, the time to target for your shots will be lessened, meaning their reactions will have to be quicker, leaving much more room for error on their part. While simple in theory, obviously, this can be hard to pull off in practice, especially against heavily armed opponents.&lt;br /&gt;
&lt;br /&gt;
====Use Faster Ordnance:====&lt;br /&gt;
This only really applies to the Longbow, but by ensuring your ordnance can travel quickly through the vastness of space, a similar raise in the required reaction times to dodge that getting closer accomplishes is achieved . The Longbow has a high power primer which significantly boosts the speed of the warhead, allowing for it to cover distance quicker. In a pinch, this can also be done with the Canary, which can easily outpace the Horizon.&lt;br /&gt;
&lt;br /&gt;
====Keep Hazards in Mind:====&lt;br /&gt;
The Overmap which the Horizon travels through is home to many hazards, from asteroid fields to electrical storms and dust clouds. These hazards can be used as cover, concealment, and much more by your enemies. As an example, shooting at a ship hiding behind a asteroid field will make scoring a hit hard, as your ordnance may be unable to make it through the Hazard zone, detonating there instead where you want it to. This can also work in the favor of the Horizon though, if a ship can only evade into a hazard field, they will still sustain damage, perhaps as much as if you scored a hit.&lt;br /&gt;
&lt;br /&gt;
====Split up:====&lt;br /&gt;
The Canary, while only a shuttle, is still armed with a 40mm autocanon, and is capable of dealing some damage. By detaching the Canary and having it attack alongside the Horizon, your opponent now has two targets which they need to try and hit, and two separate ships targeting them. The Canary with it&#039;s nimble quickness can also out-flank your enemies, taking them from behind and shoot out their thrusters, or forcing them to turn to bring weapons to bear, making the Horizons shooting all the easier. Of course, there is a risk of sending out a poorly armored shuttle, but if you are confident, this strategy can tip an engagement in your favor.&lt;br /&gt;
&lt;br /&gt;
====Lead your shots:====&lt;br /&gt;
Probably the hardest one to get right, especially against a dodging enemy, is leading your shots. If you know the general speed and heading of your quarry, and know where they will be at a certain time, you can time your shots to intercept them and score a hit. Of course, you may also end up missing completely, leading too much or too little. This however works best when your quarry is dead in space, drifting or otherwise incapable of changing speed or course. And remember, you only have to hit in the same grid square as the vessel.&lt;br /&gt;
&lt;br /&gt;
==Defensive Maneuvers==&lt;br /&gt;
Defensive Maneuvers are any maneuvers which will help you and your vessel avoid getting hit by enemy fire. For this purpose, there are 4 buttons below the normal manual flight controls, under the obvious heading of, maneuvers. &#039;&#039;&#039;Maneuvers can be done by anyone who is a trained pilot, and are not limited to BC/Captain/XO like targeting.&#039;&#039;&#039; The top two buttons will turn the Horizon 45 degrees either west or east of the current heading respectively, as the arrows indicate. These maneuvers are the &amp;quot;safe&amp;quot; ones, and will only knock standing people to the ground. There is a 20 second cooldown in-between these maneuvers, for both the Canary and Horizon. The bottom two are emergency dodges, and will move the ship 1 tile east or west of the current heading respectively. These dodges are dangerous, as if people are not buckled in, they will get thrown around into walls, windows, or off of railings. So as the name implies, save these for emergencies. Emergency dodges have a 100 second cool down on the Horizon, and a 50 second Cool down on the Canary.&lt;br /&gt;
&lt;br /&gt;
===How to Defend Against Attack===&lt;br /&gt;
Being on the defense is never great, but it&#039;s bound to happen at some point in any fight, as you have to evade ordnance fired by your opponent. For whenever you find yourself in this situation, here are a few tips on how to lessen your chances of being hit.&lt;br /&gt;
&lt;br /&gt;
====Move Fast, Move Random====&lt;br /&gt;
The best possible way to avoid being hit is to make yourself a difficult target. By moving at fast speeds and changing course consistently, your enemies shots may just fly grids behind you. It is hard to properly lead shots, and even harder to hit a target who is constantly showing different sides and parts of their vessel to you, due to how targeting works. &#039;&#039;&#039;THE MOST IMPORTANT THING TO KEEP IN MIND HOWEVER&#039;&#039;&#039; is that in order to properly dodge, without turning your entire ship around, you need to be in a different grid square. Just moving across a grid won&#039;t cut it, you&#039;ll need to properly change squares in order to avoid getting hit.&lt;br /&gt;
&lt;br /&gt;
====Turn Around====&lt;br /&gt;
This one is really simple. If you are stationary and someone fires at you, just thrust to put that side of ship on the opposite side of their direction of fire. As an example, if someone is off your bow and takes a shot at you as you are orbiting a planet, go the opposite the direction you were facing showing them your stern and they will miss due to targeting mechanics.(maybe?) However, there is a draw back, which ties into the next tip.&lt;br /&gt;
&lt;br /&gt;
====Remember Relative Positions and Course====&lt;br /&gt;
The worst thing that can happen in any engagement is getting hit in the thrusters. Your ability to dodge is negated, and you are dead in space. By being aware of your position relative to your opponent, you can ensure that key systems such as engines, atmospherics, thrusters, and more are unable to be hit by them. The most important section of nearly all ships is the stern, doubly so for the Horizon as that is where Atmospherics, the SM, Thrust Engines, Tesla, and all of engineering is located. If your enemy is facing a direction where they can&#039;t hit you, let them fire all they want, and stay out of their arc. This also ties into firing, as you will need to bring your own weapons to bear pointed towards your enemy in order to properly score a hit.&lt;br /&gt;
&lt;br /&gt;
====Use the Environment to your Advantage====&lt;br /&gt;
As mentioned in the tips on how to score hits, over map hazards can be used for many things, from cover to concealment. Ducking behind asteroid fields for cover, using dust to mask an escape, or even diving headlong into shoals of carp forcing your enemy to disengage or follow after you are all viable strategies, if implemented intelligently.&lt;br /&gt;
&lt;br /&gt;
====Run Away====&lt;br /&gt;
The simplest, yet sometimes hardest decision, to just retreat and disengage. If you are outmatched and know it, there is no shame in preserving the lives of yourself and everyone else aboard by fleeing from your adversary, if you have the speed to outrun them. Not every battle can be won, even by the SCC, and sometimes the best course of action is to acknowledge that fact and not put your vessel at risk. However, sometimes this isn&#039;t possible, your adversary could be significantly faster then you, at which point, perhaps surrender is the better option.&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Getting_Started&amp;diff=28615</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Getting_Started&amp;diff=28615"/>
		<updated>2023-04-19T00:39:34Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: Updates the text and improves some sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Space Station 13, a game that offers rich player interaction and, on this server and many others, a unique roleplay experience. This guide is designed for new players who are just starting their journey into the world of SS13 and BYOND in general. It&#039;s important to note that reading the rules is essential to ensure a smooth and enjoyable stay on the server. Failure to do so may result in a short-lived experience.&lt;br /&gt;
&lt;br /&gt;
=BYOND=&lt;br /&gt;
[[File:Pager.png|right|400px]]&lt;br /&gt;
BYOND - Build Your Own Net Dream - is the &amp;lt;s&amp;gt;awful, archaic, and probably cursed&amp;lt;/s&amp;gt; engine that SS13 uses, and it must be downloaded in order to join any server. You can easily download the latest version by visiting [http://www.byond.com/download/ the BYOND website]. &lt;br /&gt;
&lt;br /&gt;
A BYOND account also must be created before you can join any servers. &lt;br /&gt;
&lt;br /&gt;
After installing BYOND and creating an account, click the field next to &#039;&#039;Filter&#039;&#039; and type in &amp;quot;Space Station 13&amp;quot;. The hub entry should appear, and you will likely see a list of servers, including Aurorastation. If you&#039;re unable to find Aurorastation, you can click [https://aurorastation.org/ Board The Aurora] on this link. This will automatically open BYOND and take you to the server.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re In!==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve successfully joined the server, you&#039;ll see the blank &#039;&#039;Dream Seeker&#039;&#039; screen. Once it disappears, you&#039;ll be presented with a split-screen interface. On the left side, you&#039;ll see the server&#039;s title screen with clickable options, and on the right side, you&#039;ll see a set of commands (also known as verbs) and the chat log. &lt;br /&gt;
&lt;br /&gt;
[[File:Greetings.png|540px]]&lt;br /&gt;
&lt;br /&gt;
If the left side is blank, it means that the server is still streaming resources to your computer, which may take a minute or two. However, this is a one-time process that usually only occurs the first time you join the server.&lt;br /&gt;
&lt;br /&gt;
=Fundamentals=&lt;br /&gt;
Before we can continue, there are a few things we should make sure you know before you dive headfirst into the &amp;lt;s&amp;gt;chaos&amp;lt;/s&amp;gt; action.&lt;br /&gt;
#&#039;&#039;&#039;Make sure you&#039;ve [https://aurorastation.org/rules.html read the rules!]&#039;&#039;&#039;&lt;br /&gt;
#Be sure to check the [[Guide to Controls]] for how to control your character.&lt;br /&gt;
#This is a roleplay server, so make sure that your character and their actions are believable for the [[Background_summary|setting]].&lt;br /&gt;
#Your first round may be rough.&lt;br /&gt;
With that out of the way, we can continue to character creation!&lt;br /&gt;
&lt;br /&gt;
=Your First Character=&lt;br /&gt;
On the left side of the screen, you&#039;ll see a menu of options, including &#039;&#039;Setup&#039;&#039;. Click on this to open the character creation window, which should look similar to the picture on the right. For now, the only button at the top you need to worry about is the &#039;Save slot&#039; button, which you should click regularly to avoid losing your progress. Below the save slot button, you&#039;ll see a row of buttons that allow you to customize your character&#039;s appearance and attributes. Keep in mind that your character should fit in with the server&#039;s setting!&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[[File:Character.png|right|540px]]&lt;br /&gt;
During character creation, you&#039;ll need to choose a few key details to define your character. Here&#039;s what you&#039;ll see on the left side:&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Determines what your character will be identified by. Choose a first and last name only - nicknames are not allowed.&lt;br /&gt;
**&#039;&#039;&#039;Random Name:&#039;&#039;&#039; If you can&#039;t think of a name for your character, clicking this will cycle through pre-generated names.&lt;br /&gt;
*&#039;&#039;&#039;Sex:&#039;&#039;&#039; This option determines your character&#039;s sex, either male or female.&lt;br /&gt;
*&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; What pronouns your character goes by. Male, female or plural.&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Sets the age of your character. Depending on the [[Job Guides|job]] you want to visit sooner or later, you&#039;ll want to set your age appropriately.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Point:&#039;&#039;&#039; This will determine where you spawn if you join the round late.&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; How many languages your character knows. By default, you know Ceti Basic, and you have space to add two more languages. However, it is not mandatory to select additional languages.&lt;br /&gt;
*&#039;&#039;&#039;Body:&#039;&#039;&#039; This button will randomize your character&#039;s body, age, and sex.&lt;br /&gt;
**&#039;&#039;&#039;Species:&#039;&#039;&#039; Clicking this will bring up a list of species you can play as. You can only play as a human until you&#039;ve signed up for a race whitelist, so this is safe to ignore for now.&lt;br /&gt;
**&#039;&#039;&#039;Blood Type:&#039;&#039;&#039; Determines what blood type you&#039;ll have, but you don&#039;t have to keep track of what it is.&lt;br /&gt;
**&#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; Adjusts the tone of your character in a range from 1 to 220, with 1 being pale and 220 being dark.&lt;br /&gt;
**&#039;&#039;&#039;Disabilities:&#039;&#039;&#039; This option allows you to choose disabilities that will be inflicted on your character, which can have mechanical changes in gameplay and [[Job_Accessibility_Requirements|limit job options]]. As a beginner, it may be best to leave this alone for now.&lt;br /&gt;
**&#039;&#039;&#039;Limbs:&#039;&#039;&#039; Brings up a list of your body parts, and whether or not you want the limb in question to be missing or replaced with a prosthesis. You may want to leave amputation alone, prosthetics function a little differently than organic limbs when damaged.&lt;br /&gt;
**&#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Lets you replace organs with augmented/synthetic variants. Functionally identical to their organic counterparts until damaged.&lt;br /&gt;
**&#039;&#039;&#039;Prosthesis/Amputations:&#039;&#039;&#039; Shows a list of everything that&#039;s been amputated/replaced, if you explored the two options above, as well as a button to reset your limbs/organs to default.&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Allows you to select a hair style and color for your character.&lt;br /&gt;
*&#039;&#039;&#039;Facial:&#039;&#039;&#039; Choose a facial hair style and color. Note that this option is only available to male characters.&lt;br /&gt;
*&#039;&#039;&#039;Gradient:&#039;&#039;&#039; This option allows you to choose a color gradient and style for your character&#039;s hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lets you pick your eye color.&lt;br /&gt;
*&#039;&#039;&#039;Body Color Presets:&#039;&#039;&#039; Brings up three options of body color presets for you to choose.&lt;br /&gt;
*&#039;&#039;&#039;Body Markings:&#039;&#039;&#039; Option that brings up a list of decals to place on the body, like augmentations and tattoos.&lt;br /&gt;
*&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Here you will set some of the clothing and devices for your character.&lt;br /&gt;
**&#039;&#039;&#039;Underwear:&#039;&#039;&#039; What sort of garments your character has under their clothing.&lt;br /&gt;
**&#039;&#039;&#039;Socks:&#039;&#039;&#039; Socks. They go on your feet.&lt;br /&gt;
**&#039;&#039;&#039;Undershirt:&#039;&#039;&#039; A shirt that goes under the uniform.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Type:&#039;&#039;&#039; Determines the sprite of the backpack you&#039;ll be wearing. Note that duffel bags can hold more, but inflict a speed penalty.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Style:&#039;&#039;&#039; Determines whether the sprite of your backpack will reflect your department&#039;s colors and style (if you&#039;re in one), or if it should just be a plain grey.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Strap:&#039;&#039;&#039; How the backpack strap will show on your character&#039;s sprite.&lt;br /&gt;
**&#039;&#039;&#039;PDA Type:&#039;&#039;&#039; What type of PDA your character uses. It has many useful features, so do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Headset Type:&#039;&#039;&#039; Select what type of radio used by your character. A headset is essential, so again, do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Primary Radio Slot:&#039;&#039;&#039; Which ear the radio will be set to.&lt;br /&gt;
*&#039;&#039;&#039;Records:&#039;&#039;&#039; Character records, documents used by other&#039;s in the ship to bring information about you. You don&#039;t need to touch these options until you&#039;re more familiar with the server&#039;s setting, but templates and a really useful Record Generator [[Records|may be found here]].&lt;br /&gt;
*&#039;&#039;&#039;Flavor:&#039;&#039;&#039; No, not how you taste. Flavor text is essentially your character&#039;s visual description.&lt;br /&gt;
**&#039;&#039;&#039;Set Flavor Text:&#039;&#039;&#039; When you click on this, you will see a prompt with several sections, but for now, focus on the &#039;&#039;General&#039;&#039; section. Write a brief description of your character&#039;s characteristics, such as height, build, complexion, and hair style. This field is only for things that can be noticed at a glance, not your character&#039;s whole backstory.&lt;br /&gt;
**&#039;&#039;&#039;Set Robot Flavor Text:&#039;&#039;&#039; This is the same as the above, but pertains to when you play a cyborg, if you play a cyborg. Which is not recommended if you&#039;re playing for the first time.&lt;br /&gt;
*&#039;&#039;&#039;Signature:&#039;&#039;&#039; A prompt that you can edit and stylize the way you want. If you changed your character&#039;s name, you will want to hit &#039;&#039;Reset&#039;&#039; first. This is mostly used for paperwork.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
This tab provides some options regarding your character&#039;s background life. If you need further guidance on this, take a look at  [[Guides/Character_Creation#Origins_-_Citizenship,_Language_and_Religion|this guide]].&lt;br /&gt;
*&#039;&#039;&#039;Culture:&#039;&#039;&#039; Choose the culture that your character belongs to. This changes what options will be available for &#039;&#039;&#039;Origin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Origin:&#039;&#039;&#039; Where your character are from. Changes the options for &#039;&#039;&#039;Citizenship&#039;&#039;&#039; and &#039;&#039;&#039;Accent&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Economic Status:&#039;&#039;&#039; This setting determines your character&#039;s financial status, whether they are wealthy, impoverished, or somewhere in between. It affects how much will be available in the character&#039;s bank account.&lt;br /&gt;
*&#039;&#039;&#039;Citizenship:&#039;&#039;&#039; This option determines your character&#039;s official current citizenship.&lt;br /&gt;
*&#039;&#039;&#039;Religion:&#039;&#039;&#039; Here you can choose your character&#039;s religious beliefs.&lt;br /&gt;
*&#039;&#039;&#039;Accent:&#039;&#039;&#039; This menu item determines the type of accent your character has.&lt;br /&gt;
&lt;br /&gt;
==Occupation==&lt;br /&gt;
The Job Selection screen is a crucial part of character creation that displays a list of available roles. Some of these roles are marked as &#039;&#039;&#039;[WHITELISTED]&#039;&#039;&#039; or [NEVER], which is perfectly normal. The whitelisted positions are typically reserved for the head-of-staff roles, which you don&#039;t need to worry about at the moment. &lt;br /&gt;
*&#039;&#039;&#039;Character Faction:&#039;&#039;&#039; This option determines what faction your character&#039;s works for. For a quick overview of the Megacorporations, you can refer to [[Guides/Character_Creation#The_Scary_Megacorporations|this section.]]&lt;br /&gt;
&lt;br /&gt;
For your first round, you should toggle the &#039;&#039;Assistant&#039;&#039; role to [YES]. Assistants have no specific responsibilities, so you are free to explore the game as you wish. Feel free to ask others for help or directions, but keep in mind that you are in the lowest position in the [[Chain of Command]], so listen to your superiors. Once you feel comfortable with the game mechanics, you may want to try out other roles.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
This section is for special role candidacy, typically reserved for antagonists. It allows you to play as an antagonist if the game mode permits. However, it is recommended to set all options to &amp;quot;No&amp;quot; for now and avoid playing as an antagonist until you become more familiar with the game&#039;s mechanics.&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
This section is primarily focused on the items that will be available to your character upon spawning, assuming you have selected any. You have a total of 15 loadout points, and each item is assigned a specific point value. It&#039;s important to keep in mind that some items may be restricted to certain jobs.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This is for when you have incident reports logged against your character from other characters. It&#039;s more for character complaints than player complaints, but you probably don&#039;t need to worry about this.&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
This section entails settings that are independent of character slots, and will be persistent throughout your experience.&lt;br /&gt;
*&#039;&#039;&#039;UI Style:&#039;&#039;&#039; Lets you pick from a few different styles of UI. &#039;&#039;Midnight&#039;&#039; should work just fine.&lt;br /&gt;
*&#039;&#039;&#039;Custom UI:&#039;&#039;&#039; If you want to use a custom color.&lt;br /&gt;
*&#039;&#039;&#039;Tooltip Style:&#039;&#039;&#039; Sets the tooltip style. You can leave &lt;br /&gt;
*&#039;&#039;&#039;HTML UI Style:&#039;&#039;&#039; Chooses the HTML interface. The default is fine.&lt;br /&gt;
*&#039;&#039;&#039;FPS:&#039;&#039;&#039; Set max FPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Play admin midis:&#039;&#039;&#039; If enabled, this will allow you to hear music or other sounds uploaded by admins mid-round. They&#039;re typically not MIDIs anymore, though.&lt;br /&gt;
*&#039;&#039;&#039;Play lobby music:&#039;&#039;&#039; Safe to ignore, just provides some &amp;lt;s&amp;gt;loud and obnoxious&amp;lt;/s&amp;gt; music in the lobby that will probably get stale really quick.&lt;br /&gt;
*&#039;&#039;&#039;Ghost ears/sight/radio:&#039;&#039;&#039; Will determine the range at which you hear/see actions if you&#039;re observing the round as a ghost. Setting the first two options to &#039;&#039;Nearest Creatures&#039;&#039; will probably spare you a lot of text from filling your log.&lt;br /&gt;
*&#039;&#039;&#039;Observer LOOC:&#039;&#039;&#039; Toggles wether Local OOC typed in by observers will show up to you.&lt;br /&gt;
*&#039;&#039;&#039;Space Parallax:&#039;&#039;&#039; Determines if the space background moves or doesn&#039;t move when you move. Purely aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Space Dust:&#039;&#039;&#039; Extra particle effects out in space. Again, aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Progress Bars:&#039;&#039;&#039; Shows a bar over your character when you conduct a task that requires time to complete. You should probably leave this on.&lt;br /&gt;
*&#039;&#039;&#039;Floating Messages:&#039;&#039;&#039; This option enables sent messages to float above the character that said them. By default, it is set to &amp;quot;Yes&amp;quot; and can be left that way.&lt;br /&gt;
*&#039;&#039;&#039;Hotkey Mode Default:&#039;&#039;&#039; This option toggles between control modes. The Hotkey Mode is a highly useful feature, so make sure to leave it &amp;quot;On&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Language Keys:&#039;&#039;&#039; Prefix characters to put in front of what you say to determine the language that you speak. These can be left alone.&lt;br /&gt;
&lt;br /&gt;
=Your First Round=&lt;br /&gt;
[[File:Arrivals1.png|128px|right]]&lt;br /&gt;
Once you&#039;ve got everything set and ready, go ahead and hit &#039;&#039;Save slot&#039;&#039; (you should have been clicking it often, anyway).&lt;br /&gt;
Close the Character Setup window, if the game is already going on, you can click &#039;&#039;Join Game!&#039;&#039; to bring up a list of jobs to join as. You&#039;ll want to click assistant. If, however, you&#039;re present before a round starts, and you can&#039;t find the &#039;&#039;Join Game!&#039;&#039; button, then click &#039;&#039;Ready&#039;&#039; instead, and you&#039;ll be spawned in automatically in the Tool Storage once the round starts. &lt;br /&gt;
&lt;br /&gt;
Depending on when you join and what the round type is, the ship around you can either look calm and quiet or completely unpowered with scorch marks lining the walls and screams echoing throughout the corridors. If you joined during the former situation then you&#039;re in luck because you&#039;ll be able to learn how to familiarize yourself with many mechanics without worry. No matter which spawn point you chose you&#039;ll always end up on the Lower Deck of the ship.&lt;br /&gt;
&lt;br /&gt;
==The Interface==&lt;br /&gt;
[[File:Interface1.png|right]]&lt;br /&gt;
SS13 is rather sensitive with what you click on, and since you can only click on something one way, that means there&#039;s probably only one way to interact with it. This isn&#039;t the case here, as aside from using modifiers like holding Control or Shift there are a few interface objects to toggle how you interact with items or even other people.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
The middle and left side of your screen is your inventory and item slots. From top to bottom, left to right, they are:&lt;br /&gt;
#Main Inventory - Accessed by pressing the toggle button in the bottom left corner&lt;br /&gt;
##Helmet, right ear&lt;br /&gt;
##Glasses, mask, left ear&lt;br /&gt;
##Uniform, outer clothing, gloves&lt;br /&gt;
##Expand/collapse inventory, shoes, outer clothing storage&lt;br /&gt;
#Easy Access Inventory - Always visible&lt;br /&gt;
##ID&lt;br /&gt;
##Belt&lt;br /&gt;
##Backpack&lt;br /&gt;
##Right and left hand&lt;br /&gt;
##Pockets&lt;br /&gt;
&lt;br /&gt;
===Object Interaction===&lt;br /&gt;
The bottom right side of the screen will contain a number of buttons that will change how you interact with objects or people around you. These are:&lt;br /&gt;
#[[File:Mov_intent.png]]Movement Intent&lt;br /&gt;
#[[File:Intents.png]]Intents&lt;br /&gt;
##Help - You won&#039;t do harm by clicking on someone empty handed. Will also prevent you from firing ranged weapons by default.&lt;br /&gt;
##Disarm - You will knock items out of hands and potentially knock people to the ground.&lt;br /&gt;
##Grab - You will grab someone.&lt;br /&gt;
##Harm - You will punch someone if you click them.&lt;br /&gt;
#[[File:Damage_zone.png]]Targetting Window - Useful for precision stuff, mainly used for combat and surgery.&lt;br /&gt;
#[[File:Resist.png]]Resist - You will resist out of physical incapacitation. Will also make you drop to the floor to put yourself out, should you be on fire.&lt;br /&gt;
#[[File:Drop.png]]Drop - Will drop the item in your active hand.&lt;br /&gt;
#[[File:Throw.png]]Throw - Will toggle throwing. Clicking somewhere with an item in your hand will throw it in that direction. If an item is thrown at you and you have an empty hand, you will catch the item.&lt;br /&gt;
#[[File:Toggle_gun.png]]Toggle Gun Mode - Will determine if you shoot at who you click or if you will aim at them instead, which will bring up a few more options.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
Most of these icons are hidden, but if they were all active on the screen, then they would be:&lt;br /&gt;
#[[File:Ceiling_indicator.png]]Ceiling - Informs you if there&#039;s a ceiling above you.&lt;br /&gt;
#[[File:Tox_indicator.png]]Toxin - You&#039;re currently breathing in a toxic substance.&lt;br /&gt;
#[[File:Fire_indicator.png]]Fire - You&#039;re currently on fire.&lt;br /&gt;
#[[File:Ice_indicator.gif]]Ice - You&#039;re currently freezing.&lt;br /&gt;
#[[File:Oxy_indicator.gif]]Oxy Warn - You&#039;re not breathing enough oxygen.&lt;br /&gt;
#[[File:Pressure_indicator.gif]]Pressure Warn - You are in a low/high pressure environment without protection.&lt;br /&gt;
#[[FIle:Internals_toggle.png]]Internals Toggle - Will toggle your internal atmosphere on or off. You must be wearing a suitable mask and have a tank of air/oxygen in your immediate inventory.&lt;br /&gt;
#[[File:Health_doll.png]]Health Doll - Will give you a rough estimate of how you&#039;re doing. This isn&#039;t 100% accurate, as pain will influence what this indicator looks like.&lt;br /&gt;
#[[File:Temperature_indicator.gif]]Temperature Warn - Will inform you if you&#039;re too hot or too cold.&lt;br /&gt;
#[[File:Nutrition4.png]]Nutrition - Will pop up if you are hungry, or if you&#039;ve eaten too much.&lt;br /&gt;
&lt;br /&gt;
==Exploring==&lt;br /&gt;
[[File:Elevators1.png|192px|right]]&lt;br /&gt;
[[File:Elevators2.png|192px|right]]&lt;br /&gt;
So now you&#039;re actually playing the game, congrats! If you&#039;ve  read the [[Guide to Controls]], then you should already have a rough idea of how to move your character around. If you joined mid-round, you will appear in the Residential Deck Lifts, on the Lower Dec. But if you join with the start of the round, you will appear in the Tool Storage, which is located in the Main Deck. You can check the [https://map.aurorastation.org/#/h1?y=110.4140625&amp;amp;x=108.828125&amp;amp;z=6/ Server Map] for an overview of the SCCV Horizon.&lt;br /&gt;
&lt;br /&gt;
The ship is divided into three main sections: the Lower Deck, the Main Deck, and the Upper Deck. The Lower Deck generally includes hangars and some utility departments, such as Custodial and Operations. The Main Deck, as the name suggests, houses almost all of the main departments, including Security, Engineering, Medical, and Research. The Upper Deck is mainly for Command and entertainment areas. While exploring the ship, you will come across these departments, but you won&#039;t be able to enter most of them as an Assistant due to clearance restrictions. Nonetheless, take the opportunity to familiarize yourself with the layout of the ship.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a round typically lasts around two hours. If you need to leave before then, you can return to the Residential Deck Lifts in the Lower Deck and use either the Living Quarters Lift or the Cryogenic Freezer to exit the round.&lt;br /&gt;
&lt;br /&gt;
After your first round, you may want to move on to an actual job. Some beginner-friendly occupations include:&lt;br /&gt;
* [[Janitor]]: Walk around the Horizon to learn its layout while performing custodial tasks.&lt;br /&gt;
* [[Hangar Technician]]:  Do deliveries and sort the warehouse to get familiar with handling items in the game.&lt;br /&gt;
* [[Engineer#Engineering Apprentice|Engineering Apprentice]]: Gain hands-on experience in Engineering, but make sure there are other Engineers available to help you.&lt;br /&gt;
* [[Medical Intern]]: The learner role of the medical department. &lt;br /&gt;
* [[Scientist#Lab Assistant|Lab Assistant]]: Learn how to be a scientist after some work experience.&lt;br /&gt;
&lt;br /&gt;
Additionally, interacting with other players can make the game more enjoyable and engaging. Try to stay in character and be creative with your interactions, but also be respectful of other players and their characters. Remember that everyone is here to have fun, so don&#039;t take things too seriously or get upset if something doesn&#039;t go as planned. Don&#039;t hesitate to ask for help if you&#039;re unsure about something. You can do so in-character (IC) or out of character (OOC). Most players are happy to assist newcomers, whether it&#039;s with small tasks or getting familiar with a particular department.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28614</id>
		<title>Sandbox:KoalaDourado</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28614"/>
		<updated>2023-04-19T00:34:10Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: finishes text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Space Station 13, a game that offers rich player interaction and, on this server and many others, a unique roleplay experience. This guide is designed for new players who are just starting their journey into the world of SS13 and BYOND in general. It&#039;s important to note that reading the rules is essential to ensure a smooth and enjoyable stay on the server. Failure to do so may result in a short-lived experience.&lt;br /&gt;
&lt;br /&gt;
=BYOND=&lt;br /&gt;
[[File:Pager.png|right|400px]]&lt;br /&gt;
BYOND - Build Your Own Net Dream - is the &amp;lt;s&amp;gt;awful, archaic, and probably cursed&amp;lt;/s&amp;gt; engine that SS13 uses, and it must be downloaded in order to join any server. You can easily download the latest version by visiting [http://www.byond.com/download/ the BYOND website]. &lt;br /&gt;
&lt;br /&gt;
A BYOND account also must be created before you can join any servers. &lt;br /&gt;
&lt;br /&gt;
After installing BYOND and creating an account, click the field next to &#039;&#039;Filter&#039;&#039; and type in &amp;quot;Space Station 13&amp;quot;. The hub entry should appear, and you will likely see a list of servers, including Aurorastation. If you&#039;re unable to find Aurorastation, you can click [https://aurorastation.org/ Board The Aurora] on this link. This will automatically open BYOND and take you to the server.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re In!==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve successfully joined the server, you&#039;ll see the blank &#039;&#039;Dream Seeker&#039;&#039; screen. Once it disappears, you&#039;ll be presented with a split-screen interface. On the left side, you&#039;ll see the server&#039;s title screen with clickable options, and on the right side, you&#039;ll see a set of commands (also known as verbs) and the chat log. &lt;br /&gt;
&lt;br /&gt;
[[File:Greetings.png|540px]]&lt;br /&gt;
&lt;br /&gt;
If the left side is blank, it means that the server is still streaming resources to your computer, which may take a minute or two. However, this is a one-time process that usually only occurs the first time you join the server.&lt;br /&gt;
&lt;br /&gt;
=Fundamentals=&lt;br /&gt;
Before we can continue, there are a few things we should make sure you know before you dive headfirst into the &amp;lt;s&amp;gt;chaos&amp;lt;/s&amp;gt; action.&lt;br /&gt;
#&#039;&#039;&#039;Make sure you&#039;ve [https://aurorastation.org/rules.html read the rules!]&#039;&#039;&#039;&lt;br /&gt;
#Be sure to check the [[Guide to Controls]] for how to control your character.&lt;br /&gt;
#This is a roleplay server, so make sure that your character and their actions are believable for the [[Background_summary|setting]].&lt;br /&gt;
#Your first round may be rough.&lt;br /&gt;
With that out of the way, we can continue to character creation!&lt;br /&gt;
&lt;br /&gt;
=Your First Character=&lt;br /&gt;
On the left side of the screen, you&#039;ll see a menu of options, including &#039;&#039;Setup&#039;&#039;. Click on this to open the character creation window, which should look similar to the picture on the right. For now, the only button at the top you need to worry about is the &#039;Save slot&#039; button, which you should click regularly to avoid losing your progress. Below the save slot button, you&#039;ll see a row of buttons that allow you to customize your character&#039;s appearance and attributes. Keep in mind that your character should fit in with the server&#039;s setting!&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[[File:Character.png|right|540px]]&lt;br /&gt;
During character creation, you&#039;ll need to choose a few key details to define your character. Here&#039;s what you&#039;ll see on the left side:&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Determines what your character will be identified by. Choose a first and last name only - nicknames are not allowed.&lt;br /&gt;
**&#039;&#039;&#039;Random Name:&#039;&#039;&#039; If you can&#039;t think of a name for your character, clicking this will cycle through pre-generated names.&lt;br /&gt;
*&#039;&#039;&#039;Sex:&#039;&#039;&#039; This option determines your character&#039;s sex, either male or female.&lt;br /&gt;
*&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; What pronouns your character goes by. Male, female or plural.&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Sets the age of your character. Depending on the [[Job Guides|job]] you want to visit sooner or later, you&#039;ll want to set your age appropriately.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Point:&#039;&#039;&#039; This will determine where you spawn if you join the round late.&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; How many languages your character knows. By default, you know Ceti Basic, and you have space to add two more languages. However, it is not mandatory to select additional languages.&lt;br /&gt;
*&#039;&#039;&#039;Body:&#039;&#039;&#039; This button will randomize your character&#039;s body, age, and sex.&lt;br /&gt;
**&#039;&#039;&#039;Species:&#039;&#039;&#039; Clicking this will bring up a list of species you can play as. You can only play as a human until you&#039;ve signed up for a race whitelist, so this is safe to ignore for now.&lt;br /&gt;
**&#039;&#039;&#039;Blood Type:&#039;&#039;&#039; Determines what blood type you&#039;ll have, but you don&#039;t have to keep track of what it is.&lt;br /&gt;
**&#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; Adjusts the tone of your character in a range from 1 to 220, with 1 being pale and 220 being dark.&lt;br /&gt;
**&#039;&#039;&#039;Disabilities:&#039;&#039;&#039; This option allows you to choose disabilities that will be inflicted on your character, which can have mechanical changes in gameplay and [[Job_Accessibility_Requirements|limit job options]]. As a beginner, it may be best to leave this alone for now.&lt;br /&gt;
**&#039;&#039;&#039;Limbs:&#039;&#039;&#039; Brings up a list of your body parts, and whether or not you want the limb in question to be missing or replaced with a prosthesis. You may want to leave amputation alone, prosthetics function a little differently than organic limbs when damaged.&lt;br /&gt;
**&#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Lets you replace organs with augmented/synthetic variants. Functionally identical to their organic counterparts until damaged.&lt;br /&gt;
**&#039;&#039;&#039;Prosthesis/Amputations:&#039;&#039;&#039; Shows a list of everything that&#039;s been amputated/replaced, if you explored the two options above, as well as a button to reset your limbs/organs to default.&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Allows you to select a hair style and color for your character.&lt;br /&gt;
*&#039;&#039;&#039;Facial:&#039;&#039;&#039; Choose a facial hair style and color. Note that this option is only available to male characters.&lt;br /&gt;
*&#039;&#039;&#039;Gradient:&#039;&#039;&#039; This option allows you to choose a color gradient and style for your character&#039;s hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lets you pick your eye color.&lt;br /&gt;
*&#039;&#039;&#039;Body Color Presets:&#039;&#039;&#039; Brings up three options of body color presets for you to choose.&lt;br /&gt;
*&#039;&#039;&#039;Body Markings:&#039;&#039;&#039; Option that brings up a list of decals to place on the body, like augmentations and tattoos.&lt;br /&gt;
*&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Here you will set some of the clothing and devices for your character.&lt;br /&gt;
**&#039;&#039;&#039;Underwear:&#039;&#039;&#039; What sort of garments your character has under their clothing.&lt;br /&gt;
**&#039;&#039;&#039;Socks:&#039;&#039;&#039; Socks. They go on your feet.&lt;br /&gt;
**&#039;&#039;&#039;Undershirt:&#039;&#039;&#039; A shirt that goes under the uniform.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Type:&#039;&#039;&#039; Determines the sprite of the backpack you&#039;ll be wearing. Note that duffel bags can hold more, but inflict a speed penalty.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Style:&#039;&#039;&#039; Determines whether the sprite of your backpack will reflect your department&#039;s colors and style (if you&#039;re in one), or if it should just be a plain grey.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Strap:&#039;&#039;&#039; How the backpack strap will show on your character&#039;s sprite.&lt;br /&gt;
**&#039;&#039;&#039;PDA Type:&#039;&#039;&#039; What type of PDA your character uses. It has many useful features, so do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Headset Type:&#039;&#039;&#039; Select what type of radio used by your character. A headset is essential, so again, do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Primary Radio Slot:&#039;&#039;&#039; Which ear the radio will be set to.&lt;br /&gt;
*&#039;&#039;&#039;Records:&#039;&#039;&#039; Character records, documents used by other&#039;s in the ship to bring information about you. You don&#039;t need to touch these options until you&#039;re more familiar with the server&#039;s setting, but templates and a really useful Record Generator [[Records|may be found here]].&lt;br /&gt;
*&#039;&#039;&#039;Flavor:&#039;&#039;&#039; No, not how you taste. Flavor text is essentially your character&#039;s visual description.&lt;br /&gt;
**&#039;&#039;&#039;Set Flavor Text:&#039;&#039;&#039; When you click on this, you will see a prompt with several sections, but for now, focus on the &#039;&#039;General&#039;&#039; section. Write a brief description of your character&#039;s characteristics, such as height, build, complexion, and hair style. This field is only for things that can be noticed at a glance, not your character&#039;s whole backstory.&lt;br /&gt;
**&#039;&#039;&#039;Set Robot Flavor Text:&#039;&#039;&#039; This is the same as the above, but pertains to when you play a cyborg, if you play a cyborg. Which is not recommended if you&#039;re playing for the first time.&lt;br /&gt;
*&#039;&#039;&#039;Signature:&#039;&#039;&#039; A prompt that you can edit and stylize the way you want. If you changed your character&#039;s name, you will want to hit &#039;&#039;Reset&#039;&#039; first. This is mostly used for paperwork.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
This tab provides some options regarding your character&#039;s background life. If you need further guidance on this, take a look at  [[Guides/Character_Creation#Origins_-_Citizenship,_Language_and_Religion|this guide]].&lt;br /&gt;
*&#039;&#039;&#039;Culture:&#039;&#039;&#039; Choose the culture that your character belongs to. This changes what options will be available for &#039;&#039;&#039;Origin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Origin:&#039;&#039;&#039; Where your character are from. Changes the options for &#039;&#039;&#039;Citizenship&#039;&#039;&#039; and &#039;&#039;&#039;Accent&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Economic Status:&#039;&#039;&#039; This setting determines your character&#039;s financial status, whether they are wealthy, impoverished, or somewhere in between. It affects how much will be available in the character&#039;s bank account.&lt;br /&gt;
*&#039;&#039;&#039;Citizenship:&#039;&#039;&#039; This option determines your character&#039;s official current citizenship.&lt;br /&gt;
*&#039;&#039;&#039;Religion:&#039;&#039;&#039; Here you can choose your character&#039;s religious beliefs.&lt;br /&gt;
*&#039;&#039;&#039;Accent:&#039;&#039;&#039; This menu item determines the type of accent your character has.&lt;br /&gt;
&lt;br /&gt;
==Occupation==&lt;br /&gt;
The Job Selection screen is a crucial part of character creation that displays a list of available roles. Some of these roles are marked as &#039;&#039;&#039;[WHITELISTED]&#039;&#039;&#039; or [NEVER], which is perfectly normal. The whitelisted positions are typically reserved for the head-of-staff roles, which you don&#039;t need to worry about at the moment. &lt;br /&gt;
*&#039;&#039;&#039;Character Faction:&#039;&#039;&#039; This option determines what faction your character&#039;s works for. For a quick overview of the Megacorporations, you can refer to [[Guides/Character_Creation#The_Scary_Megacorporations|this section.]]&lt;br /&gt;
&lt;br /&gt;
For your first round, you should toggle the &#039;&#039;Assistant&#039;&#039; role to [YES]. Assistants have no specific responsibilities, so you are free to explore the game as you wish. Feel free to ask others for help or directions, but keep in mind that you are in the lowest position in the [[Chain of Command]], so listen to your superiors. Once you feel comfortable with the game mechanics, you may want to try out other roles.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
This section is for special role candidacy, typically reserved for antagonists. It allows you to play as an antagonist if the game mode permits. However, it is recommended to set all options to &amp;quot;No&amp;quot; for now and avoid playing as an antagonist until you become more familiar with the game&#039;s mechanics.&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
This section is primarily focused on the items that will be available to your character upon spawning, assuming you have selected any. You have a total of 15 loadout points, and each item is assigned a specific point value. It&#039;s important to keep in mind that some items may be restricted to certain jobs.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This is for when you have incident reports logged against your character from other characters. It&#039;s more for character complaints than player complaints, but you probably don&#039;t need to worry about this.&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
This section entails settings that are independent of character slots, and will be persistent throughout your experience.&lt;br /&gt;
*&#039;&#039;&#039;UI Style:&#039;&#039;&#039; Lets you pick from a few different styles of UI. &#039;&#039;Midnight&#039;&#039; should work just fine.&lt;br /&gt;
*&#039;&#039;&#039;Custom UI:&#039;&#039;&#039; If you want to use a custom color.&lt;br /&gt;
*&#039;&#039;&#039;Tooltip Style:&#039;&#039;&#039; Sets the tooltip style. You can leave &lt;br /&gt;
*&#039;&#039;&#039;HTML UI Style:&#039;&#039;&#039; Chooses the HTML interface. The default is fine.&lt;br /&gt;
*&#039;&#039;&#039;FPS:&#039;&#039;&#039; Set max FPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Play admin midis:&#039;&#039;&#039; If enabled, this will allow you to hear music or other sounds uploaded by admins mid-round. They&#039;re typically not MIDIs anymore, though.&lt;br /&gt;
*&#039;&#039;&#039;Play lobby music:&#039;&#039;&#039; Safe to ignore, just provides some &amp;lt;s&amp;gt;loud and obnoxious&amp;lt;/s&amp;gt; music in the lobby that will probably get stale really quick.&lt;br /&gt;
*&#039;&#039;&#039;Ghost ears/sight/radio:&#039;&#039;&#039; Will determine the range at which you hear/see actions if you&#039;re observing the round as a ghost. Setting the first two options to &#039;&#039;Nearest Creatures&#039;&#039; will probably spare you a lot of text from filling your log.&lt;br /&gt;
*&#039;&#039;&#039;Observer LOOC:&#039;&#039;&#039; Toggles wether Local OOC typed in by observers will show up to you.&lt;br /&gt;
*&#039;&#039;&#039;Space Parallax:&#039;&#039;&#039; Determines if the space background moves or doesn&#039;t move when you move. Purely aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Space Dust:&#039;&#039;&#039; Extra particle effects out in space. Again, aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Progress Bars:&#039;&#039;&#039; Shows a bar over your character when you conduct a task that requires time to complete. You should probably leave this on.&lt;br /&gt;
*&#039;&#039;&#039;Floating Messages:&#039;&#039;&#039; This option enables sent messages to float above the character that said them. By default, it is set to &amp;quot;Yes&amp;quot; and can be left that way.&lt;br /&gt;
*&#039;&#039;&#039;Hotkey Mode Default:&#039;&#039;&#039; This option toggles between control modes. The Hotkey Mode is a highly useful feature, so make sure to leave it &amp;quot;On&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Language Keys:&#039;&#039;&#039; Prefix characters to put in front of what you say to determine the language that you speak. These can be left alone.&lt;br /&gt;
&lt;br /&gt;
=Your First Round=&lt;br /&gt;
[[File:Arrivals1.png|128px|right]]&lt;br /&gt;
Once you&#039;ve got everything set and ready, go ahead and hit &#039;&#039;Save slot&#039;&#039; (you should have been clicking it often, anyway).&lt;br /&gt;
Close the Character Setup window, if the game is already going on, you can click &#039;&#039;Join Game!&#039;&#039; to bring up a list of jobs to join as. You&#039;ll want to click assistant. If, however, you&#039;re present before a round starts, and you can&#039;t find the &#039;&#039;Join Game!&#039;&#039; button, then click &#039;&#039;Ready&#039;&#039; instead, and you&#039;ll be spawned in automatically in the Tool Storage once the round starts. &lt;br /&gt;
&lt;br /&gt;
Depending on when you join and what the round type is, the ship around you can either look calm and quiet or completely unpowered with scorch marks lining the walls and screams echoing throughout the corridors. If you joined during the former situation then you&#039;re in luck because you&#039;ll be able to learn how to familiarize yourself with many mechanics without worry. No matter which spawn point you chose you&#039;ll always end up on the Lower Deck of the ship.&lt;br /&gt;
&lt;br /&gt;
==The Interface==&lt;br /&gt;
[[File:Interface1.png|right]]&lt;br /&gt;
SS13 is rather sensitive with what you click on, and since you can only click on something one way, that means there&#039;s probably only one way to interact with it. This isn&#039;t the case here, as aside from using modifiers like holding Control or Shift there are a few interface objects to toggle how you interact with items or even other people.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
The middle and left side of your screen is your inventory and item slots. From top to bottom, left to right, they are:&lt;br /&gt;
#Main Inventory - Accessed by pressing the toggle button in the bottom left corner&lt;br /&gt;
##Helmet, right ear&lt;br /&gt;
##Glasses, mask, left ear&lt;br /&gt;
##Uniform, outer clothing, gloves&lt;br /&gt;
##Expand/collapse inventory, shoes, outer clothing storage&lt;br /&gt;
#Easy Access Inventory - Always visible&lt;br /&gt;
##ID&lt;br /&gt;
##Belt&lt;br /&gt;
##Backpack&lt;br /&gt;
##Right and left hand&lt;br /&gt;
##Pockets&lt;br /&gt;
&lt;br /&gt;
===Object Interaction===&lt;br /&gt;
The bottom right side of the screen will contain a number of buttons that will change how you interact with objects or people around you. These are:&lt;br /&gt;
#[[File:Mov_intent.png]]Movement Intent&lt;br /&gt;
#[[File:Intents.png]]Intents&lt;br /&gt;
##Help - You won&#039;t do harm by clicking on someone empty handed. Will also prevent you from firing ranged weapons by default.&lt;br /&gt;
##Disarm - You will knock items out of hands and potentially knock people to the ground.&lt;br /&gt;
##Grab - You will grab someone.&lt;br /&gt;
##Harm - You will punch someone if you click them.&lt;br /&gt;
#[[File:Damage_zone.png]]Targetting Window - Useful for precision stuff, mainly used for combat and surgery.&lt;br /&gt;
#[[File:Resist.png]]Resist - You will resist out of physical incapacitation. Will also make you drop to the floor to put yourself out, should you be on fire.&lt;br /&gt;
#[[File:Drop.png]]Drop - Will drop the item in your active hand.&lt;br /&gt;
#[[File:Throw.png]]Throw - Will toggle throwing. Clicking somewhere with an item in your hand will throw it in that direction. If an item is thrown at you and you have an empty hand, you will catch the item.&lt;br /&gt;
#[[File:Toggle_gun.png]]Toggle Gun Mode - Will determine if you shoot at who you click or if you will aim at them instead, which will bring up a few more options.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
Most of these icons are hidden, but if they were all active on the screen, then they would be:&lt;br /&gt;
#[[File:Ceiling_indicator.png]]Ceiling - Informs you if there&#039;s a ceiling above you.&lt;br /&gt;
#[[File:Tox_indicator.png]]Toxin - You&#039;re currently breathing in a toxic substance.&lt;br /&gt;
#[[File:Fire_indicator.png]]Fire - You&#039;re currently on fire.&lt;br /&gt;
#[[File:Ice_indicator.gif]]Ice - You&#039;re currently freezing.&lt;br /&gt;
#[[File:Oxy_indicator.gif]]Oxy Warn - You&#039;re not breathing enough oxygen.&lt;br /&gt;
#[[File:Pressure_indicator.gif]]Pressure Warn - You are in a low/high pressure environment without protection.&lt;br /&gt;
#[[FIle:Internals_toggle.png]]Internals Toggle - Will toggle your internal atmosphere on or off. You must be wearing a suitable mask and have a tank of air/oxygen in your immediate inventory.&lt;br /&gt;
#[[File:Health_doll.png]]Health Doll - Will give you a rough estimate of how you&#039;re doing. This isn&#039;t 100% accurate, as pain will influence what this indicator looks like.&lt;br /&gt;
#[[File:Temperature_indicator.gif]]Temperature Warn - Will inform you if you&#039;re too hot or too cold.&lt;br /&gt;
#[[File:Nutrition4.png]]Nutrition - Will pop up if you are hungry, or if you&#039;ve eaten too much.&lt;br /&gt;
&lt;br /&gt;
==Exploring==&lt;br /&gt;
[[File:Elevators1.png|192px|right]]&lt;br /&gt;
[[File:Elevators2.png|192px|right]]&lt;br /&gt;
So now you&#039;re actually playing the game, congrats! If you&#039;ve  read the [[Guide to Controls]], then you should already have a rough idea of how to move your character around. If you joined mid-round, you will appear in the Residential Deck Lifts, on the Lower Dec. But if you join with the start of the round, you will appear in the Tool Storage, which is located in the Main Deck. You can check the [https://map.aurorastation.org/#/h1?y=110.4140625&amp;amp;x=108.828125&amp;amp;z=6/ Server Map] for an overview of the SCCV Horizon.&lt;br /&gt;
&lt;br /&gt;
The ship is divided into three main sections: the Lower Deck, the Main Deck, and the Upper Deck. The Lower Deck generally includes hangars and some utility departments, such as Custodial and Operations. The Main Deck, as the name suggests, houses almost all of the main departments, including Security, Engineering, Medical, and Research. The Upper Deck is mainly for Command and entertainment areas. While exploring the ship, you will come across these departments, but you won&#039;t be able to enter most of them as an Assistant due to clearance restrictions. Nonetheless, take the opportunity to familiarize yourself with the layout of the ship.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a round typically lasts around two hours. If you need to leave before then, you can return to the Residential Deck Lifts in the Lower Deck and use either the Living Quarters Lift or the Cryogenic Freezer to exit the round.&lt;br /&gt;
&lt;br /&gt;
After your first round, you may want to move on to an actual job. Some beginner-friendly occupations include:&lt;br /&gt;
* [[Janitor]]: Walk around the Horizon to learn its layout while performing custodial tasks.&lt;br /&gt;
* [[Hangar Technician]]:  Do deliveries and sort the warehouse to get familiar with handling items in the game.&lt;br /&gt;
* [[Engineer#Engineering Apprentice|Engineering Apprentice]]: Gain hands-on experience in Engineering, but make sure there are other Engineers available to help you.&lt;br /&gt;
* [[Medical Intern]]: The learner role of the medical department. &lt;br /&gt;
* [[Scientist#Lab Assistant|Lab Assistant]]: Learn how to be a scientist after some work experience.&lt;br /&gt;
&lt;br /&gt;
Additionally, interacting with other players can make the game more enjoyable and engaging. Try to stay in character and be creative with your interactions, but also be respectful of other players and their characters. Remember that everyone is here to have fun, so don&#039;t take things too seriously or get upset if something doesn&#039;t go as planned. Don&#039;t hesitate to ask for help if you&#039;re unsure about something. You can do so in-character (IC) or out of character (OOC). Most players are happy to assist newcomers, whether it&#039;s with small tasks or getting familiar with a particular department.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28569</id>
		<title>Sandbox:KoalaDourado</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28569"/>
		<updated>2023-04-15T00:21:47Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: Finished the character creation section. But there are still some placeholders.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Space Station 13, a game that offers rich player interaction and, on this server and many others, a unique roleplay experience. This guide is designed for new players who are just starting their journey into the world of SS13 and BYOND in general. It&#039;s important to note that reading the rules is essential to ensure a smooth and enjoyable stay on the server. Failure to do so may result in a short-lived experience.&lt;br /&gt;
&lt;br /&gt;
=BYOND=&lt;br /&gt;
[[File:Pager.png|right|400px]]&lt;br /&gt;
BYOND - Build Your Own Net Dream - is the &amp;lt;s&amp;gt;awful, archaic, and probably cursed&amp;lt;/s&amp;gt; engine that SS13 uses, and it must be downloaded in order to join any server. You can easily download the latest version by visiting [http://www.byond.com/download/ the BYOND website]. You will also need to create an account before you can join any servers. &lt;br /&gt;
&lt;br /&gt;
After installing BYOND and creating an account, click the field next to &#039;&#039;Filter&#039;&#039; and type in &amp;quot;Space Station 13&amp;quot;. The hub entry should appear, and you will likely see a list of servers, including Aurorastation. If you&#039;re unable to find Aurorastation, you can click [https://aurorastation.org/ Board The Aurora] on this link. This will automatically open BYOND and take you to the server.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re In!==&lt;br /&gt;
[[File:Greetings.png|right|540px]]&lt;br /&gt;
If you&#039;ve successfully joined the server, you&#039;ll see the blank &#039;&#039;Dream Seeker&#039;&#039; screen. Once it disappears, you&#039;ll be presented with a split-screen interface. On the left side, you&#039;ll see the server&#039;s title screen with clickable options, and on the right side, you&#039;ll see a set of commands (also known as verbs) and the chat log. &lt;br /&gt;
&lt;br /&gt;
If the left side is blank, it means that the server is still streaming resources to your computer, which may take a minute or two. However, this is a one-time process that usually only occurs the first time you join the server.&lt;br /&gt;
&lt;br /&gt;
=Fundamentals=&lt;br /&gt;
Before we can continue, there are a few things we should make sure you know before you dive headfirst into the &amp;lt;s&amp;gt;chaos&amp;lt;/s&amp;gt; action.&lt;br /&gt;
#&#039;&#039;&#039;Make sure you&#039;ve [https://aurorastation.org/rules.html read the rules!]&#039;&#039;&#039;&lt;br /&gt;
#Be sure to check the [[Guide to Controls]] for how to control your character.&lt;br /&gt;
#This is a roleplay server, so make sure that your character and their actions are believable for the [[Background_summary|setting]].&lt;br /&gt;
#Your first round may be rough.&lt;br /&gt;
With that out of the way, we can continue to character creation!&lt;br /&gt;
&lt;br /&gt;
=Your First Character=&lt;br /&gt;
On the left side of the screen, you&#039;ll see a menu of options, including &#039;&#039;Setup&#039;&#039;. Click on this to open the character creation window, which should look similar to the picture on the right. For now, the only button at the top you need to worry about is the &#039;Save slot&#039; button, which you should click regularly to avoid losing your progress. Below the save slot button, you&#039;ll see a row of buttons that allow you to customize your character&#039;s appearance and attributes. Keep in mind that your character should fit in with the server&#039;s setting!&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[[File:Character.png|right|540px]]&lt;br /&gt;
During character creation, you&#039;ll need to choose a few key details to define your character. Here&#039;s what you&#039;ll see on the left side:&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Determines what your character will be identified by. Choose a first and last name only - nicknames are not allowed.&lt;br /&gt;
**&#039;&#039;&#039;Random Name:&#039;&#039;&#039; If you can&#039;t think of a name for your character, clicking this will cycle through pre-generated names.&lt;br /&gt;
*&#039;&#039;&#039;Sex:&#039;&#039;&#039; This option determines your character&#039;s sex, either male or female.&lt;br /&gt;
*&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; What pronouns your character goes by. Male, female or plural.&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Sets the age of your character. Depending on the [[Job Guides|job]] you want to visit sooner or later, you&#039;ll want to set your age appropriately.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Point:&#039;&#039;&#039; This will determine where you spawn if you join the round late.&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; How many languages your character knows. By default, you know Ceti Basic, and you have space to add two more languages. However, it is not mandatory to select additional languages.&lt;br /&gt;
*&#039;&#039;&#039;Body:&#039;&#039;&#039; This button will randomize your character&#039;s body, age, and sex.&lt;br /&gt;
**&#039;&#039;&#039;Species:&#039;&#039;&#039; Clicking this will bring up a list of species you can play as. You can only play as a human until you&#039;ve signed up for a race whitelist, so this is safe to ignore for now.&lt;br /&gt;
**&#039;&#039;&#039;Blood Type:&#039;&#039;&#039; Determines what blood type you&#039;ll have, but you don&#039;t have to keep track of what it is.&lt;br /&gt;
**&#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; Adjusts the tone of your character in a range from 1 to 220, with 1 being pale and 220 being dark.&lt;br /&gt;
**&#039;&#039;&#039;Disabilities:&#039;&#039;&#039; This option allows you to choose disabilities that will be inflicted on your character, which can have mechanical changes in gameplay and [[Job_Accessibility_Requirements|limit job options]]. As a beginner, it may be best to leave this alone for now.&lt;br /&gt;
**&#039;&#039;&#039;Limbs:&#039;&#039;&#039; Brings up a list of your body parts, and whether or not you want the limb in question to be missing or replaced with a prosthesis. You may want to leave amputation alone, prosthetics function a little differently than organic limbs when damaged.&lt;br /&gt;
**&#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Lets you replace organs with augmented/synthetic variants. Functionally identical to their organic counterparts until damaged.&lt;br /&gt;
**&#039;&#039;&#039;Prosthesis/Amputations:&#039;&#039;&#039; Shows a list of everything that&#039;s been amputated/replaced, if you explored the two options above, as well as a button to reset your limbs/organs to default.&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Allows you to select a hair style and color for your character.&lt;br /&gt;
*&#039;&#039;&#039;Facial:&#039;&#039;&#039; Choose a facial hair style and color. Note that this option is only available to male characters.&lt;br /&gt;
*&#039;&#039;&#039;Gradient:&#039;&#039;&#039; This option allows you to choose a color gradient and style for your character&#039;s hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lets you pick your eye color.&lt;br /&gt;
*&#039;&#039;&#039;Body Color Presets:&#039;&#039;&#039; Brings up three options of body color presets for you to choose.&lt;br /&gt;
*&#039;&#039;&#039;Body Markings:&#039;&#039;&#039; Option that brings up a list of decals to place on the body, like augmentations and tattoos.&lt;br /&gt;
*&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Here you will set some of the clothing and devices for your character.&lt;br /&gt;
**&#039;&#039;&#039;Underwear:&#039;&#039;&#039; What sort of garments your character has under their clothing.&lt;br /&gt;
**&#039;&#039;&#039;Socks:&#039;&#039;&#039; Socks. They go on your feet.&lt;br /&gt;
**&#039;&#039;&#039;Undershirt:&#039;&#039;&#039; A shirt that goes under the uniform.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Type:&#039;&#039;&#039; Determines the sprite of the backpack you&#039;ll be wearing. Note that duffel bags can hold more, but inflict a speed penalty.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Style:&#039;&#039;&#039; Determines whether the sprite of your backpack will reflect your department&#039;s colors and style (if you&#039;re in one), or if it should just be a plain grey.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Strap:&#039;&#039;&#039; How the backpack strap will show on your character&#039;s sprite.&lt;br /&gt;
**&#039;&#039;&#039;PDA Type:&#039;&#039;&#039; What type of PDA your character uses. It has many useful features, so do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Headset Type:&#039;&#039;&#039; Select what type of radio used by your character. A headset is essential, so again, do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Primary Radio Slot:&#039;&#039;&#039; Which ear the radio will be set to.&lt;br /&gt;
*&#039;&#039;&#039;Records:&#039;&#039;&#039; Character records, documents used by other&#039;s in the ship to bring information about you. You don&#039;t need to touch these options until you&#039;re more familiar with the server&#039;s setting, but templates and a really useful Record Generator [[Records|may be found here]].&lt;br /&gt;
*&#039;&#039;&#039;Flavor:&#039;&#039;&#039; No, not how you taste. Flavor text is essentially your character&#039;s visual description.&lt;br /&gt;
**&#039;&#039;&#039;Set Flavor Text:&#039;&#039;&#039; When you click on this, you will see a prompt with several sections, but for now, focus on the &#039;&#039;General&#039;&#039; section. Write a brief description of your character&#039;s characteristics, such as height, build, complexion, and hair style. This field is only for things that can be noticed at a glance, not your character&#039;s whole backstory.&lt;br /&gt;
**&#039;&#039;&#039;Set Robot Flavor Text:&#039;&#039;&#039; This is the same as the above, but pertains to when you play a cyborg, if you play a cyborg. Which is not recommended if you&#039;re playing for the first time.&lt;br /&gt;
*&#039;&#039;&#039;Signature:&#039;&#039;&#039; A prompt that you can edit and stylize the way you want. If you changed your character&#039;s name, you will want to hit &#039;&#039;Reset&#039;&#039; first. This is mostly used for paperwork.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
This tab provides some options regarding your character&#039;s background life. If you need further guidance on this, take a look at  [[Guides/Character_Creation#Origins_-_Citizenship,_Language_and_Religion|this guide]].&lt;br /&gt;
*&#039;&#039;&#039;Culture:&#039;&#039;&#039; Choose the culture that your character belongs to. This changes what options will be available for &#039;&#039;&#039;Origin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Origin:&#039;&#039;&#039; Where your character are from. Changes the options for &#039;&#039;&#039;Citizenship&#039;&#039;&#039; and &#039;&#039;&#039;Accent&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Economic Status:&#039;&#039;&#039; This setting determines your character&#039;s financial status, whether they are wealthy, impoverished, or somewhere in between. It affects how much will be available in the character&#039;s bank account.&lt;br /&gt;
*&#039;&#039;&#039;Citizenship:&#039;&#039;&#039; This option determines your character&#039;s official current citizenship.&lt;br /&gt;
*&#039;&#039;&#039;Religion:&#039;&#039;&#039; Here you can choose your character&#039;s religious beliefs.&lt;br /&gt;
*&#039;&#039;&#039;Accent:&#039;&#039;&#039; This menu item determines the type of accent your character has.&lt;br /&gt;
&lt;br /&gt;
==Occupation==&lt;br /&gt;
The Job Selection screen is a crucial part of character creation that displays a list of available roles. Some of these roles are marked as &#039;&#039;&#039;[WHITELISTED]&#039;&#039;&#039; or [NEVER], which is perfectly normal. The whitelisted positions are typically reserved for the head-of-staff roles, which you don&#039;t need to worry about at the moment. &lt;br /&gt;
*&#039;&#039;&#039;Character Faction:&#039;&#039;&#039; This option determines what faction your character&#039;s works for. For a quick overview of the Megacorporations, you can refer to [[Guides/Character_Creation#The_Scary_Megacorporations|this section.]]&lt;br /&gt;
&lt;br /&gt;
For your first round, you should toggle the &#039;&#039;Assistant&#039;&#039; role to [YES]. Assistants have no specific responsibilities, so you are free to explore the game as you wish. Feel free to ask others for help or directions, but keep in mind that you are in the lowest position in the [[Chain of Command]], so listen to your superiors. Once you feel comfortable with the game mechanics, you may want to try out other roles.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
This section is for special role candidacy, typically reserved for antagonists. It allows you to play as an antagonist if the game mode permits. However, it is recommended to set all options to &amp;quot;No&amp;quot; for now and avoid playing as an antagonist until you become more familiar with the game&#039;s mechanics.&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
This section is primarily focused on the items that will be available to your character upon spawning, assuming you have selected any. You have a total of 15 loadout points, and each item is assigned a specific point value. It&#039;s important to keep in mind that some items may be restricted to certain jobs.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This is for when you have incident reports logged against your character from other characters. It&#039;s more for character complaints than player complaints, but you probably don&#039;t need to worry about this.&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
This section entails settings that are independent of character slots, and will be persistent throughout your experience.&lt;br /&gt;
*&#039;&#039;&#039;UI Style:&#039;&#039;&#039; Lets you pick from a few different styles of UI. &#039;&#039;Midnight&#039;&#039; should work just fine.&lt;br /&gt;
*&#039;&#039;&#039;Custom UI:&#039;&#039;&#039; (DON&#039;T KNOW YET)&lt;br /&gt;
*&#039;&#039;&#039;Tooltip Style:&#039;&#039;&#039; (???????? WHAT TOOLTIP)&lt;br /&gt;
*&#039;&#039;&#039;HTML UI Style:&#039;&#039;&#039; (NERD SHIT)&lt;br /&gt;
*&#039;&#039;&#039;FPS:&#039;&#039;&#039; Set max FPS (??????)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Play admin midis:&#039;&#039;&#039; If enabled, this will allow you to hear music or other sounds uploaded by admins mid-round. They&#039;re typically not MIDIs anymore, though.&lt;br /&gt;
*&#039;&#039;&#039;Play lobby music:&#039;&#039;&#039; Safe to ignore, just provides some &amp;lt;s&amp;gt;loud and obnoxious&amp;lt;/s&amp;gt; music in the lobby that will probably get stale really quick.&lt;br /&gt;
*&#039;&#039;&#039;Ghost ears/sight/radio:&#039;&#039;&#039; Will determine the range at which you hear/see actions if you&#039;re observing the round as a ghost. Setting the first two options to &#039;&#039;Nearest Creatures&#039;&#039; will probably spare you a lot of text from filling your log.&lt;br /&gt;
*&#039;&#039;&#039;Observer LOOC:&#039;&#039;&#039; Toggles wether Local OOC typed in by observers will show up to you. (BUT IS IT REALLY? NO IDEA)&lt;br /&gt;
*&#039;&#039;&#039;Space Parallax:&#039;&#039;&#039; Determines if the space background moves or doesn&#039;t move when you move. Purely aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Space Dust:&#039;&#039;&#039; Extra particle effects out in space. Again, aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Progress Bars:&#039;&#039;&#039; Shows a bar over your character when you conduct a task that requires time to complete. You should probably leave this on.&lt;br /&gt;
*&#039;&#039;&#039;Floating Messages:&#039;&#039;&#039; This option enables sent messages to float above the character that said them. By default, it is set to &amp;quot;Yes&amp;quot; and can be left that way.&lt;br /&gt;
*&#039;&#039;&#039;Hotkey Mode Default:&#039;&#039;&#039; This option toggles between control modes. The Hotkey Mode is a highly useful feature, so make sure to leave it &amp;quot;On&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Language Keys:&#039;&#039;&#039; Prefix characters to put in front of what you say to determine the language that you speak. These can be left alone.&lt;br /&gt;
&lt;br /&gt;
=Your First Round=&lt;br /&gt;
[[File:Arrivals1.png|128px|right]]&lt;br /&gt;
Once you&#039;ve got everything set and ready, go ahead and hit &#039;&#039;Save slot&#039;&#039; (you should have been clicking it often, anyway).&lt;br /&gt;
Close the Character Setup window, if the game is already going on, you can click &#039;&#039;Join Game!&#039;&#039; to bring up a list of jobs to join as. You&#039;ll want to click assistant. If, however, you&#039;re present before a round starts, and you can&#039;t find the &#039;&#039;Join Game!&#039;&#039; button, then click &#039;&#039;Ready&#039;&#039; instead, and you&#039;ll be spawned in automatically once the round starts. &lt;br /&gt;
Depending on when you join and what the round type is, the station around you can either look calm and quiet or completely unpowered with scorch marks lining the walls and screams echoing throughout the corridors. If you joined during the former situation then you&#039;re in luck because you&#039;ll be able to learn how to familiarize yourself with many mechanics without worry. No matter which spawn point you chose you&#039;ll always end up on the Lower Deck of the ship.&lt;br /&gt;
&lt;br /&gt;
==The Interface==&lt;br /&gt;
[[File:Interface1.png|right]]&lt;br /&gt;
SS13 is rather sensitive with what you click on, and since you can only click on something one way, that means there&#039;s probably only one way to interact with it. This isn&#039;t the case here, as aside from using modifiers like holding Control or Shift there are a few interface objects to toggle how you interact with items or even other people.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
The middle and left side of your screen is your inventory and item slots. From top to bottom, left to right, they are:&lt;br /&gt;
#Main Inventory - Accessed by pressing the toggle button in the bottom left corner&lt;br /&gt;
##Helmet, right ear&lt;br /&gt;
##Glasses, mask, left ear&lt;br /&gt;
##Uniform, outer clothing, gloves&lt;br /&gt;
##Expand/collapse inventory, shoes, outer clothing storage&lt;br /&gt;
#Easy Access Inventory - Always visible&lt;br /&gt;
##ID&lt;br /&gt;
##Belt&lt;br /&gt;
##Backpack&lt;br /&gt;
##Right and left hand&lt;br /&gt;
##Pockets&lt;br /&gt;
&lt;br /&gt;
===Object Interaction===&lt;br /&gt;
The bottom right side of the screen will contain a number of buttons that will change how you interact with objects or people around you. These are:&lt;br /&gt;
#[[File:Mov_intent.png]]Movement Intent&lt;br /&gt;
#[[File:Intents.png]]Intents&lt;br /&gt;
##Help - You won&#039;t do harm by clicking on someone empty handed. Will also prevent you from firing ranged weapons by default.&lt;br /&gt;
##Disarm - You will knock items out of hands and potentially knock people to the ground.&lt;br /&gt;
##Grab - You will grab someone.&lt;br /&gt;
##Harm - You will punch someone if you click them.&lt;br /&gt;
#[[File:Damage_zone.png]]Targetting Window - Useful for precision stuff, mainly used for combat and surgery.&lt;br /&gt;
#[[File:Resist.png]]Resist - You will resist out of physical incapacitation. Will also make you drop to the floor to put yourself out, should you be on fire.&lt;br /&gt;
#[[File:Drop.png]]Drop - Will drop the item in your active hand.&lt;br /&gt;
#[[File:Throw.png]]Throw - Will toggle throwing. Clicking somewhere with an item in your hand will throw it in that direction. If an item is thrown at you and you have an empty hand, you will catch the item.&lt;br /&gt;
#[[File:Toggle_gun.png]]Toggle Gun Mode - Will determine if you shoot at who you click or if you will aim at them instead, which will bring up a few more options.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
Most of these icons are hidden, but if they were all active on the screen, then they would be:&lt;br /&gt;
#[[File:Ceiling_indicator.png]]Ceiling - Informs you if there&#039;s a ceiling above you.&lt;br /&gt;
#[[File:Tox_indicator.png]]Toxin - You&#039;re currently breathing in a toxic substance.&lt;br /&gt;
#[[File:Fire_indicator.png]]Fire - You&#039;re currently on fire.&lt;br /&gt;
#[[File:Ice_indicator.gif]]Ice - You&#039;re currently freezing.&lt;br /&gt;
#[[File:Oxy_indicator.gif]]Oxy Warn - You&#039;re not breathing enough oxygen.&lt;br /&gt;
#[[File:Pressure_indicator.gif]]Pressure Warn - You are in a low/high pressure environment without protection.&lt;br /&gt;
#[[FIle:Internals_toggle.png]]Internals Toggle - Will toggle your internal atmosphere on or off. You must be wearing a suitable mask and have a tank of air/oxygen in your immediate inventory.&lt;br /&gt;
#[[File:Health_doll.png]]Health Doll - Will give you a rough estimate of how you&#039;re doing. This isn&#039;t 100% accurate, as pain will influence what this indicator looks like.&lt;br /&gt;
#[[File:Temperature_indicator.gif]]Temperature Warn - Will inform you if you&#039;re too hot or too cold.&lt;br /&gt;
#[[File:Nutrition4.png]]Nutrition - Will pop up if you are hungry, or if you&#039;ve eaten too much.&lt;br /&gt;
&lt;br /&gt;
==Exploring==&lt;br /&gt;
[[File:Elevators1.png|192px|right]]&lt;br /&gt;
[[File:Elevators2.png|192px|right]]&lt;br /&gt;
So now you&#039;re actually playing the game, congrats! If you&#039;ve  read the [[Guide to Controls]], then you should already have a rough idea of how to move your character around. The Lower Deck ..., you can check the [https://map.aurorastation.org/#/h1?y=110.4140625&amp;amp;x=108.828125&amp;amp;z=6/ Server Map] bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28547</id>
		<title>Sandbox:KoalaDourado</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28547"/>
		<updated>2023-04-12T13:17:57Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: &amp;quot;Origin&amp;quot; and &amp;quot;Occupation&amp;quot; text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Space Station 13, a game that offers rich player interaction and, on this server and many others, a unique roleplay experience. This guide is designed for new players who are just starting their journey into the world of SS13 and BYOND in general. It&#039;s important to note that reading the rules is essential to ensure a smooth and enjoyable stay on the server. Failure to do so may result in a short-lived experience.&lt;br /&gt;
&lt;br /&gt;
=BYOND=&lt;br /&gt;
[[File:Pager.png|right|400px]]&lt;br /&gt;
BYOND - Build Your Own Net Dream - is the &amp;lt;s&amp;gt;awful, archaic, and probably cursed&amp;lt;/s&amp;gt; engine that SS13 uses, and it must be downloaded in order to join any server. You can easily download the latest version by visiting [http://www.byond.com/download/ the BYOND website]. You will also need to create an account before you can join any servers. &lt;br /&gt;
&lt;br /&gt;
After installing BYOND and creating an account, click the field next to &#039;&#039;Filter&#039;&#039; and type in &amp;quot;Space Station 13&amp;quot;. The hub entry should appear, and you will likely see a list of servers, including Aurorastation. If you&#039;re unable to find Aurorastation, you can click [https://aurorastation.org/ Board The Aurora] on this link. This will automatically open BYOND and take you to the server.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re In!==&lt;br /&gt;
[[File:Greetings.png|right|540px]]&lt;br /&gt;
If you&#039;ve successfully joined the server, you&#039;ll see the blank &#039;&#039;Dream Seeker&#039;&#039; screen. Once it disappears, you&#039;ll be presented with a split-screen interface. On the left side, you&#039;ll see the server&#039;s title screen with clickable options, and on the right side, you&#039;ll see a set of commands (also known as verbs) and the chat log. &lt;br /&gt;
&lt;br /&gt;
If the left side is blank, it means that the server is still streaming resources to your computer, which may take a minute or two. However, this is a one-time process that usually only occurs the first time you join the server.&lt;br /&gt;
&lt;br /&gt;
=Fundamentals=&lt;br /&gt;
Before we can continue, there are a few things we should make sure you know before you dive headfirst into the &amp;lt;s&amp;gt;chaos&amp;lt;/s&amp;gt; action.&lt;br /&gt;
#&#039;&#039;&#039;Make sure you&#039;ve [https://aurorastation.org/rules.html read the rules!]&#039;&#039;&#039;&lt;br /&gt;
#Be sure to check the [[Guide to Controls]] for how to control your character.&lt;br /&gt;
#This is a roleplay server, so make sure that your character and their actions are believable for the [[Background_summary|setting]].&lt;br /&gt;
#Your first round may be rough.&lt;br /&gt;
With that out of the way, we can continue to character creation!&lt;br /&gt;
&lt;br /&gt;
=Your First Character=&lt;br /&gt;
On the left side of the screen, you&#039;ll see a menu of options, including &#039;&#039;Setup&#039;&#039;. Click on this to open the character creation window, which should look similar to the picture on the right. For now, the only button at the top you need to worry about is the &#039;Save slot&#039; button, which you should click regularly to avoid losing your progress. Below the save slot button, you&#039;ll see a row of buttons that allow you to customize your character&#039;s appearance and attributes. Keep in mind that your character should fit in with the server&#039;s setting!&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[[File:Character.png|right|540px]]&lt;br /&gt;
During character creation, you&#039;ll need to choose a few key details to define your character. Here&#039;s what you&#039;ll see on the left side:&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Determines what your character will be identified by. Choose a first and last name only - nicknames are not allowed.&lt;br /&gt;
**&#039;&#039;&#039;Random Name:&#039;&#039;&#039; If you can&#039;t think of a name for your character, clicking this will cycle through pre-generated names.&lt;br /&gt;
*&#039;&#039;&#039;Sex:&#039;&#039;&#039; This option determines your character&#039;s sex, either male or female.&lt;br /&gt;
*&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; What pronouns your character goes by. Male, female or plural.&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Sets the age of your character. Depending on the [[Job Guides|job]] you want to visit sooner or later, you&#039;ll want to set your age appropriately.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Point:&#039;&#039;&#039; This will determine where you spawn if you join the round late.&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; How many languages your character knows. By default, you know Ceti Basic, and you have space to add two more languages. However, it is not mandatory to select additional languages.&lt;br /&gt;
*&#039;&#039;&#039;Body:&#039;&#039;&#039; This button will randomize your character&#039;s body, age, and sex.&lt;br /&gt;
**&#039;&#039;&#039;Species:&#039;&#039;&#039; Clicking this will bring up a list of species you can play as. You can only play as a human until you&#039;ve signed up for a race whitelist, so this is safe to ignore for now.&lt;br /&gt;
**&#039;&#039;&#039;Blood Type:&#039;&#039;&#039; Determines what blood type you&#039;ll have, but you don&#039;t have to keep track of what it is.&lt;br /&gt;
**&#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; Adjusts the tone of your character in a range from 1 to 220, with 1 being pale and 220 being dark.&lt;br /&gt;
**&#039;&#039;&#039;Disabilities:&#039;&#039;&#039; This option allows you to choose disabilities that will be inflicted on your character, which can have mechanical changes in gameplay and [[Job_Accessibility_Requirements|limit job options]]. As a beginner, it may be best to leave this alone for now.&lt;br /&gt;
**&#039;&#039;&#039;Limbs:&#039;&#039;&#039; Brings up a list of your body parts, and whether or not you want the limb in question to be missing or replaced with a prosthesis. You may want to leave amputation alone, prosthetics function a little differently than organic limbs when damaged.&lt;br /&gt;
**&#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Lets you replace organs with augmented/synthetic variants. Functionally identical to their organic counterparts until damaged.&lt;br /&gt;
**&#039;&#039;&#039;Prosthesis/Amputations:&#039;&#039;&#039; Shows a list of everything that&#039;s been amputated/replaced, if you explored the two options above, as well as a button to reset your limbs/organs to default.&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Allows you to select a hair style and color for your character.&lt;br /&gt;
*&#039;&#039;&#039;Facial:&#039;&#039;&#039; Choose a facial hair style and color. Note that this option is only available to male characters.&lt;br /&gt;
*&#039;&#039;&#039;Gradient:&#039;&#039;&#039; This option allows you to choose a color gradient and style for your character&#039;s hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lets you pick your eye color.&lt;br /&gt;
*&#039;&#039;&#039;Body Color Presets:&#039;&#039;&#039; Brings up three options of body color presets for you to choose.&lt;br /&gt;
*&#039;&#039;&#039;Body Markings:&#039;&#039;&#039; Option that brings up a list of decals to place on the body, like augmentations and tattoos.&lt;br /&gt;
*&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Here you will set some of the clothing and devices for your character.&lt;br /&gt;
**&#039;&#039;&#039;Underwear:&#039;&#039;&#039; What sort of garments your character has under their clothing.&lt;br /&gt;
**&#039;&#039;&#039;Socks:&#039;&#039;&#039; Socks. They go on your feet.&lt;br /&gt;
**&#039;&#039;&#039;Undershirt:&#039;&#039;&#039; A shirt that goes under the uniform.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Type:&#039;&#039;&#039; Determines the sprite of the backpack you&#039;ll be wearing. Note that duffel bags can hold more, but inflict a speed penalty.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Style:&#039;&#039;&#039; Determines whether the sprite of your backpack will reflect your department&#039;s colors and style (if you&#039;re in one), or if it should just be a plain grey.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Strap:&#039;&#039;&#039; How the backpack strap will show on your character&#039;s sprite.&lt;br /&gt;
**&#039;&#039;&#039;PDA Type:&#039;&#039;&#039; What type of PDA your character uses. It has many useful features, so do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Headset Type:&#039;&#039;&#039; Select what type of radio used by your character. A headset is essential, so again, do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Primary Radio Slot:&#039;&#039;&#039; Which ear the radio will be set to.&lt;br /&gt;
*&#039;&#039;&#039;Records:&#039;&#039;&#039; Character records, documents used by other&#039;s in the ship to bring information about you. You don&#039;t need to touch these options until you&#039;re more familiar with the server&#039;s setting, but templates and a really useful Record Generator [[Records|may be found here]].&lt;br /&gt;
*&#039;&#039;&#039;Flavor:&#039;&#039;&#039; No, not how you taste. Flavor text is essentially your character&#039;s visual description.&lt;br /&gt;
**&#039;&#039;&#039;Set Flavor Text:&#039;&#039;&#039; When you click on this, you will see a prompt with several sections, but for now, focus on the &#039;&#039;General&#039;&#039; section. Write a brief description of your character&#039;s characteristics, such as height, build, complexion, and hair style. This field is only for things that can be noticed at a glance, not your character&#039;s whole backstory.&lt;br /&gt;
**&#039;&#039;&#039;Set Robot Flavor Text:&#039;&#039;&#039; This is the same as the above, but pertains to when you play a cyborg, if you play a cyborg. Which is not recommended if you&#039;re playing for the first time.&lt;br /&gt;
*&#039;&#039;&#039;Signature:&#039;&#039;&#039; A prompt that you can edit and stylize the way you want. If you changed your character&#039;s name, you will want to hit &#039;&#039;Reset&#039;&#039; first. This is mostly used for paperwork.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
This tab provides some options regarding your character&#039;s background life. If you need further guidance on this, take a look at  [[Guides/Character_Creation#Origins_-_Citizenship,_Language_and_Religion|this guide]].&lt;br /&gt;
*&#039;&#039;&#039;Culture:&#039;&#039;&#039; Choose the culture that your character belongs to. This changes what options will be available for &#039;&#039;&#039;Origin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Origin:&#039;&#039;&#039; Where your character are from. Changes the options for &#039;&#039;&#039;Citizenship&#039;&#039;&#039; and &#039;&#039;&#039;Accent&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Economic Status:&#039;&#039;&#039; This setting determines your character&#039;s financial status, whether they are wealthy, impoverished, or somewhere in between. It affects how much will be available in the character&#039;s bank account.&lt;br /&gt;
*&#039;&#039;&#039;Citizenship:&#039;&#039;&#039; This option determines your character&#039;s official current citizenship.&lt;br /&gt;
*&#039;&#039;&#039;Religion:&#039;&#039;&#039; Here you can choose your character&#039;s religious beliefs.&lt;br /&gt;
*&#039;&#039;&#039;Accent:&#039;&#039;&#039; This menu item determines the type of accent your character has.&lt;br /&gt;
&lt;br /&gt;
==Occupation==&lt;br /&gt;
The Job Selection screen is a crucial part of character creation that displays a list of available roles. Some of these roles are marked as &#039;&#039;&#039;[WHITELISTED]&#039;&#039;&#039; or [NEVER], which is perfectly normal. The whitelisted positions are typically reserved for the head-of-staff roles, which you don&#039;t need to worry about at the moment. &lt;br /&gt;
*&#039;&#039;&#039;Character Faction:&#039;&#039;&#039; This option determines what faction your character&#039;s works for. For a quick overview of the Megacorporations, you can refer to [[Guides/Character_Creation#The_Scary_Megacorporations|this section.]]&lt;br /&gt;
&lt;br /&gt;
For your first round, you should toggle the &#039;&#039;Assistant&#039;&#039; role to [YES]. Assistants have no specific responsibilities, so you are free to explore the game as you wish. Feel free to ask others for help or directions, but keep in mind that you are in the lowest position in the [[Chain of Command]], so listen to your superiors. Once you feel comfortable with the game mechanics, you may want to try out other roles.&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
This area mostly has to do with items that you&#039;ll spawn with if you selected them. You&#039;re limited to 10 loadout points, and each item costs a certain amount of points. It should also be noted that certain items are job restricted.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This is for when you have incident reports logged against your character from other characters. It&#039;s more for character complaints than player complaints, but you probably don&#039;t need to worry about this.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
This is for special role candidacy, usually antagonists, and lets you play as an antagonist if the gamemode permits. If they&#039;re not already, set all of the options to No. You&#039;ll want to stay away from playing as an antagonist for now.&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
This section entails settings that are independent of character slots, and will be persistent throughout your experience.&lt;br /&gt;
*&#039;&#039;&#039;UI Style:&#039;&#039;&#039; Lets you pick from a few different styles of UI. &#039;&#039;Midnight&#039;&#039; should work just fine.&lt;br /&gt;
*&#039;&#039;&#039;Play admin midis:&#039;&#039;&#039; If enabled, this will allow you to hear music or other sounds uploaded by admins mid-round. They&#039;re typically not MIDIs anymore, though.&lt;br /&gt;
*&#039;&#039;&#039;Play lobby music:&#039;&#039;&#039; Safe to ignore, just provides some &amp;lt;s&amp;gt;loud and obnoxious&amp;lt;/s&amp;gt; music in the lobby that will probably get stale really quick.&lt;br /&gt;
*&#039;&#039;&#039;Ghost ears/sight/radio:&#039;&#039;&#039; Will determine the range at which you hear/see actions if you&#039;re observing the round as a ghost. Setting the first two options to &#039;&#039;Nearest Creatures&#039;&#039; will probably spare you a lot of text from filling your log.&lt;br /&gt;
*&#039;&#039;&#039;Space Parallax:&#039;&#039;&#039; Determines if the space background moves or doesn&#039;t move when you move. Purely aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Space Dust:&#039;&#039;&#039; Extra particle effects out in space. Again, aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Progress Bars:&#039;&#039;&#039; Shows a bar over your character when you conduct a task that requires time to complete. You should probably leave this on.&lt;br /&gt;
*&#039;&#039;&#039;Static Space:&#039;&#039;&#039; Overrides the parallax option and just makes space turf look simple. Enable if you feel motion sick from parallax.&lt;br /&gt;
*&#039;&#039;&#039;Language Keys:&#039;&#039;&#039; Prefix characters to put in front of what you say to determine the language that you speak. These can be left alone.&lt;br /&gt;
&lt;br /&gt;
=Your First Round=&lt;br /&gt;
[[File:Arrivals1.png|128px|right]]&lt;br /&gt;
Once you&#039;ve got everything set and ready, go ahead and hit &#039;&#039;Save slot&#039;&#039; (you should have been clicking it often, anyway), close the window, and click &#039;&#039;Join Game!&#039;&#039; to bring up a list of jobs to join as. You&#039;ll want to click assistant. If, however, you&#039;re present before a round starts, and you can&#039;t find the &#039;&#039;Join Game!&#039;&#039; button, then click &#039;&#039;Ready&#039;&#039; instead, and you&#039;ll be spawned in automatically once the round starts. Depending on when you join and what the round type is, the station around you can either look calm and quiet or completely unpowered with scorch marks lining the walls and screams echoing throughout the corridors. If you joined during the former situation then you&#039;re in luck because you&#039;ll be able to learn how to familiarize yourself with many mechanics without worry. No matter which spawn point you chose (except borg storage), you&#039;ll always end up on the surface level of the station.&lt;br /&gt;
&lt;br /&gt;
==The Interface==&lt;br /&gt;
[[File:Interface1.png|right]]&lt;br /&gt;
SS13 is rather sensitive with what you click on, and since you can only click on something one way, that means there&#039;s probably only one way to interact with it. This isn&#039;t the case here, as aside from using modifiers like holding Control or Shift there are a few interface objects to toggle how you interact with items or even other people.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
The middle and left side of your screen is your inventory and item slots. From top to bottom, left to right, they are:&lt;br /&gt;
#Main Inventory - Accessed by pressing the toggle button in the bottom left corner&lt;br /&gt;
##Helmet, right ear&lt;br /&gt;
##Glasses, mask, left ear&lt;br /&gt;
##Uniform, outer clothing, gloves&lt;br /&gt;
##Expand/collapse inventory, shoes, outer clothing storage&lt;br /&gt;
#Easy Access Inventory - Always visible&lt;br /&gt;
##ID&lt;br /&gt;
##Belt&lt;br /&gt;
##Backpack&lt;br /&gt;
##Right and left hand&lt;br /&gt;
##Pockets&lt;br /&gt;
&lt;br /&gt;
===Object Interaction===&lt;br /&gt;
The bottom right side of the screen will contain a number of buttons that will change how you interact with objects or people around you. These are:&lt;br /&gt;
#[[File:Mov_intent.png]]Movement Intent&lt;br /&gt;
#[[File:Intents.png]]Intents&lt;br /&gt;
##Help - You won&#039;t do harm by clicking on someone empty handed. Will also prevent you from firing ranged weapons by default.&lt;br /&gt;
##Disarm - You will knock items out of hands and potentially knock people to the ground.&lt;br /&gt;
##Grab - You will grab someone.&lt;br /&gt;
##Harm - You will punch someone if you click them.&lt;br /&gt;
#[[File:Damage_zone.png]]Targetting Window - Useful for precision stuff, mainly used for combat and surgery.&lt;br /&gt;
#[[File:Resist.png]]Resist - You will resist out of physical incapacitation. Will also make you drop to the floor to put yourself out, should you be on fire.&lt;br /&gt;
#[[File:Drop.png]]Drop - Will drop the item in your active hand.&lt;br /&gt;
#[[File:Throw.png]]Throw - Will toggle throwing. Clicking somewhere with an item in your hand will throw it in that direction. If an item is thrown at you and you have an empty hand, you will catch the item.&lt;br /&gt;
#[[File:Toggle_gun.png]]Toggle Gun Mode - Will determine if you shoot at who you click or if you will aim at them instead, which will bring up a few more options.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
Most of these icons are hidden, but if they were all active on the screen, then they would be:&lt;br /&gt;
#[[File:Ceiling_indicator.png]]Ceiling - Informs you if there&#039;s a ceiling above you.&lt;br /&gt;
#[[File:Tox_indicator.png]]Toxin - You&#039;re currently breathing in a toxic substance.&lt;br /&gt;
#[[File:Fire_indicator.png]]Fire - You&#039;re currently on fire.&lt;br /&gt;
#[[File:Ice_indicator.gif]]Ice - You&#039;re currently freezing.&lt;br /&gt;
#[[File:Oxy_indicator.gif]]Oxy Warn - You&#039;re not breathing enough oxygen.&lt;br /&gt;
#[[File:Pressure_indicator.gif]]Pressure Warn - You are in a low/high pressure environment without protection.&lt;br /&gt;
#[[FIle:Internals_toggle.png]]Internals Toggle - Will toggle your internal atmosphere on or off. You must be wearing a suitable mask and have a tank of air/oxygen in your immediate inventory.&lt;br /&gt;
#[[File:Health_doll.png]]Health Doll - Will give you a rough estimate of how you&#039;re doing. This isn&#039;t 100% accurate, as pain will influence what this indicator looks like.&lt;br /&gt;
#[[File:Temperature_indicator.gif]]Temperature Warn - Will inform you if you&#039;re too hot or too cold.&lt;br /&gt;
#[[File:Nutrition4.png]]Nutrition - Will pop up if you are hungry, or if you&#039;ve eaten too much.&lt;br /&gt;
&lt;br /&gt;
==Exploring==&lt;br /&gt;
[[File:Elevators1.png|192px|right]]&lt;br /&gt;
[[File:Elevators2.png|192px|right]]&lt;br /&gt;
So now you&#039;re actually playing the game, congrats! If you&#039;ve [[Guide to Controls|already read this page]], then you should already have a rough idea of how to move your character around. The surface level of the station - or at least, the portion you&#039;re on - isn&#039;t really that big, so you won&#039;t get lost too easily. The north side is the docks, one of which you probably arrived at if you left your spawn point in character creation alone. Far south is a portion of cargo and a merchant dock. To the east is a pool, and around the middle is cryo, a garden, tool storage, and the elevators. Once you&#039;re done looking at stuff, go ahead and make your way to the elevators and click the dimmed yellow button to summon the elevator. Step inside and click the button that takes you to the main level, which is where the station usually operates, and where you&#039;ll likely find other people.&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28541</id>
		<title>Sandbox:KoalaDourado</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28541"/>
		<updated>2023-04-09T00:51:57Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: Updates &amp;quot;General&amp;quot; section text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Space Station 13, a game that offers rich player interaction and, on this server and many others, a unique roleplay experience. This guide is designed for new players who are just starting their journey into the world of SS13 and BYOND in general. It&#039;s important to note that reading the rules is essential to ensure a smooth and enjoyable stay on the server. Failure to do so may result in a short-lived experience.&lt;br /&gt;
&lt;br /&gt;
=BYOND=&lt;br /&gt;
[[File:Pager.png|right|400px]]&lt;br /&gt;
BYOND - Build Your Own Net Dream - is the &amp;lt;s&amp;gt;awful, archaic, and probably cursed&amp;lt;/s&amp;gt; engine that SS13 uses, and it must be downloaded in order to join any server. You can easily download the latest version by visiting [http://www.byond.com/download/ the BYOND website]. You will also need to create an account before you can join any servers. &lt;br /&gt;
&lt;br /&gt;
After installing BYOND and creating an account, click the field next to &#039;&#039;Filter&#039;&#039; and type in &amp;quot;Space Station 13&amp;quot;. The hub entry should appear, and you will likely see a list of servers, including Aurorastation. If you&#039;re unable to find Aurorastation, you can click [https://aurorastation.org/ Board The Aurora] on this link. This will automatically open BYOND and take you to the server.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re In!==&lt;br /&gt;
[[File:Greetings.png|right|540px]]&lt;br /&gt;
If you&#039;ve successfully joined the server, you&#039;ll see the blank &#039;&#039;Dream Seeker&#039;&#039; screen. Once it disappears, you&#039;ll be presented with a split-screen interface. On the left side, you&#039;ll see the server&#039;s title screen with clickable options, and on the right side, you&#039;ll see a set of commands (also known as verbs) and the chat log. &lt;br /&gt;
&lt;br /&gt;
If the left side is blank, it means that the server is still streaming resources to your computer, which may take a minute or two. However, this is a one-time process that usually only occurs the first time you join the server.&lt;br /&gt;
&lt;br /&gt;
=Fundamentals=&lt;br /&gt;
Before we can continue, there are a few things we should make sure you know before you dive headfirst into the &amp;lt;s&amp;gt;chaos&amp;lt;/s&amp;gt; action.&lt;br /&gt;
#&#039;&#039;&#039;Make sure you&#039;ve [https://aurorastation.org/rules.html read the rules!]&#039;&#039;&#039;&lt;br /&gt;
#Be sure to check the [[Guide to Controls]] for how to control your character.&lt;br /&gt;
#This is a roleplay server, so make sure that your character and their actions are believable for the [[Background_summary|setting]].&lt;br /&gt;
#Your first round may be rough.&lt;br /&gt;
With that out of the way, we can continue to character creation!&lt;br /&gt;
&lt;br /&gt;
=Your First Character=&lt;br /&gt;
On the left side of the screen, you&#039;ll see a menu of options, including &#039;&#039;Setup&#039;&#039;. Click on this to open the character creation window, which should look similar to the picture on the right. For now, the only button at the top you need to worry about is the &#039;Save slot&#039; button, which you should click regularly to avoid losing your progress. Below the save slot button, you&#039;ll see a row of buttons that allow you to customize your character&#039;s appearance and attributes. Keep in mind that your character should fit in with the server&#039;s setting!&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[[File:Character.png|right|540px]]&lt;br /&gt;
During character creation, you&#039;ll need to choose a few key details to define your character. Here&#039;s what you&#039;ll see on the left side:&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Determines what your character will be identified by. Choose a first and last name only - nicknames are not allowed.&lt;br /&gt;
**&#039;&#039;&#039;Random Name:&#039;&#039;&#039; If you can&#039;t think of a name for your character, clicking this will cycle through pre-generated names.&lt;br /&gt;
*&#039;&#039;&#039;Sex:&#039;&#039;&#039; This option determines your character biological sex, either male or female.&lt;br /&gt;
*&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; What pronouns your character goes by. Male, female or plural.&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Sets the age of your character. Depending on the [[Job Guides|job]] you want to visit sooner or later, you&#039;ll want to set your age appropriately.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Point:&#039;&#039;&#039; This will determine where you spawn if you join the round late.&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; How many languages your character knows. By default, you know Ceti Basic, and you have space to add two more languages. However, it is not mandatory to select additional languages.&lt;br /&gt;
*&#039;&#039;&#039;Body:&#039;&#039;&#039; This button will randomize your character&#039;s body, age, and sex.&lt;br /&gt;
**&#039;&#039;&#039;Species:&#039;&#039;&#039; Clicking this will bring up a list of species you can play as. You can only play as a human until you&#039;ve signed up for a race whitelist, so this is safe to ignore for now.&lt;br /&gt;
**&#039;&#039;&#039;Blood Type:&#039;&#039;&#039; Determines what blood type you&#039;ll have, but you don&#039;t have to keep track of what it is.&lt;br /&gt;
**&#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; Adjusts the tone of your character in a range from 1 to 220, with 1 being pale and 220 being dark.&lt;br /&gt;
**&#039;&#039;&#039;Disabilities:&#039;&#039;&#039; This option allows you to choose disabilities that will be inflicted on your character, which can have mechanical changes in gameplay and [[Job_Accessibility_Requirements|limit job options]]. As a beginner, it may be best to leave this alone for now.&lt;br /&gt;
**&#039;&#039;&#039;Limbs:&#039;&#039;&#039; Brings up a list of your body parts, and whether or not you want the limb in question to be missing or replaced with a prosthesis. You may want to leave amputation alone, prosthetics function a little differently than organic limbs when damaged.&lt;br /&gt;
**&#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Lets you replace organs with augmented/synthetic variants. Functionally identical to their organic counterparts until damaged.&lt;br /&gt;
**&#039;&#039;&#039;Prosthesis/Amputations:&#039;&#039;&#039; Shows a list of everything that&#039;s been amputated/replaced, if you explored the two options above, as well as a button to reset your limbs/organs to default.&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Allows you to select a hair style and color for your character.&lt;br /&gt;
*&#039;&#039;&#039;Facial:&#039;&#039;&#039; Choose a facial hair style and color. Note that this option is only available to male characters.&lt;br /&gt;
*&#039;&#039;&#039;Gradient:&#039;&#039;&#039; This option allows you to choose a color gradient and style for your character&#039;s hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lets you pick your eye color.&lt;br /&gt;
*&#039;&#039;&#039;Body Color Presets:&#039;&#039;&#039; Brings up three options of body color presets for you to choose.&lt;br /&gt;
*&#039;&#039;&#039;Body Markings:&#039;&#039;&#039; Option that brings up a list of decals to place on the body, like augmentations and tattoos.&lt;br /&gt;
*&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Here you will set some of the clothing and devices for your character.&lt;br /&gt;
**&#039;&#039;&#039;Underwear:&#039;&#039;&#039; What sort of garments your character has under their clothing.&lt;br /&gt;
**&#039;&#039;&#039;Socks:&#039;&#039;&#039; Socks. They go on your feet.&lt;br /&gt;
**&#039;&#039;&#039;Undershirt:&#039;&#039;&#039; A shirt that goes under the uniform.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Type:&#039;&#039;&#039; Determines the sprite of the backpack you&#039;ll be wearing. Note that duffel bags can hold more, but inflict a speed penalty.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Style:&#039;&#039;&#039; Determines whether the sprite of your backpack will reflect your department&#039;s colors and style (if you&#039;re in one), or if it should just be a plain grey.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Strap:&#039;&#039;&#039; How the backpack strap will show on your character&#039;s sprite.&lt;br /&gt;
**&#039;&#039;&#039;PDA Type:&#039;&#039;&#039; What type of PDA your character uses. It has many useful features, so do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Headset Type:&#039;&#039;&#039; Select what type of radio used by your character. A headset is essential, so again, do not choose &amp;quot;Nothing&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Primary Radio Slot:&#039;&#039;&#039; Which ear the radio will be set to.&lt;br /&gt;
*&#039;&#039;&#039;Records:&#039;&#039;&#039; Character records, documents used by other&#039;s in the ship to bring information about you. You don&#039;t need to touch these options until you&#039;re more familiar with the server&#039;s setting, but templates and a really useful Record Generator [[Records|may be found here]].&lt;br /&gt;
*&#039;&#039;&#039;Flavor:&#039;&#039;&#039; No, not how you taste. Flavor text is essentially your character&#039;s visual description.&lt;br /&gt;
**&#039;&#039;&#039;Set Flavor Text:&#039;&#039;&#039; When you click on this, you will see a prompt with several sections, but for now, focus on the &#039;&#039;General&#039;&#039; section. Write a brief description of your character&#039;s characteristics, such as height, build, complexion, and hair style. This field is only for things that can be noticed at a glance, not your character&#039;s whole backstory.&lt;br /&gt;
**&#039;&#039;&#039;Set Robot Flavor Text:&#039;&#039;&#039; This is the same as the above, but pertains to when you play a cyborg, if you play a cyborg. Which is not recommended if you&#039;re playing for the first time.&lt;br /&gt;
*&#039;&#039;&#039;Signature:&#039;&#039;&#039; A prompt that you can edit and stylize the way you want. If you changed your character&#039;s name, you will want to hit &#039;&#039;Reset&#039;&#039; first. This is mostly used for paperwork.&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
This section entails settings that are independent of character slots, and will be persistent throughout your experience.&lt;br /&gt;
*&#039;&#039;&#039;UI Style:&#039;&#039;&#039; Lets you pick from a few different styles of UI. &#039;&#039;Midnight&#039;&#039; should work just fine.&lt;br /&gt;
*&#039;&#039;&#039;Play admin midis:&#039;&#039;&#039; If enabled, this will allow you to hear music or other sounds uploaded by admins mid-round. They&#039;re typically not MIDIs anymore, though.&lt;br /&gt;
*&#039;&#039;&#039;Play lobby music:&#039;&#039;&#039; Safe to ignore, just provides some &amp;lt;s&amp;gt;loud and obnoxious&amp;lt;/s&amp;gt; music in the lobby that will probably get stale really quick.&lt;br /&gt;
*&#039;&#039;&#039;Ghost ears/sight/radio:&#039;&#039;&#039; Will determine the range at which you hear/see actions if you&#039;re observing the round as a ghost. Setting the first two options to &#039;&#039;Nearest Creatures&#039;&#039; will probably spare you a lot of text from filling your log.&lt;br /&gt;
*&#039;&#039;&#039;Space Parallax:&#039;&#039;&#039; Determines if the space background moves or doesn&#039;t move when you move. Purely aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Space Dust:&#039;&#039;&#039; Extra particle effects out in space. Again, aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Progress Bars:&#039;&#039;&#039; Shows a bar over your character when you conduct a task that requires time to complete. You should probably leave this on.&lt;br /&gt;
*&#039;&#039;&#039;Static Space:&#039;&#039;&#039; Overrides the parallax option and just makes space turf look simple. Enable if you feel motion sick from parallax.&lt;br /&gt;
*&#039;&#039;&#039;Language Keys:&#039;&#039;&#039; Prefix characters to put in front of what you say to determine the language that you speak. These can be left alone.&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
This area mostly has to do with items that you&#039;ll spawn with if you selected them. You&#039;re limited to 10 loadout points, and each item costs a certain amount of points. It should also be noted that certain items are job restricted.&lt;br /&gt;
&lt;br /&gt;
==Occupation==&lt;br /&gt;
A very important screen that shows a list of jobs, all of which either say &#039;&#039;&#039;[WHITELISTED]&#039;&#039;&#039; or [NEVER], which is fine. Whitelisted roles are most likely head-of-staff roles, which you shouldn&#039;t be concerned with at the moment. Jobs may also have alternate titles, which you can tune if you wish. However, for this guide, you&#039;ll want to toggle the &#039;&#039;Assistant&#039;&#039; role to [YES]. Assistants are devoid of duties, so you&#039;re free to explore as you like, just be sure to leave an area when asked to leave. Once you&#039;ve gotten used to the game&#039;s mechanics, you may wish to explore the Security Cadet, Medical Resident, Lab Assistant, or Engineering Apprentice roles so that you may learn what to do in those departments. A [[Job Guides|list of jobs]] can be found on this wiki as well as their respective pages.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This is for when you have incident reports logged against your character from other characters. It&#039;s more for character complaints than player complaints, but you probably don&#039;t need to worry about this.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
This is for special role candidacy, usually antagonists, and lets you play as an antagonist if the gamemode permits. If they&#039;re not already, set all of the options to No. You&#039;ll want to stay away from playing as an antagonist for now.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
A non-functional skill system that&#039;s mostly used to keep track of how believable your character is. This can be ignored if you wish, but is useful to check up on to make sure you&#039;re not accidentally roleplaying a know-it-all.&lt;br /&gt;
&lt;br /&gt;
=Your First Round=&lt;br /&gt;
[[File:Arrivals1.png|128px|right]]&lt;br /&gt;
Once you&#039;ve got everything set and ready, go ahead and hit &#039;&#039;Save slot&#039;&#039; (you should have been clicking it often, anyway), close the window, and click &#039;&#039;Join Game!&#039;&#039; to bring up a list of jobs to join as. You&#039;ll want to click assistant. If, however, you&#039;re present before a round starts, and you can&#039;t find the &#039;&#039;Join Game!&#039;&#039; button, then click &#039;&#039;Ready&#039;&#039; instead, and you&#039;ll be spawned in automatically once the round starts. Depending on when you join and what the round type is, the station around you can either look calm and quiet or completely unpowered with scorch marks lining the walls and screams echoing throughout the corridors. If you joined during the former situation then you&#039;re in luck because you&#039;ll be able to learn how to familiarize yourself with many mechanics without worry. No matter which spawn point you chose (except borg storage), you&#039;ll always end up on the surface level of the station.&lt;br /&gt;
&lt;br /&gt;
==The Interface==&lt;br /&gt;
[[File:Interface1.png|right]]&lt;br /&gt;
SS13 is rather sensitive with what you click on, and since you can only click on something one way, that means there&#039;s probably only one way to interact with it. This isn&#039;t the case here, as aside from using modifiers like holding Control or Shift there are a few interface objects to toggle how you interact with items or even other people.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
The middle and left side of your screen is your inventory and item slots. From top to bottom, left to right, they are:&lt;br /&gt;
#Main Inventory - Accessed by pressing the toggle button in the bottom left corner&lt;br /&gt;
##Helmet, right ear&lt;br /&gt;
##Glasses, mask, left ear&lt;br /&gt;
##Uniform, outer clothing, gloves&lt;br /&gt;
##Expand/collapse inventory, shoes, outer clothing storage&lt;br /&gt;
#Easy Access Inventory - Always visible&lt;br /&gt;
##ID&lt;br /&gt;
##Belt&lt;br /&gt;
##Backpack&lt;br /&gt;
##Right and left hand&lt;br /&gt;
##Pockets&lt;br /&gt;
&lt;br /&gt;
===Object Interaction===&lt;br /&gt;
The bottom right side of the screen will contain a number of buttons that will change how you interact with objects or people around you. These are:&lt;br /&gt;
#[[File:Mov_intent.png]]Movement Intent&lt;br /&gt;
#[[File:Intents.png]]Intents&lt;br /&gt;
##Help - You won&#039;t do harm by clicking on someone empty handed. Will also prevent you from firing ranged weapons by default.&lt;br /&gt;
##Disarm - You will knock items out of hands and potentially knock people to the ground.&lt;br /&gt;
##Grab - You will grab someone.&lt;br /&gt;
##Harm - You will punch someone if you click them.&lt;br /&gt;
#[[File:Damage_zone.png]]Targetting Window - Useful for precision stuff, mainly used for combat and surgery.&lt;br /&gt;
#[[File:Resist.png]]Resist - You will resist out of physical incapacitation. Will also make you drop to the floor to put yourself out, should you be on fire.&lt;br /&gt;
#[[File:Drop.png]]Drop - Will drop the item in your active hand.&lt;br /&gt;
#[[File:Throw.png]]Throw - Will toggle throwing. Clicking somewhere with an item in your hand will throw it in that direction. If an item is thrown at you and you have an empty hand, you will catch the item.&lt;br /&gt;
#[[File:Toggle_gun.png]]Toggle Gun Mode - Will determine if you shoot at who you click or if you will aim at them instead, which will bring up a few more options.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
Most of these icons are hidden, but if they were all active on the screen, then they would be:&lt;br /&gt;
#[[File:Ceiling_indicator.png]]Ceiling - Informs you if there&#039;s a ceiling above you.&lt;br /&gt;
#[[File:Tox_indicator.png]]Toxin - You&#039;re currently breathing in a toxic substance.&lt;br /&gt;
#[[File:Fire_indicator.png]]Fire - You&#039;re currently on fire.&lt;br /&gt;
#[[File:Ice_indicator.gif]]Ice - You&#039;re currently freezing.&lt;br /&gt;
#[[File:Oxy_indicator.gif]]Oxy Warn - You&#039;re not breathing enough oxygen.&lt;br /&gt;
#[[File:Pressure_indicator.gif]]Pressure Warn - You are in a low/high pressure environment without protection.&lt;br /&gt;
#[[FIle:Internals_toggle.png]]Internals Toggle - Will toggle your internal atmosphere on or off. You must be wearing a suitable mask and have a tank of air/oxygen in your immediate inventory.&lt;br /&gt;
#[[File:Health_doll.png]]Health Doll - Will give you a rough estimate of how you&#039;re doing. This isn&#039;t 100% accurate, as pain will influence what this indicator looks like.&lt;br /&gt;
#[[File:Temperature_indicator.gif]]Temperature Warn - Will inform you if you&#039;re too hot or too cold.&lt;br /&gt;
#[[File:Nutrition4.png]]Nutrition - Will pop up if you are hungry, or if you&#039;ve eaten too much.&lt;br /&gt;
&lt;br /&gt;
==Exploring==&lt;br /&gt;
[[File:Elevators1.png|192px|right]]&lt;br /&gt;
[[File:Elevators2.png|192px|right]]&lt;br /&gt;
So now you&#039;re actually playing the game, congrats! If you&#039;ve [[Guide to Controls|already read this page]], then you should already have a rough idea of how to move your character around. The surface level of the station - or at least, the portion you&#039;re on - isn&#039;t really that big, so you won&#039;t get lost too easily. The north side is the docks, one of which you probably arrived at if you left your spawn point in character creation alone. Far south is a portion of cargo and a merchant dock. To the east is a pool, and around the middle is cryo, a garden, tool storage, and the elevators. Once you&#039;re done looking at stuff, go ahead and make your way to the elevators and click the dimmed yellow button to summon the elevator. Step inside and click the button that takes you to the main level, which is where the station usually operates, and where you&#039;ll likely find other people.&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28529</id>
		<title>Sandbox:KoalaDourado</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:KoalaDourado&amp;diff=28529"/>
		<updated>2023-04-07T00:51:26Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: initial changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
Welcome to Space Station 13, a game that offers rich player interaction and, on this server and many others, a unique roleplay experience. This guide is designed for new players who are just starting their journey into the world of SS13 and BYOND in general. It&#039;s important to note that reading the rules is essential to ensure a smooth and enjoyable stay on the server. Failure to do so may result in a short-lived experience.&lt;br /&gt;
&lt;br /&gt;
=BYOND=&lt;br /&gt;
[[File:Pager.png|right|400px]]&lt;br /&gt;
BYOND - Build Your Own Net Dream - is the &amp;lt;s&amp;gt;awful, archaic, and probably cursed&amp;lt;/s&amp;gt; engine that SS13 uses, and it must be downloaded in order to join any server. You can easily download the latest version by visiting [http://www.byond.com/download/ the BYOND website]. You will also need to create an account before you can join any servers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;It&#039;s important to note that some servers may require you to download a beta build of BYOND. However, please be aware that versions 1432 through 1434 are blacklisted from joining Aurorastation due to exploitative bugs in their builds. If you&#039;re using one of these versions, you can check by clicking &amp;quot;About BYOND&amp;quot; in the top-right menu button on the pager, and you&#039;ll need to download an exe installer from [http://www.byond.com/download/build/512/ here] to play on Aurorastation. &amp;lt;/s&amp;gt; &#039;&#039;&#039;Don&#039;t think any of that is relevant anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After installing BYOND and creating an account, click the field next to &#039;&#039;Filter&#039;&#039; and type in &amp;quot;Space Station 13&amp;quot;. The hub entry should appear, and you will likely see a list of servers, including Aurorastation. If you&#039;re unable to find Aurorastation, you can click [https://aurorastation.org/ Board The Aurora] on this link. This will automatically open BYOND and take you to Aurorastation.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve successfully joined the server, you&#039;ll see the &#039;&#039;Dream Seeker&#039;&#039; screen. Once it disappears, you&#039;ll be presented with a split-screen interface. On the left side, you&#039;ll see the server&#039;s title screen with clickable options, and on the right side, you&#039;ll see a set of commands (also known as verbs) and the chat log. If the left side is blank, it means that the server is still streaming resources to your computer, which may take a minute or two. However, this is a one-time process that usually only occurs the first time you join the server.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re In!==&lt;br /&gt;
[[File:Greetings.png|right|540px]]&lt;br /&gt;
If you&#039;ve done everything up to now correctly, then you should see a screen titled &#039;&#039;Dream Seeker&#039;&#039; and an ad that drones on for roughly 30 seconds. Once that&#039;s gone by, you will get a large screen split down the middle, on the left being the server&#039;s title screen, and on the right being a bunch of commands (known as verbs) as well as the chat log. If the screen on the left is blank, then that means the server is still streaming resources to you, which may take a minute or two. Thankfully, this is usually a one-time ordeal.&lt;br /&gt;
&lt;br /&gt;
=Fundamentals=&lt;br /&gt;
Before we can continue, there are a few things we should make sure you know before you dive headfirst into the &amp;lt;s&amp;gt;chaos&amp;lt;/s&amp;gt; action.&lt;br /&gt;
#&#039;&#039;&#039;Make sure you&#039;ve [https://aurorastation.org/rules.html read the rules!]&#039;&#039;&#039;&lt;br /&gt;
#Be sure to [[Guide to Controls|give this a read]] for how to control your character.&lt;br /&gt;
#This is a roleplay server, so make sure that your character and their actions are believable for the setting.&lt;br /&gt;
#Your first round will be rough.&lt;br /&gt;
With that out of the way, we can continue to character creation!&lt;br /&gt;
&lt;br /&gt;
=Your First Character=&lt;br /&gt;
On the window that should have appeared in the middle of your screen, click &#039;&#039;Setup Character&#039;&#039; at the top to bring up the character creation window. It should look something like the picture on the right. The only button at the very top you should worry about for now is the &#039;&#039;Save slot&#039;&#039; button, and you should click it often. Below are sections that cover the row of buttons just below the slot manipulation buttons. Remember, your character should fit in with the setting!&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[[File:Character.png|right|540px]]&lt;br /&gt;
This is the screen to set up everything on the surface for your character, from their name and appearance to their description. On the left side we have:&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Determines what your character will be identified by. This should only be a first and last name, no nicknames.&lt;br /&gt;
**&#039;&#039;&#039;Random Name:&#039;&#039;&#039; If you can&#039;t think of a name for your character, clicking this will cycle through pre-generated names for you to use.&lt;br /&gt;
*&#039;&#039;&#039;Gender:&#039;&#039;&#039; Self explanatory option that lets you make your character either male or female.&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Sets the age of your character. Depending on the [[Job Guides|job]] you want to visit sooner or later, you&#039;ll want to set your age appropriately.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Point:&#039;&#039;&#039; This will determine where you spawn if you join the round late. You may want to select &#039;&#039;Cryogenic Storage&#039;&#039; so that you&#039;re placed in the station immediately.&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; How many languages your character knows. By default, you know Ceti Basic, and you have space to add two more languages, though this isn&#039;t required.&lt;br /&gt;
*&#039;&#039;&#039;Body:&#039;&#039;&#039; This section edits what your character will look like, and you even have a preview window to see your changes.&lt;br /&gt;
**&#039;&#039;&#039;Species:&#039;&#039;&#039; Clicking this will bring up a list of species you can play as. Unfortunately, you can only play as a human until you&#039;ve signed up for a race whitelist, so this is safe to ignore for now.&lt;br /&gt;
**&#039;&#039;&#039;Blood Type:&#039;&#039;&#039; Determines what blood type you&#039;ll have, but you don&#039;t have to keep track of what it is.&lt;br /&gt;
**&#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; Adjusts the tone of your character in a range from 1 to 220, with 1 being pale and 220 being dark.&lt;br /&gt;
**&#039;&#039;&#039;Disabilities:&#039;&#039;&#039; Pops up a list of disabilities that will be inflicted on your character. These disabilities are mechanical, and may affect gameplay, so you may wish to leave this alone for now.&lt;br /&gt;
**&#039;&#039;&#039;Limbs:&#039;&#039;&#039; Brings up a list of your body parts, and whether or not you want the limb in question to be missing or replaced with a prosthesis. You may want to leave amputation alone, prosthetics function a little differently than organic limbs when damaged.&lt;br /&gt;
**&#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Lets you replace organs with augmented/synthetic variants. Functionally identical to their organic counterparts until damaged.&lt;br /&gt;
**&#039;&#039;&#039;Prosthesis/Amputations:&#039;&#039;&#039; Shows a list of everything that&#039;s been amputated/replaced, if you explored the two options above, as well as a button to reset your limbs/organs to default.&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Lets you pick a hair style and color.&lt;br /&gt;
*&#039;&#039;&#039;Facial:&#039;&#039;&#039; Lets you pick facial hair style and color. Females cannot use this option.&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lets you pick your eye color.&lt;br /&gt;
*&#039;&#039;&#039;Body Markings:&#039;&#039;&#039; Option that brings up a list of decals to place on the body. Unfortunately, humans have no applicable body markings.&lt;br /&gt;
On the right side:&lt;br /&gt;
*&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Mostly just stuff pertaining to underwear and the like.&lt;br /&gt;
**&#039;&#039;&#039;Underwear:&#039;&#039;&#039; What sort of garments your character has under their clothing. You&#039;ll probably want something modest.&lt;br /&gt;
**&#039;&#039;&#039;Undershirt:&#039;&#039;&#039; A shirt to layer under your uniform.&lt;br /&gt;
**&#039;&#039;&#039;Socks:&#039;&#039;&#039; Socks. They go on your feet.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Type:&#039;&#039;&#039; Determines the sprite of the backpack you&#039;ll be wearing. Note that duffel bags can hold more, but inflict a speed penalty.&lt;br /&gt;
**&#039;&#039;&#039;Backpack Style:&#039;&#039;&#039; Determines whether the sprite of your backpack will reflect your department&#039;s colors and style (if you&#039;re in one), or if it should just be a plain grey.&lt;br /&gt;
*&#039;&#039;&#039;Background Information:&#039;&#039;&#039; Short bits of info to keep track of where your character is from. Most buttons will bring up a list of options that you can pick from.&lt;br /&gt;
*&#039;&#039;&#039;Records:&#039;&#039;&#039; Character records and all sorts of fun stuff. You probably won&#039;t want to touch these options until you&#039;re more familiar with the server&#039;s setting, but if you do, [[Records|record templates may be found here]].&lt;br /&gt;
*&#039;&#039;&#039;Flavor:&#039;&#039;&#039; No, not how you taste. Flavor text is essentially your character&#039;s visual description.&lt;br /&gt;
**&#039;&#039;&#039;Set Flavor Text:&#039;&#039;&#039; This brings up a prompt that has a few sections, but you&#039;ll want to focus on the &#039;&#039;General&#039;&#039; section for now. Simply write a brief description of your character, including characteristics such as height, build, complexion, hair style, etc. Note that this should &#039;&#039;only&#039;&#039; include descriptive text that someone can gather from a glance, and not their whole life story.&lt;br /&gt;
**&#039;&#039;&#039;Set Robot Flavor Text:&#039;&#039;&#039; This is the same as the above, but pertains to when you play a cyborg, if you play a cyborg, which is not recommended if you&#039;re playing for the first time.&lt;br /&gt;
*&#039;&#039;&#039;Signature:&#039;&#039;&#039; A prompt that you can edit and stylize the way you want. If you changed your character&#039;s name, you will want to hit &#039;&#039;Reset&#039;&#039; first. This is mostly used for paperwork.&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
This section entails settings that are independent of character slots, and will be persistent throughout your experience.&lt;br /&gt;
*&#039;&#039;&#039;UI Style:&#039;&#039;&#039; Lets you pick from a few different styles of UI. &#039;&#039;Midnight&#039;&#039; should work just fine.&lt;br /&gt;
*&#039;&#039;&#039;Play admin midis:&#039;&#039;&#039; If enabled, this will allow you to hear music or other sounds uploaded by admins mid-round. They&#039;re typically not MIDIs anymore, though.&lt;br /&gt;
*&#039;&#039;&#039;Play lobby music:&#039;&#039;&#039; Safe to ignore, just provides some &amp;lt;s&amp;gt;loud and obnoxious&amp;lt;/s&amp;gt; music in the lobby that will probably get stale really quick.&lt;br /&gt;
*&#039;&#039;&#039;Ghost ears/sight/radio:&#039;&#039;&#039; Will determine the range at which you hear/see actions if you&#039;re observing the round as a ghost. Setting the first two options to &#039;&#039;Nearest Creatures&#039;&#039; will probably spare you a lot of text from filling your log.&lt;br /&gt;
*&#039;&#039;&#039;Space Parallax:&#039;&#039;&#039; Determines if the space background moves or doesn&#039;t move when you move. Purely aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Space Dust:&#039;&#039;&#039; Extra particle effects out in space. Again, aesthetic.&lt;br /&gt;
*&#039;&#039;&#039;Progress Bars:&#039;&#039;&#039; Shows a bar over your character when you conduct a task that requires time to complete. You should probably leave this on.&lt;br /&gt;
*&#039;&#039;&#039;Static Space:&#039;&#039;&#039; Overrides the parallax option and just makes space turf look simple. Enable if you feel motion sick from parallax.&lt;br /&gt;
*&#039;&#039;&#039;Language Keys:&#039;&#039;&#039; Prefix characters to put in front of what you say to determine the language that you speak. These can be left alone.&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
This area mostly has to do with items that you&#039;ll spawn with if you selected them. You&#039;re limited to 10 loadout points, and each item costs a certain amount of points. It should also be noted that certain items are job restricted.&lt;br /&gt;
&lt;br /&gt;
==Occupation==&lt;br /&gt;
A very important screen that shows a list of jobs, all of which either say &#039;&#039;&#039;[WHITELISTED]&#039;&#039;&#039; or [NEVER], which is fine. Whitelisted roles are most likely head-of-staff roles, which you shouldn&#039;t be concerned with at the moment. Jobs may also have alternate titles, which you can tune if you wish. However, for this guide, you&#039;ll want to toggle the &#039;&#039;Assistant&#039;&#039; role to [YES]. Assistants are devoid of duties, so you&#039;re free to explore as you like, just be sure to leave an area when asked to leave. Once you&#039;ve gotten used to the game&#039;s mechanics, you may wish to explore the Security Cadet, Medical Resident, Lab Assistant, or Engineering Apprentice roles so that you may learn what to do in those departments. A [[Job Guides|list of jobs]] can be found on this wiki as well as their respective pages.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This is for when you have incident reports logged against your character from other characters. It&#039;s more for character complaints than player complaints, but you probably don&#039;t need to worry about this.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
This is for special role candidacy, usually antagonists, and lets you play as an antagonist if the gamemode permits. If they&#039;re not already, set all of the options to No. You&#039;ll want to stay away from playing as an antagonist for now.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
A non-functional skill system that&#039;s mostly used to keep track of how believable your character is. This can be ignored if you wish, but is useful to check up on to make sure you&#039;re not accidentally roleplaying a know-it-all.&lt;br /&gt;
&lt;br /&gt;
=Your First Round=&lt;br /&gt;
[[File:Arrivals1.png|128px|right]]&lt;br /&gt;
Once you&#039;ve got everything set and ready, go ahead and hit &#039;&#039;Save slot&#039;&#039; (you should have been clicking it often, anyway), close the window, and click &#039;&#039;Join Game!&#039;&#039; to bring up a list of jobs to join as. You&#039;ll want to click assistant. If, however, you&#039;re present before a round starts, and you can&#039;t find the &#039;&#039;Join Game!&#039;&#039; button, then click &#039;&#039;Ready&#039;&#039; instead, and you&#039;ll be spawned in automatically once the round starts. Depending on when you join and what the round type is, the station around you can either look calm and quiet or completely unpowered with scorch marks lining the walls and screams echoing throughout the corridors. If you joined during the former situation then you&#039;re in luck because you&#039;ll be able to learn how to familiarize yourself with many mechanics without worry. No matter which spawn point you chose (except borg storage), you&#039;ll always end up on the surface level of the station.&lt;br /&gt;
&lt;br /&gt;
==The Interface==&lt;br /&gt;
[[File:Interface1.png|right]]&lt;br /&gt;
SS13 is rather sensitive with what you click on, and since you can only click on something one way, that means there&#039;s probably only one way to interact with it. This isn&#039;t the case here, as aside from using modifiers like holding Control or Shift there are a few interface objects to toggle how you interact with items or even other people.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
The middle and left side of your screen is your inventory and item slots. From top to bottom, left to right, they are:&lt;br /&gt;
#Main Inventory - Accessed by pressing the toggle button in the bottom left corner&lt;br /&gt;
##Helmet, right ear&lt;br /&gt;
##Glasses, mask, left ear&lt;br /&gt;
##Uniform, outer clothing, gloves&lt;br /&gt;
##Expand/collapse inventory, shoes, outer clothing storage&lt;br /&gt;
#Easy Access Inventory - Always visible&lt;br /&gt;
##ID&lt;br /&gt;
##Belt&lt;br /&gt;
##Backpack&lt;br /&gt;
##Right and left hand&lt;br /&gt;
##Pockets&lt;br /&gt;
&lt;br /&gt;
===Object Interaction===&lt;br /&gt;
The bottom right side of the screen will contain a number of buttons that will change how you interact with objects or people around you. These are:&lt;br /&gt;
#[[File:Mov_intent.png]]Movement Intent&lt;br /&gt;
#[[File:Intents.png]]Intents&lt;br /&gt;
##Help - You won&#039;t do harm by clicking on someone empty handed. Will also prevent you from firing ranged weapons by default.&lt;br /&gt;
##Disarm - You will knock items out of hands and potentially knock people to the ground.&lt;br /&gt;
##Grab - You will grab someone.&lt;br /&gt;
##Harm - You will punch someone if you click them.&lt;br /&gt;
#[[File:Damage_zone.png]]Targetting Window - Useful for precision stuff, mainly used for combat and surgery.&lt;br /&gt;
#[[File:Resist.png]]Resist - You will resist out of physical incapacitation. Will also make you drop to the floor to put yourself out, should you be on fire.&lt;br /&gt;
#[[File:Drop.png]]Drop - Will drop the item in your active hand.&lt;br /&gt;
#[[File:Throw.png]]Throw - Will toggle throwing. Clicking somewhere with an item in your hand will throw it in that direction. If an item is thrown at you and you have an empty hand, you will catch the item.&lt;br /&gt;
#[[File:Toggle_gun.png]]Toggle Gun Mode - Will determine if you shoot at who you click or if you will aim at them instead, which will bring up a few more options.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
Most of these icons are hidden, but if they were all active on the screen, then they would be:&lt;br /&gt;
#[[File:Ceiling_indicator.png]]Ceiling - Informs you if there&#039;s a ceiling above you.&lt;br /&gt;
#[[File:Tox_indicator.png]]Toxin - You&#039;re currently breathing in a toxic substance.&lt;br /&gt;
#[[File:Fire_indicator.png]]Fire - You&#039;re currently on fire.&lt;br /&gt;
#[[File:Ice_indicator.gif]]Ice - You&#039;re currently freezing.&lt;br /&gt;
#[[File:Oxy_indicator.gif]]Oxy Warn - You&#039;re not breathing enough oxygen.&lt;br /&gt;
#[[File:Pressure_indicator.gif]]Pressure Warn - You are in a low/high pressure environment without protection.&lt;br /&gt;
#[[FIle:Internals_toggle.png]]Internals Toggle - Will toggle your internal atmosphere on or off. You must be wearing a suitable mask and have a tank of air/oxygen in your immediate inventory.&lt;br /&gt;
#[[File:Health_doll.png]]Health Doll - Will give you a rough estimate of how you&#039;re doing. This isn&#039;t 100% accurate, as pain will influence what this indicator looks like.&lt;br /&gt;
#[[File:Temperature_indicator.gif]]Temperature Warn - Will inform you if you&#039;re too hot or too cold.&lt;br /&gt;
#[[File:Nutrition4.png]]Nutrition - Will pop up if you are hungry, or if you&#039;ve eaten too much.&lt;br /&gt;
&lt;br /&gt;
==Exploring==&lt;br /&gt;
[[File:Elevators1.png|192px|right]]&lt;br /&gt;
[[File:Elevators2.png|192px|right]]&lt;br /&gt;
So now you&#039;re actually playing the game, congrats! If you&#039;ve [[Guide to Controls|already read this page]], then you should already have a rough idea of how to move your character around. The surface level of the station - or at least, the portion you&#039;re on - isn&#039;t really that big, so you won&#039;t get lost too easily. The north side is the docks, one of which you probably arrived at if you left your spawn point in character creation alone. Far south is a portion of cargo and a merchant dock. To the east is a pool, and around the middle is cryo, a garden, tool storage, and the elevators. Once you&#039;re done looking at stuff, go ahead and make your way to the elevators and click the dimmed yellow button to summon the elevator. Step inside and click the button that takes you to the main level, which is where the station usually operates, and where you&#039;ll likely find other people.&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Gunnery&amp;diff=28498</id>
		<title>Guide to Gunnery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Gunnery&amp;diff=28498"/>
		<updated>2023-04-03T19:55:15Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: updates The Longbow location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome, Horizon crewmember! If you are reading this guide, it is probably because your job has duties or responsibilities regarding the Horizon&#039;s Weaponry, which consists of a 406mm Longbow howitzer, a Grauwolf Flak Battery, and the deadly (and experimental!) Leviathan Zero-Point Cannon. The Intrepid is also been outfitted with a 40mm rotary autocannon named The Francisca. Operation of these weapons requires crew cooperation, between Operations personnel, the bridge crew, and for the Leviathan, the engineering staff.&lt;br /&gt;
&lt;br /&gt;
== The Guns ==&lt;br /&gt;
The Horizon has three weapon systems installed into its hull, with another installed aboard the Intrepid. Each requires different ammunition and maintenance for it to properly function, and has a different role. While these weapons require coordination between departments, the actual firing of all weapons is limited to those occupations who undergo mandatory gunnery training, such as [[Bridge Crewman]], [[Executive Officer | Executive Officers]], and [[Captain | Captains]]. No other members of the Horizon Crew are trained to fire any weapon systems. All warheads and ammunition for the guns can be found in a locked room next to the Operation Managers Office, where it should always be safely stored unless in use.&lt;br /&gt;
[[File:Wiki rotary sbs.gif|200px|thumb|right|The Francisca]]&lt;br /&gt;
===The Francisca===&lt;br /&gt;
The Francisca a 40mm rotary autocannon mounted to the front of the Intrepid, designed primarily as a self-defense weapon, rather then a proper offensive armament such as the Longbow. It has two primary ammunition types, which do not require assembly, 40mm FMJ which will shred through lightly armored ships, and 40mm AP designed to punch through medium armor plating. This ammunition can be loaded by simply clicking on the ammunition loader with the relevant box in hand, and should be done by Hangar Technicians. It is at it&#039;s most effective engaging small, lightly armored vessels, where it&#039;s high rate of fire can shred bulkheads apart. When facing bigger ships with heavier armor it tends to become more of an annoyance to it&#039;s target rather then a true threat, but with the Intrepid&#039;s small size and quick speed, can still be used to some effect in harassing hit and run attacks. Additional ammunition can be ordered via Operations.&lt;br /&gt;
[[File:Wiki longarm sbs.gif|200px|thumb|right|The Longbow]]&lt;br /&gt;
=== The Longbow === &lt;br /&gt;
The Longbow is the primary offensive armament installed aboard the Horizon, firing 406mm customizable shells that can deal significant damage, even to larger ships. &#039;&#039;&#039;The Longbow can be found on Deck Three, east of the bridge control room, past the Journalist&#039;s Office.&#039;&#039;&#039; It is best used as a medium to long range offensive armament against large/armored vessels, and takes a significant time to load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition types and loading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Longbow&#039;s shells start disassembled at the beginning of every shift for safety purposes, as the explosive compounds used in both the warheads and primer are unstable. Each shell is comprised of three parts, a warhead, casing, and primer. The casings and primers are stored in the same room as the weapon itself, with two specialty primers, low power and high power. The specialty primers change the speed of the warhead as it travels through space, with high power making it faster, and low power making it slower. &lt;br /&gt;
&lt;br /&gt;
There are three possible warheads for any shell; High Explosive Warheads, Armor Piercing Warheads, and Bunker Buster Warheads. High Explosive warheads do little against armor but will cause extensive damage to unarmored hulls or already weakened sections. Armor Piercing Warheads, as the name suggests, are designed to punch through armor plates, but have less explosive power compared to HE warheads. The Bunker Buster Warhead is a pure armor piercing shell, with no explosive power at all, however, it can punch through nearly any plating in the spur. These shells can be assembled by taking a primer and using it on a casing, before doing the same with your warhead of choice. Due to the weight and size of the shells, they must be loaded with the Mech located in the Longbow compartment. The assembling of and loading of Longbow shells should be done by Hangar Technicians. &#039;&#039;&#039;TREAT LONGBOW WARHEADS, PRIMERS, AND SHELLS WITH CARE, THEY ARE PRONE TO EXPLODE IF THROWN OR OTHERWISE MISMANAGED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Grauwolf ===&lt;br /&gt;
[[File:Wiki boombox sbs.gif|200px|thumb|right|The Grauwolf]]&lt;br /&gt;
The Grauwolf is a multi-barrel flakbox installed on the Horizon for area denial and close combat. It has a extreme rate of fire, and can fill grid squares in front of the Horizon with flak. &#039;&#039;&#039;The Grauwolf can be found just south of Tech Storage on deck two, past the Operations front desk in the starboard side of the ship.&#039;&#039;&#039; It has two types of ammunition, regular flak and armor piercing flak. It is best used to keep vessels away from the Horizon, or if they are already too close, rip them to shreds. As it&#039;s ammunition is small, it has a tough time getting through armor, but makes up for it in pure volume of fire. It can be loaded by clicking the loader with a flak bundle in hand, and should be loaded by Hangar Technicians.&lt;br /&gt;
&lt;br /&gt;
The Grauwolf is also very effective at clearing any environmental blockers in the way of the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== The Leviathan ===&lt;br /&gt;
[[File:Wiki zat sbs.gif|100px|thumb|right|The Leviathan]]&lt;br /&gt;
The Leviathan is the end all be all of the Horizon&#039;s Weaponry, an experimental wave particle gun that can decimate even the most well armored of ships. &#039;&#039;&#039;The Leviathan can be found in maintenance on the port wing in deck two. The entrance is guarded by turrets and requires either Engineering or Command access to enter. It&#039;s specifics are classified, only known to members of Engineering and those directly employed by the SCC under a strict NDA.&#039;&#039;&#039; It does not use physical ammunition, instead relying on a super powerful SMES to hold power before discharging it. In total, each shot requires at least 20MW of stored electricity in SMES, and it is the responsibility of engineering to ensure that enough power is allocated to the system, as well as maintain the weapon.&lt;br /&gt;
&lt;br /&gt;
Firstly, two heads of staff must swipe on the keycard authentication device in order to engage the Leviathan&#039;s systems. Next, a boxed key from the Captain&#039;s office desk must be retrieved and inserted in to the Leviathan Activation Terminal next to the targeting computer, then clicked again to twist it. Before targeting can begin however, an engineer or head of staff must pull the activation lever located in the room itself. &#039;&#039;&#039;Pulling this lever will begin to drain the SMES by 100kw a tick, so ensure everyone is ready before doing it.&#039;&#039;&#039; Once that is complete, pressing the button next to the Targeting Console titled &#039;&#039;&#039;Leviathan Control&#039;&#039;&#039; will bring up an entry point menu, pick one corresponding to your direction of fire, click okay, and the gun will open fire.&lt;br /&gt;
&lt;br /&gt;
== The Crew Required ==&lt;br /&gt;
Here we will go into more detail about the exact roles of each part of the weapon firing system.&lt;br /&gt;
&lt;br /&gt;
=== Bridge Crew/Captain/XO ===&lt;br /&gt;
Bridge crew, the Captain, and XO are the only three occupations aboard the Horizon trained in targeting and firing the ships weapons, as well as having the responsibility to fly the Horizon. Because of this, they are the ones in control whenever combat occurs and should be ensuring the safety of the Horizon through the damage or destruction of it&#039;s opponent(s). Not being actively engaged in this goal or doing literally anything else during a combat situation that isn&#039;t flying and shooting would be a waste of your unique training, and better off being shoved to someone else. For this reason Bridge Crew should not load the Horizon&#039;s weaponry, and instead leave it in the hands of operations; who have both the skill and access to do it.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
Operations is responsible for securing ammunition, and ensuring that ammunition is properly distributed. During combat, Hangar Techs should constantly be aware of what the Bridge Crew need, and move to fulfill their requests. When not in a combat situation or preparing to use a weapons system, Operations should ensure that all warheads and ammunition are properly stored within their department, in Secure Ammunition Storage. In combat situations or when preparing to use a weapons system, operations staff are responsible for loading the weapons by using the power lifters located in each weapon room. Once the combat situation is over, they are also responsible for ensuring that ammunition stores are topped off to pre-combat levels.&lt;br /&gt;
&lt;br /&gt;
=== Engineering === &lt;br /&gt;
Engineering has 2 primary roles when it comes to the weapons system. One is the Leviathan; as talked about above, Engineering needs to ensure that at least 20MW of power is stored within the Leviathan SMES before firing, and be involved in the process. Their second role is to maintain the weapons systems incase of battle damage or misuse. This can be done with a welding tool and more then 20u of welding fuel, like you would repair a wall. In a pinch, should they have a mech certification they can also be used to load the weapons systems.&lt;br /&gt;
&lt;br /&gt;
=How to Actually Fight=&lt;br /&gt;
There are two very important parts to actually fighting against a hostile ship and they are doing damage to it, and protecting yourself from damage. This section will go into both aspects, titled Targeting and Defensive Maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
Targeting is done on Targeting Consoles, which can be found aboard the Bridge. Here you can select the weapon you want to slave to the target from a drop down menu, before clicking the &#039;&#039;&#039;VIEW TARGETING GRID&#039;&#039;&#039; button located at the top of the pop up. Once on that grid, you can click the ship or grid square you wish to target, and after a few seconds, a red diamond will appear around it with the broadcasted transponder above it. Seeing this diamond means you are now targeting that vessel. Close out of the targeting grid, and you will have some more information including distance to target, and another empty drop down menu. The second drop down menu will have entry points for the targeted vessel, and essentially, you pick the one you want to hit. &#039;&#039;&#039;It is important to keep in mind that you need to pick a entry point that corresponds to the direction you are firing.&#039;&#039;&#039; As an example, if you were in front of the Horizon and picked the Aft Entry point as your target, all your shots would miss because you are not behind the Horizon. Once that is done, and you have ensured your gun is loaded and ready, you can click the fire button, and let loose at your target. If you are successful, the console will give you a hit report informing you of the damage done, as long as you are within 2 tiles of it.&lt;br /&gt;
&lt;br /&gt;
===Scoring Hits===&lt;br /&gt;
The Horizons Weapon Systems are not infallible, and scoring hits can sometimes be difficult. While obviously it is easy to hit a stationary ship in the middle of empty space, most ships that you will be fighting will not do this, and instead maneuver just as you do. There are many tips to scoring hits, but in this we are going to go over five. Two are fairly simple in theory if not practice, and the other three require more thought and effort from the Horizon, or other vessels. These do not stand alone, and can obviously be combined as you see fit.&lt;br /&gt;
&lt;br /&gt;
====Get Closer:====&lt;br /&gt;
This is probably the simplest solution to making it so that your enemies cannot dodge your shots, just get close enough that they don&#039;t have a lot of time to react. By dodging incoming fire while steadily moving towards your quarry before firing, the time to target for your shots will be lessened, meaning their reactions will have to be quicker, leaving much more room for error on their part. While simple in theory, obviously, this can be hard to pull off in practice, especially against heavily armed opponents.&lt;br /&gt;
&lt;br /&gt;
====Use Faster Ordnance:====&lt;br /&gt;
This only really applies to the Longbow, but by ensuring your ordnance can travel quickly through the vastness of space, a similar raise in the required reaction times to dodge that getting closer accomplishes is achieved . The Longbow has a high power primer which significantly boosts the speed of the warhead, allowing for it to cover distance quicker. In a pinch, this can also be done with the Intrepid, which can easily outpace the Horizon.&lt;br /&gt;
&lt;br /&gt;
====Keep Hazards in Mind:====&lt;br /&gt;
The Overmap which the Horizon travels through is home to many hazards, from asteroid fields to electrical storms and dust clouds. These hazards can be used as cover, concealment, and much more by your enemies. As an example, shooting at a ship hiding behind a asteroid field will make scoring a hit hard, as your ordnance may be unable to make it through the Hazard zone, detonating there instead where you want it to. This can also work in the favor of the Horizon though, if a ship can only evade into a hazard field, they will still sustain damage, perhaps as much as if you scored a hit.&lt;br /&gt;
&lt;br /&gt;
====Split up:====&lt;br /&gt;
The Intrepid, while only a shuttle, is still armed with a 40mm autocanon, and is capable of dealing some damage. By detaching the Intrepid and having it attack alongside the Horizon, your opponent now has two targets which they need to try and hit, and two separate ships targeting them. The Intrepid with it&#039;s nimble quickness can also out-flank your enemies, taking them from behind and shoot out their thrusters, or forcing them to turn to bring weapons to bear, making the Horizons shooting all the easier. Of course, there is a risk of sending out a poorly armored shuttle, but if you are confident, this strategy can tip an engagement in your favor.&lt;br /&gt;
&lt;br /&gt;
====Lead your shots:====&lt;br /&gt;
Probably the hardest one to get right, especially against a dodging enemy, is leading your shots. If you know the general speed and heading of your quarry, and know where they will be at a certain time, you can time your shots to intercept them and score a hit. Of course, you may also end up missing completely, leading too much or too little. This however works best when your quarry is dead in space, drifting or otherwise incapable of changing speed or course. And remember, you only have to hit in the same grid square as the vessel.&lt;br /&gt;
&lt;br /&gt;
==Defensive Maneuvers==&lt;br /&gt;
Defensive Maneuvers are any maneuvers which will help you and your vessel avoid getting hit by enemy fire. For this purpose, there are 4 buttons below the normal manual flight controls, under the obvious heading of, maneuvers. &#039;&#039;&#039;Maneuvers can be done by anyone who is a trained pilot, and are not limited to BC/Captain/XO like targeting.&#039;&#039;&#039; The top two buttons will turn the Horizon 45 degrees either west or east of the current heading respectively, as the arrows indicate. These maneuvers are the &amp;quot;safe&amp;quot; ones, and will only knock standing people to the ground. There is a 20 second cooldown in-between these maneuvers, for both the Intrepid and Horizon. The bottom two are emergency dodges, and will move the ship 1 tile east or west of the current heading respectively. These dodges are dangerous, as if people are not buckled in, they will get thrown around into walls, windows, or off of railings. So as the name implies, save these for emergencies. Emergency dodges have a 100 second cool down on the Horizon, and a 50 second Cool down on the Intrepid.&lt;br /&gt;
&lt;br /&gt;
===How to Defend Against Attack===&lt;br /&gt;
Being on the defense is never great, but it&#039;s bound to happen at some point in any fight, as you have to evade ordnance fired by your opponent. For whenever you find yourself in this situation, here are a few tips on how to lessen your chances of being hit.&lt;br /&gt;
&lt;br /&gt;
====Move Fast, Move Random====&lt;br /&gt;
The best possible way to avoid being hit is to make yourself a difficult target. By moving at fast speeds and changing course consistently, your enemies shots may just fly grids behind you. It is hard to properly lead shots, and even harder to hit a target who is constantly showing different sides and parts of their vessel to you, due to how targeting works. &#039;&#039;&#039;THE MOST IMPORTANT THING TO KEEP IN MIND HOWEVER&#039;&#039;&#039; is that in order to properly dodge, without turning your entire ship around, you need to be in a different grid square. Just moving across a grid won&#039;t cut it, you&#039;ll need to properly change squares in order to avoid getting hit.&lt;br /&gt;
&lt;br /&gt;
====Turn Around====&lt;br /&gt;
This one is really simple. If you are stationary and someone fires at you, just thrust to put that side of ship on the opposite side of their direction of fire. As an example, if someone is off your bow and takes a shot at you as you are orbiting a planet, go the opposite the direction you were facing showing them your stern and they will miss due to targeting mechanics.(maybe?) However, there is a draw back, which ties into the next tip.&lt;br /&gt;
&lt;br /&gt;
====Remember Relative Positions and Course====&lt;br /&gt;
The worst thing that can happen in any engagement is getting hit in the thrusters. Your ability to dodge is negated, and you are dead in space. By being aware of your position relative to your opponent, you can ensure that key systems such as engines, atmospherics, thrusters, and more are unable to be hit by them. The most important section of nearly all ships is the stern, doubly so for the Horizon as that is where Atmospherics, the SM, Thrust Engines, Tesla, and all of engineering is located. If your enemy is facing a direction where they can&#039;t hit you, let them fire all they want, and stay out of their arc. This also ties into firing, as you will need to bring your own weapons to bear pointed towards your enemy in order to properly score a hit.&lt;br /&gt;
&lt;br /&gt;
====Use the Environment to your Advantage====&lt;br /&gt;
As mentioned in the tips on how to score hits, over map hazards can be used for many things, from cover to concealment. Ducking behind asteroid fields for cover, using dust to mask an escape, or even diving headlong into shoals of carp forcing your enemy to disengage or follow after you are all viable strategies, if implemented intelligently.&lt;br /&gt;
&lt;br /&gt;
====Run Away====&lt;br /&gt;
The simplest, yet sometimes hardest decision, to just retreat and disengage. If you are outmatched and know it, there is no shame in preserving the lives of yourself and everyone else aboard by fleeing from your adversary, if you have the speed to outrun them. Not every battle can be won, even by the SCC, and sometimes the best course of action is to acknowledge that fact and not put your vessel at risk. However, sometimes this isn&#039;t possible, your adversary could be significantly faster then you, at which point, perhaps surrender is the better option.&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=28499</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=28499"/>
		<updated>2023-04-03T19:50:40Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: updates it a little bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Hangartechnician-nbt.png&lt;br /&gt;
|jobtitle=Hangar Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, Basic Operations&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Operations Manager]].&lt;br /&gt;
|duties=Sort the warehouse, make deliveries, send mail, refuel shuttles, reload ship weapons&lt;br /&gt;
|guides=[[Guide to Paperwork]], [[Guide to Communication Devices]], [[Guide to Gunnery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hangar Technician&#039;&#039;&#039; is a valuable crew member responsible for managing all basic Operations-related tasks. Their duties include handling mailing requests, managing bounties, reloading the ship&#039;s weapons upon orders, and sorting and distributing warehouse contents. They also serve as the reliable &amp;quot;grease monkeys&amp;quot; ensuring that shuttles are fueled, maintained, and ready to go at a moment&#039;s notice for expeditions.&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
===Operations Account===&lt;br /&gt;
The Operations Department has an account with 5000 credits available for use. It is your duty to manage this account and ensure that it does not run out of funds. To maintain a healthy balance, you need to complete bounties, ship crates, phoron and platinum, or charge for handling orders. The phoron and platinum &#039;&#039;&#039;must&#039;&#039;&#039; be inside a crate to be counted towards the account&#039;s funds.&lt;br /&gt;
&lt;br /&gt;
===Bounties===&lt;br /&gt;
To earn credits for the Operations Account, you can take on bounties listed on the Supply Console located in the Operations Bay. Open the Cargo Control program and select the Bounties tab to view the list of items. While some bounties can be completed by searching the warehouse, most of them require assistance from other departments. Once you obtain the required items, place them in crates and send them back in the shuttle. Then, claim your rewards in the Supply Console. Upon completing five bounties, you may request new ones.&lt;br /&gt;
&lt;br /&gt;
===Handling Orders===&lt;br /&gt;
As the Hangar Technician, your responsibilities include handling orders, distributing items, and minimizing shuttle costs. To stay informed about crew requests, link your PDA to the ringer terminal and the Requests Console. This will ensure that you are promptly alerted to any demands or needs that arise.&lt;br /&gt;
#&#039;&#039;&#039;Order:&#039;&#039;&#039; When a department needs equipment or materials, they can place an order using the Operations Order program or ask you to do it for them. Some items may present a choice regarding different suppliers, and each supplier will have a fee for the shuttle to go to them. Ordering larger quantities from fewer suppliers can help reduce these fees. Additionally, you can adjust the Operations Handling fee to cover any additional costs if necessary.&lt;br /&gt;
#&#039;&#039;&#039;Approve/Reject:&#039;&#039;&#039; To view an order that has been placed, go to the Submitted section of the Operations Control program. There, you can see the name of the person who submitted the order and its total cost. Clicking on the Details option will provide additional information, such as the items ordered, the reason for the order, and the individual prices of each item. Based on factors such as who placed the order, the items requested, and the availability of funds, you can either Approve or Reject the order. Ensure that funds are available either in the operations account or the requester&#039;s account before approving an order.&lt;br /&gt;
#&#039;&#039;&#039;Ship:&#039;&#039;&#039; Now that you have one or more Approved Orders waiting to be shipped, you may send the shuttle to go pick them up. First, ensure the shuttle is away, and then call it back. Remember when sending the shuttle away to ask if anyone is on it at the moment, or in one of the airlocks, or they may be harmed. Again, as was stated in the &#039;&#039;&#039;Order&#039;&#039;&#039; section, the fewer individual suppliers, and the larger amount of items being shipped, the cheaper the fee per item. So it may be best to wait and try to ship multiple items at once, rather than send and recall the shuttle for each and every order.&lt;br /&gt;
#&#039;&#039;&#039;Deliver/Pay:&#039;&#039;&#039; Once the shuttle has docked and the orders have arrived, it&#039;s time to deliver them and receive payment. If an order has been approved, you can accept payment in advance. To receive payment, simply use the Operations Delivery program on a console or tablet and insert the customer&#039;s ID and press the payment key. The funds will be deposited into the Operations Account, and you can give them their order. Alternatively, if an EFTPOS has been set up by the Operations Manager, you can charge them the required amount and then provide them with their order.&lt;br /&gt;
&lt;br /&gt;
===Sorting the Warehouse===&lt;br /&gt;
Operations houses a large warehouse containing a variety of items that differ in their usefulness and utility. While there is no strict requirement to distribute these items to each department unless requested, it is advisable to at least organize the warehouse beforehand, grouping similar items in the same crate. Below is a guide on which items are most suitable for each department:&lt;br /&gt;
*&#039;&#039;&#039;Security:&#039;&#039;&#039; Any contraband, weapons, or security equipment&lt;br /&gt;
*&#039;&#039;&#039;Medical:&#039;&#039;&#039; Any chemicals, medical tools, or medical supplies&lt;br /&gt;
*&#039;&#039;&#039;Research:&#039;&#039;&#039; Any advanced machine parts, robotic limbs, exosuit modules, steel, glass, phoron, gold, silver, diamonds and uranium&lt;br /&gt;
*&#039;&#039;&#039;Mining:&#039;&#039;&#039; Any mesons, mining tools, magboots, or lanterns&lt;br /&gt;
*&#039;&#039;&#039;Engineering:&#039;&#039;&#039; Any EVA gear not given to mining, materials not given to research, tools, signs, and firefighting equipment (fire axes included) &lt;br /&gt;
Anything not mentioned here may be distributed as you feel is best, but should be done so reasonably.&lt;br /&gt;
&lt;br /&gt;
===Mailing===&lt;br /&gt;
Mailing will allow you to distribute packages through the disposals system. However, lockers, when mailed, will be flung from the disposals fairly violently, so take care. The process for mailing is as follows: &lt;br /&gt;
*Using a roll of parcel paper, wrap your item/crate/locker.&lt;br /&gt;
*Grab a Destination Tagger (which looks like a red and black label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate/locker into the belt, and take care not to fall into it yourself, or you will take a very brief, painful, and likely lethal ride to the Disposals Crusher.&lt;br /&gt;
*Request your crate back from the department, if needed.&lt;br /&gt;
It is important to remember that anything not marked with a destination tag will be sent directly to the Disposals Crusher, so pay attention.&lt;br /&gt;
&lt;br /&gt;
===Reloading ship weapons===&lt;br /&gt;
On specific occasions, you may be ordered to reload [[Guide to Gunnery#The Francisca|The Francisca]], [[Guide to Gunnery#The Longbow|The Longbow]], and the &lt;br /&gt;
[[Guide to Gunnery#The Grauwolf|The Grauwolf]]. You can find the ammunition for these weapons inside the Secure Ammunition Storage, in the Tech Storage west of the Operations Bay.&lt;br /&gt;
&lt;br /&gt;
For a more detailed guide, refer to the [[Guide to Gunnery]].&lt;br /&gt;
 &lt;br /&gt;
==Equipment==&lt;br /&gt;
The Operations Department has some tools that can assist you in supplying the station.&lt;br /&gt;
===Autolathe===&lt;br /&gt;
The Autolathe can be filled with glass and steel in order to fabricate tools, containers, radios, and other items which may be requested. There should be some glass and steel in the Operations Office on a table, just so you can supply the Autolathe.&lt;br /&gt;
&lt;br /&gt;
===Operations Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or train tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
&lt;br /&gt;
To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys, as they will render the tug inoperable). &lt;br /&gt;
&lt;br /&gt;
To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
&lt;br /&gt;
The cargo tug is powered by a power cell, which may run out and require replacement. To replace the power cell, use a screwdriver to undo the panel on the tug&#039;s exterior. Then, use a crowbar to extract the depleted power from the latch, and insert a new power cell. Finally, secure the panel back into place using the screwdriver.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chain_of_Command&amp;diff=28497</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chain_of_Command&amp;diff=28497"/>
		<updated>2023-04-03T12:29:14Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: fix red links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the ship. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the ship function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the ship&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their department staff at any time. To do this, use the [[File:Id_console.gif]] ID console with either the [[Executive Officer]] or [[Captain]]&#039;s access to demote the staff member to suspended or assistant.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;So if one of your subordinates isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The chain of command]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: The Merchant only holds authority on their own vessel. Outside of their vessel, they hold NO AUTHORITY.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the peoples charged with the administration of the ship. Each of them have general access to each department and the Bridge, the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, the ability to change alert level, and &amp;lt;s&amp;gt;cool uniforms&amp;lt;/s&amp;gt; fax machines.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain-nbt.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire ship. They are the ultimate decision maker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duty of the Captain is to keep the ship and her crew safe and functioning. Their actions are expected to be in the best interest of crew, ship, and SCC. The secondary duty is to achieve ship and SCC goals. The way in which a captain satisfies these duties are dependent on each individual captain, however the recommended and primary path is with delegation to other Command staff to leave external interactions (i.e. ship to ship communication) and higher level decisions with their role.&lt;br /&gt;
&lt;br /&gt;
===[[File:Executiveofficer-nbt.png|64px]] [[Executive Officer]]===&lt;br /&gt;
The Executive Officer is the head of staff for the Bridge and Service department. They manage the ship finances alongside the captain, as well as handle any ID modifications. However, they are &#039;&#039;&#039;not&#039;&#039;&#039; Second in Command to the captain, &#039;&#039;&#039;nor&#039;&#039;&#039; immediate acting captain in an emergency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duties of the Executive Officer are to manage the Service Department and Bridge. This will usually require decisions in regard to ship destination, external communication, and managing vessel shuttles. During ship-based combat, the Executive Officer takes on primary role of coordinating the various Bridge stations, as well as communication with Operations and the Operations Manager to coordinate ammunition and weapons loading.&lt;br /&gt;
&lt;br /&gt;
Secondary Duties include managing the ship&#039;s finances, the modification of IDs where necessary, and offering guidance to the Security Department in absence of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
===[[File:Headofsecurity-nbt.png|64px]] [[Head of Security]]===&lt;br /&gt;
The commander of the ship&#039;s security team. The master of [[Corporate Regulations]] and enforcer of &amp;lt;s&amp;gt;justice&amp;lt;/s&amp;gt; peace. Arguably the second most stressful position behind the captain, the Head of Security handles all matters pertaining to the operation of the security department and the safety of the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duties of the Head of Security is to protect SCC assets aboard the ship, including the crew and the ship itself. To achieve this, the Head of Security organizes and commands the security department to address threats quickly and efficiently. The secondary duty of the Head of Security is to maintain order within the crew through the Corporate Regulations. This may include dealing with [[Traitor|problematic staff]] including other command staff who break regulations.&lt;br /&gt;
&lt;br /&gt;
===[[File:Researchdirector-nbt.png|64px]] [[Research Director]]===&lt;br /&gt;
The Research Director is the head of the science department. While not expected to be intimate with every field of science within their department, the Director is often looked to for information and assistance on anything new, unknown, or scientific. Maintenance of the [[AI]] also falls under the oversight of the Research Director as they are the only command member, other than Captains who were previous in the position, who knows how to reset and change the AI core.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duties of the Research Director is to give guidance to [[Scientist]]s. This may include department wide projects, inter-departmental projects (such as with medical for medicine development), and planning out trips on the Intrepid to support the [[Xenoarcheologist]]. Secondary duties are focused on maintaining the AI. This may include resetting the AI&#039;s laws in the event they are tampered with, or changing the AI lawset to a new version if it is required.&lt;br /&gt;
&lt;br /&gt;
===[[File:Chiefengineer-nbt.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
The Chief Engineer is the highest position within the ship&#039;s Engineering Department. Usually, the Chief Engineer is the most experienced engineer on the ship and has good knowledge on every system within their vessel. They have access to additional equipment which can help the Engineering Department&#039;s efforts as well as the knowledge and experience to deal with structural, atmospheric, and electrical problems that may occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duty of the Chief Engineer is to coordinate the various [[Engineer]]s and [[Atmospheric Technician]]s of the ship to maintain and repair the ship&#039;s structure and systems. This does include maintaining oversight of the engine of the ship, whether that be the [[Supermatter Engine]] or the [[Tesla Reactor]]. A secondary duty of the Chief Engineer is to design and enact projects to improve the ship if desired.&lt;br /&gt;
&lt;br /&gt;
===[[File:Chiefmedicalofficer-nbt.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
The Chief Medical Officer is the head of the ship&#039;s Medical Department and Medical Bay. Due to the variety of positions and fields under their supervision, the Chief Medical Officer is not expected to know every field beyond a basic understanding that allows them to manage and discuss it, however they are expected to work with their specialized staff members to treat, cure, and advise the crew on any and all health issues. The Chief Medical Officer is the only command member, aside from the Captain, with the power to declare crew members physically or mentally unfit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duty of the Chief Medical Officer is to coordinate the Medical Department in responding to health issues. This may require communication with the Head of Security to coordinate [[First Responder]] and [[Security Officer]] movements or managing the patients that are received in the Medical Bay. The secondary duty of the Chief Medical Officer is to monitor the health of crew and determine if they are physically and mentally fit for service.&lt;br /&gt;
&lt;br /&gt;
===[[File:Operationsmanager-nbt.png|64px]] [[Operations Manager]]===&lt;br /&gt;
The Operations Manager is the head of the Operations department. Similarly to the Research Director and Chief Medical Officer, the Operations Manager is not expected to be an expert in every field under their authority, but rather expected to have a general understanding of those fields and the knowledge of how to coordinate them to meet departmental goals. To this extent, the Operations Manager is in charge of the Spark, the mining shuttle used by miners, [[Machinist]]s, [[Shaft Miner]]s, and [[Hangar Technician]]s. They are the primary point of contact for anything logistical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duty of the Operations Manager is to coordinate the Operations department to ensure the material needs of the other ship departments are met. Alongside this, they must coordinate with Medical and the Machinists to ensure all synthetic crew members and patients with non-organic parts are maintained and repaired. The secondary duty is to ensure that the warehouse is sorted and that bounties are being fulfilled.&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Warden-nbt.png|64px]] [[Warden]]===&lt;br /&gt;
The Warden is a subordinate of the [[Head of Security]] and is on equal footing with [[Security Officer]]s and [[Investigator]]s in terms of power. The exception to this, however, is the brig. The Warden holds authority over the brig and its prisoners. All Security Officers must obey commands by the Warden if said commands are in relation to the brig or the prisoners within it. This power can only be overruled by a command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; Keep the brig safe, ensure prisoners do not escape and are [[Corporate Regulations|treated fairly]], issue weapons to Officers when necessary, and process incoming detainees.&lt;br /&gt;
&lt;br /&gt;
===[[File:Corporateliaison-nbt.png|64px]] Human Resources Assistant===&lt;br /&gt;
The Human Resources Assistant is the on-ship assistant for the SCC Human Resources department. While they do not hold any power over the ship or crew directly, they can be seen on occasion conducting interviews with crew members that are involved in Incident Reports.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The Human Resources Assistant role is restricted to staff members (primarily CCIA) and should not, in any way, be impeded or affected by the round unless given permission by staff. Doing so is considered an OOC offense and can be addressed by Admins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; Conduct investigations regarding Incident Reports.&lt;br /&gt;
&lt;br /&gt;
=Command Voting=&lt;br /&gt;
All Heads of Staff can initiate a Command Vote. This vote is considered a captain-level decision and can, in certain circumstances, override a Captain&#039;s decision or remove them from power. A command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not counted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails.&lt;br /&gt;
&lt;br /&gt;
= Emergency Situations =&lt;br /&gt;
==Captainship Emergencies==&lt;br /&gt;
&lt;br /&gt;
===Captain Missing in Action===&lt;br /&gt;
In this situation, the Captain has gone missing in action but their death has not been confirmed nor denied. In this case, an acting captain can be appointed via command vote. Actions should be taken as soon as possible to locate and confirm the status of the Captain. If the Captain is found to be alive and fit for duty, acting captainship should be relieved and the Captain returned to their position.&lt;br /&gt;
&lt;br /&gt;
===Captain is Killed===&lt;br /&gt;
In this situation, the Captain has been killed on-duty. The first actions should always be to secure the situation. When the situation is stable enough for a command vote, an acting captain should be appointed and shall serve until the situation is over when acting captainship should be relieved. Alongside this, a situation report regarding the death of the captain should be written and sent to Central Command when possible.&lt;br /&gt;
&lt;br /&gt;
===Captain Declared Mentally Unfit===&lt;br /&gt;
In this situation, the [[Chief Medical Officer]] has determined the Captain to be mentally unfit for command. This ruling is made when the Captain acts in such a way that it risks the well-being of themselves, the crew, or the ship to an unreasonable degree. In this situation, the Captain should be removed from their position and submitted into proper medical care. Should the situation require an acting captain, one should be appointed when possible.&lt;br /&gt;
&lt;br /&gt;
===Captain Declared Physically Unfit===&lt;br /&gt;
In this situation, the [[Chief Medical Officer]] has determined the Captain to be incapacitated in such a way that they are unfit for command. Following the Chief Medical Officer&#039;s ruling, the Captain should be submitted to medical care and relieved of duty until they are declared physically fit, or a replacement is activated. Should the situation require an acting captain, one should be appointed when possible.&lt;br /&gt;
&lt;br /&gt;
=== Captain Removed by Vote ===&lt;br /&gt;
The Captain can be removed by a &#039;&#039;&#039;unanimous&#039;&#039;&#039; command vote if they are deemed unfit for captainship by the rest of command. In this situation, the captain should be removed from power and treated as suspended from their position. An acting captain should be appointed as soon as possible in replacement. Central Command must be notified as well with details regarding the reason behind the vote for removal.&lt;br /&gt;
&lt;br /&gt;
== Appointing an Acting Captain ==&lt;br /&gt;
An Acting Captain can be appointed by majority of command. Usually, appointing an Acting Captain is done in Code Red, however one can be appointed for lower alert levels should the situation require it. The acting captain inherits all powers of the Captain, including ultimate authority and the power to appoint interim Heads of Staff. Acting Captainship should be relieved after any present emergencies are concluded. Within the Captain&#039;s office, a spare Captain&#039;s ID can be found for the use of the acting captain. This ID should be used to access the Acting Captain briefcase within the Captain&#039;s locker, which contains equipment to better identify the individual taking captainship.&lt;br /&gt;
&lt;br /&gt;
== Interim Heads of Staff ==&lt;br /&gt;
In the event that a department is lacking a Head of Staff, someone with enough training can be assigned as a Interim Head of Staff by the Captain, Acting Captain, or the Executive Officer.&lt;br /&gt;
They assume all responsibilities and powers of said Head of Staff until their services are no longer needed, such as when said Head of Staff is made available or they are demoted. Interim Heads of Staff hold an equal power in command votes as any other Head of Staff and are treated as another member of command until their services end.&lt;br /&gt;
&lt;br /&gt;
== Missing Head of Staff ==&lt;br /&gt;
In the event a Head of Staff is not present on-shift, or has gone missing for whatever reason, it is expected that the rest of command does whatever is necessary to fill in the gap within the power structure. This may include Heads of Staff from another department stepping in to give direction, leadership, and help where possible, or the appointment of an interim head of staff.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=28454</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=28454"/>
		<updated>2023-03-26T12:04:32Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Shaftminer-nbt.png&lt;br /&gt;
|jobtitle=Shaft Miner&lt;br /&gt;
|access=Mining.&lt;br /&gt;
|difficulty=Very Easy&lt;br /&gt;
|qualifications=At least 18 years of age, have passed an SCC Certified Mining Accreditation course and have at least a recognised certificate in operating shuttle-craft&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior=[[Operations Manager]]&lt;br /&gt;
|duties=Ore extraction, processing and accounting&lt;br /&gt;
|guides=[[Guide to Mining]], [[Guide to Piloting]]}}&lt;br /&gt;
&lt;br /&gt;
The Shaft Miners is in charge of all ore extraction and processing in the sector. Generally seen as a low-class assignment, there are minimal requirements to work in this field - however knowledge in piloting shuttle-craft is mandatory in order to arrive at the destinations and knowledge of heavy machinery is helpful in order to make the most of the stellar objects that you will be mining, by setting up the drills and being able to pilot a mining mech. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Simply put, the Shaft Miner has three duties, as follows: &lt;br /&gt;
&lt;br /&gt;
*Extract ore from resource rich areas in the current sector&lt;br /&gt;
*Process ore at the Ship&#039;s smeltery&lt;br /&gt;
*Report the materials yield using a Yield Declaration from the smelter console. &lt;br /&gt;
===Obtaining Equipment===&lt;br /&gt;
You operate on a point-reward system while working with The SCC. You will have to mine to obtain points, to then exchange for equipment at the Mining Vendor.&lt;br /&gt;
For more information, please check the [[Guide_to_Mining#Mining_Points_And_The_Mining_Vendor|Guide to Mining]].&lt;br /&gt;
&lt;br /&gt;
=Duties=&lt;br /&gt;
==Piloting the Mining Pod==&lt;br /&gt;
&lt;br /&gt;
Once you have all of your equipment ready, you&#039;ll be making way to the mining pod on deck one. You&#039;ll definitely want to read the [[Guide to Piloting]] if you&#039;re new to this. It may seem daunting at first, but it&#039;s really quite easy. The pod is already set roundstart for you to leave right away, but for some extra insurance you can ask for some additional carbon dioxide for your thrusters. Engineering can source it directly, or the Hangar Technicians can order you some.&lt;br /&gt;
&lt;br /&gt;
You can also leverage the advantage of the Horizon&#039;s stronger sensors to have the bridge relay to you interesting locations and asteroids. Feel free to ask them to pilot the Horizon where you need them to be. But keep in mind, the Horizon is a big ship and very slow compared to your pod. The fastest way to do things is to go to where you need to be yourself and ask the Horizon to follow you if possible.&lt;br /&gt;
&lt;br /&gt;
==Ore extraction==&lt;br /&gt;
The process of breaking rock in order to obtain materials. Generally speaking, you will need the following equipment:&lt;br /&gt;
&lt;br /&gt;
*Hardsuit, recommended with a breathing mask (available at the airlock)&lt;br /&gt;
*Oxygen tank&lt;br /&gt;
*GPS device&lt;br /&gt;
*Active suit sensors&lt;br /&gt;
&lt;br /&gt;
As far as equipment go, there is a variety of tools available - the configuration you choose will depend on what you wish to extract, how, and what resources are already available. For a more detailed list, consult [[Guide_to_Mining|this guide.]] Examples of tools that you may work with:&lt;br /&gt;
&lt;br /&gt;
*Pickaxe (for breaking rock)&lt;br /&gt;
*Shovel (to obtain impure silicas from the ground)&lt;br /&gt;
*Mining Drill (An upgrade to the Pickaxe)&lt;br /&gt;
*Sonic Jackhammer (An upgrade to the Heavy Drill)&lt;br /&gt;
*Plasma Cutter (A sidegrade to the Jackhammer - digs as fast, but is also capable of cutting through tougher materials if needed&lt;br /&gt;
*Wrench (for operating the Mining Drills)&lt;br /&gt;
*Ore Detector (for finding locations for the Heavy Drill)&lt;br /&gt;
*Flags (for noting the location of deposits)&lt;br /&gt;
*Ore Satchel (to quickly amass your ores)&lt;br /&gt;
&lt;br /&gt;
Of course, all of the handheld equipment serves only as a backup when piloting a mech. Do not forget - synthetic units need, instead of an oxygen tank and a breathing mask, a suit cooling unit (obtainable from any autolathe).&lt;br /&gt;
&lt;br /&gt;
===Preparation, Foot Mining===&lt;br /&gt;
To ensure your safety, you are provided with steps to ensure that once you step within the airlock, you are ready:&lt;br /&gt;
&lt;br /&gt;
*Attach the hardsuit helmet and magboots to the hardsuit&lt;br /&gt;
*Put an oxygen tank of your choice inside the hardsuit&lt;br /&gt;
*Put on the hardsuit (additional breathing mask recommended)&lt;br /&gt;
*Verify that breathing mask is properly adjusted (over your mouth, not hanging down)&lt;br /&gt;
*Gather all of your chosen gear in your backpack (Pickaxe is too large for operation - hold in hand or attach to belt)&lt;br /&gt;
*Put on a backpack &lt;br /&gt;
*(Optional)Obtain second air tank and stash it in a backpack&lt;br /&gt;
*Stash or satchel and GPS/tracking beacon in hardsuit&#039;s hip sockets, roughly at the pocket location&lt;br /&gt;
&lt;br /&gt;
===Preparation, Mech mining===&lt;br /&gt;
If you are experienced in mech piloting, there are a few extra steps required in making a mech EVA-safe.&lt;br /&gt;
&lt;br /&gt;
*(Optional, but recommended) Follow the first five steps of the &amp;quot;Preparation, Foot Mining&amp;quot; guide.&lt;br /&gt;
*Enter your mech&lt;br /&gt;
*Verify the structural integrity of your mech and charge of its power cell - charge and get repairs as needed.&lt;br /&gt;
*Verify the presence of all equipment - minimum drill and hydraulic clamp&lt;br /&gt;
*Switch the internals of the mech itself on&lt;br /&gt;
*Load an ore box&lt;br /&gt;
&lt;br /&gt;
Furthermore, as a general reminder: Mechs do not actively cool the air of their cabin - and thus, synthetic units also require a sealed suit and suit cooling unit to avoid overheating while operating one.&lt;br /&gt;
&lt;br /&gt;
===Setting up the Mining Drills===&lt;br /&gt;
Setting one up is a very simple process:&lt;br /&gt;
&lt;br /&gt;
*Using the Ore Detector, find an adequate location to place the drill, mark location with a flag&lt;br /&gt;
*Bring drill to flag&#039;s location, along with support anchors&lt;br /&gt;
*Place the anchors to the sides of the drill&lt;br /&gt;
*Secure the anchors using a wrench&lt;br /&gt;
*(Optional) Place an ore box north of the drill&lt;br /&gt;
*Activate drill&lt;br /&gt;
&lt;br /&gt;
And if you did not place an ore box, here is how to unload the drill once it reports being full:&lt;br /&gt;
&lt;br /&gt;
*Place ore box north of drill&lt;br /&gt;
*Using the panel, command the drill to unload.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Once that is done, the actual mining process can begin. &lt;br /&gt;
&lt;br /&gt;
*Bring an ore box with you (or in a mech)&lt;br /&gt;
*Locate ores embedded in the rock of the asteroid&lt;br /&gt;
*Use the tool of choice to break rock/soil&lt;br /&gt;
*Use ore satchel to quickly grab all ores (automated with a mech drill)&lt;br /&gt;
*Put ores in ore box (also automated in a mech)&lt;br /&gt;
&lt;br /&gt;
Once you have a sufficient amount of ore, return to the Ship (do not forget to take the materials dug up by the heavy drills, if you have any)&lt;br /&gt;
&lt;br /&gt;
==Ore Processing==&lt;br /&gt;
Back at the Ship comes the step of processing. Place the ore box next to the crate unloader, it will not gather materials out of a box that is held by a mech, so you might need to unload it from that, too. Once you pull the lever, the machine will automatically extract ore and funnel them into the Smelter. Unless specifically requested otherwise, the Smelter should be set according to [[Guide_to_Mining#Furnace_101|this guide.]]&lt;br /&gt;
&lt;br /&gt;
By default, the stacking machine will output stacks of 50 units of material, which makes it easy to count. However, you can configure the machine to produce smaller stacks, or force it to eject an incomplete stack. Put them in a crate and head up.&lt;br /&gt;
&lt;br /&gt;
==Yield Declaration==&lt;br /&gt;
The smelter console will allow you to print those reports. On it are the details of what you gathered. Don&#039;t forget to put your name on it and a signature at the bottom. Get it stamped by at least a [[Hangar Technician]] if not the [[Executive Officer]] while handing off the crate of resources to claim the title of best miner, or simply show that you have not been in the bar all shift.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Job==&lt;br /&gt;
There is, honestly, very little to do in Mining beyond Mining. Though something you can do is, since you are on the asteroid with mining gear, assisting a Xenoarcheologist in their digs - avoiding strange-looking rocks and dig through everything else. Sometimes your GPS might pick up a strange signal from somewhere on the rock, leading to crashed shuttles or abandoned structures. Exploration can be fun and rewarding, or really dangerous. As a miner, you will learn to bring the right tools for the job in no time. Teaming up with a buddy or two might also help.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You are an EVA specialist with a lot of destructive tools at your disposal. Breach the bridge with seismic charges, perform magboot checks on security, test your kinetic accelerators in a vented hallway and figure out why exactly the diamond pickaxe is so feared in bar fights.&lt;br /&gt;
Creativity is your limit with this job, just make sure to have a reason for blowing up parts of the ship or fistfighting scientists in your own hardsuit. Connections help a lot with your tasks. Unsuspecting scientists will let you in if you bring them nice things and equip you with way too many weapons if you tell them there is carp outside, while your best friends in operations might ignore a sniper rifle you just ordered with the captain&#039;s spare.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]]&lt;br /&gt;
[[Category:Pages]][[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=28455</id>
		<title>Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=28455"/>
		<updated>2023-03-26T11:47:32Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: grammar&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 = Operationsmanager-nbt.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 Hangar Technicians.&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]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=27323</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=27323"/>
		<updated>2022-12-18T23:45:51Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: plasteel is not supposed to go to research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Hangartechnician-nbt.png&lt;br /&gt;
|jobtitle=Hangar Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, Basic Operations&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Operations Manager]].&lt;br /&gt;
|duties=Handling of basic Operations tasks, Mailing, Distributing Items in Warehouse&lt;br /&gt;
|guides=[[Guide to Paperwork]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hangar Technician is the crewmember that is in charge of handling all basic Operations-related requests, mailing items, and sorting and then distributing the contents of the warehouse. They are also the grease monkies of the flight deck, making sure shuttles on expeditions are fueled, maintained, and ready to go when ordered.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Hangar Technician has three responsibilities:&lt;br /&gt;
*Handle Operations Orders&lt;br /&gt;
*Manage the Disposals Mailing System&lt;br /&gt;
*Sort, and then distribute the contents of the warehouse&lt;br /&gt;
You&#039;re also expected to keep in touch with requests from the crew. Link your PDA to the ringer terminal, and Requests Console to ensure you will be alerted to any demands or needs.&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
===Operations Account===&lt;br /&gt;
The Operations Department has an account with 5000 credits in it. You must charge people to ensure that it isn&#039;t drained of all funds, or ship crates, phoron, and platinum in order to add to the funds. The phoron and platinum &#039;&#039;&#039;must&#039;&#039;&#039; be inside a crate, or it will be lost, and not contribute to the overall funds of the operations account. Phoron, platinum, and crates are worth about 100 credits each.&lt;br /&gt;
&lt;br /&gt;
===Handling Orders===&lt;br /&gt;
As the Hangar Technician, you will be expected to handle the ordering and distribution of ordered items, and to do your best to minimize the cost of the shuttle.&lt;br /&gt;
#&#039;&#039;&#039;Order:&#039;&#039;&#039; Somebody can place an order for equipment or materials for their department, using the Operations Order program. They will sometimes have a choice between suppliers. Each supplier will have a fee for the shuttle to go to them. The amount ordered from them, however, will not affect this fee. So the best policy is to order more at once, and from the same/few suppliers. You can also adjust the Operations Handling fee, to make up the difference, if needed.&lt;br /&gt;
#&#039;&#039;&#039;Approve/Reject:&#039;&#039;&#039; If an order has been placed, you can look at it in the Submitted section of the Operations Control program. You will see the name of who has submitted it, and how much it costs. Clicking the Details option will allow you to see more information, such as what has been ordered, the reason for the order, and the individual prices of each ordered item. You may then Approve, or Reject the order, depending on who has ordered it, what has been ordered, and whether or not the funds for the order, either in the operations account, or in their account, are available.&lt;br /&gt;
#&#039;&#039;&#039;Ship:&#039;&#039;&#039; Now that you have one or more Approved Orders waiting to be shipped, you may send the shuttle to go pick them up. First, ensure the shuttle is away. Then, call it back. Remember when sending the shuttle away to ask if anyone is on it at the moment, or in one of the airlocks, or they may be harmed. Again, as was stated in the &#039;&#039;&#039;Order&#039;&#039;&#039; section, the fewer individual suppliers, and the larger amount of items being shipped, the cheaper the fee per item. So it may be best to wait, and try to ship multiple items at once, rather than send and recall the shuttle for each and every order.&lt;br /&gt;
#&#039;&#039;&#039;Deliver/Pay:&#039;&#039;&#039; Now that the shuttle is docked, and the order(s) are here, it is time to deliver them, and obtain payment for them (Do note, you can accept payment before they&#039;re shipped, only if they&#039;ve been approved). The easiest way is to call whoever ordered to Operations, and open the Operations Delivery program on a console or tablet, then open their order, and have them insert their ID and press the payment key. The funds will be added to the Operations Account, and you can hand over their order. If the EFTPOS is set up by the Operations Manager, you could charge them the amount needed with it, and then give them their order.&lt;br /&gt;
&lt;br /&gt;
===Sorting the Warehouse===&lt;br /&gt;
Within operations belongs a large warehouse full of crates with many items of varying usefulness and utility within. There is not any set-in-stone requirement to distribute these items to each department unless requested, but it is probably best to at least sort the warehouse first before any requests do come in. The following covers what items are best sent to which departments:&lt;br /&gt;
*&#039;&#039;&#039;Security:&#039;&#039;&#039; Any contraband, weapons, or security equipment&lt;br /&gt;
*&#039;&#039;&#039;Medical:&#039;&#039;&#039; Any chemicals, medical tools, or medical supplies&lt;br /&gt;
*&#039;&#039;&#039;Research:&#039;&#039;&#039; Any advanced machine parts, robotic limbs, exosuit modules, steel, glass, phoron (unless you intend to ship it to the Odin for operations funds), gold, silver, diamonds and uranium&lt;br /&gt;
*&#039;&#039;&#039;Mining:&#039;&#039;&#039; Any mesons, mining tools, magboots, or lanterns&lt;br /&gt;
*&#039;&#039;&#039;Engineering:&#039;&#039;&#039; Any EVA gear not given to mining, materials not given to research, tools, signs, and firefighting equipment (fire axes included) &lt;br /&gt;
Anything not mentioned here may be distributed as you feel is best, but should be done so reasonably.&lt;br /&gt;
&lt;br /&gt;
===Mailing===&lt;br /&gt;
It is unlikely that you will ever be asked to do so, but you may be asked to mail a package for someone. The methods of doing so will be explained in the &#039;&#039;&#039;Equipment&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
As a technician, you have a wide array of tools to help you supply the station, and distribute orders and warehouse goods.&lt;br /&gt;
&lt;br /&gt;
===Autolathe===&lt;br /&gt;
The Autolathe can be supplied with glass and steel in order to produce tools, containers, radios, and other items which may be requested. There should be some glass and steel in the Operations Office on a table, just so you can supply the Autolathe.&lt;br /&gt;
&lt;br /&gt;
===Mulebot===&lt;br /&gt;
Are bugged, currently. Do not use.&lt;br /&gt;
&lt;br /&gt;
===Operations Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
&lt;br /&gt;
To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys as they will render the tug inoperable). &lt;br /&gt;
&lt;br /&gt;
To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
&lt;br /&gt;
The cargo tug is ALSO electric - and as such the power cell needs to be replaced, as well. This model of cargo tug features a panel and a latch - undo the panel with a screwdriver, extract the power cell from the latch using a crowbar, insert a new power cell then secure the panel back into place with a screwdriver. &lt;br /&gt;
&lt;br /&gt;
===Mailing Room===&lt;br /&gt;
Mailing will allow you to distribute packages through the disposals system. However, lockers, when mailed, will be flung from the disposals fairly violently, so take care. The process for mailing is as follows: &lt;br /&gt;
&lt;br /&gt;
*Using a roll of parcel paper, wrap your item/crate/locker.&lt;br /&gt;
*Grab a Mail Tagging Tool (which looks like a red label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate/locker into the disposals receptacle, and take care not to fall into it yourself, or you will take a very brief, painful, and likely lethal ride to the Disposals Crusher.&lt;br /&gt;
*Request your crate back from the department.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Gunnery&amp;diff=27135</id>
		<title>Guide to Gunnery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Gunnery&amp;diff=27135"/>
		<updated>2022-11-22T16:13:26Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: changes &amp;quot;hanger techs&amp;quot; to &amp;quot;hangar techs&amp;quot; on 4 instances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome, Horizon crewmember! If you are reading this guide, it is probably because your job has duties or responsibilities regarding the Horizon&#039;s Weaponry, which consists of a 406mm Longbow howitzer, a Grauwolf Flak Battery, and the deadly (and experimental!) Leviathan Zero-Point Cannon. The Intrepid is also been outfitted with a 40mm rotary autocannon named The Francisca. Operation of these weapons requires crew cooperation, between Operations personnel, the bridge crew, and for the Leviathan, the engineering staff.&lt;br /&gt;
&lt;br /&gt;
== The Guns ==&lt;br /&gt;
The Horizon has three weapon systems installed into its hull, with another installed aboard the Intrepid. Each requires different ammunition and maintenance for it to properly function, and has a different role. While these weapons require coordination between departments, the actual firing of all weapons is limited to those occupations who undergo mandatory gunnery training, such as [[Bridge Crewman]], [[Executive Officer | Executive Officers]], and [[Captain | Captains]]. No other members of the Horizon Crew are trained to fire any weapon systems. All warheads and ammunition for the guns can be found in a locked room next to the Operation Managers Office, where it should always be safely stored unless in use.&lt;br /&gt;
[[File:Wiki rotary sbs.gif|200px|thumb|right|The Francisca]]&lt;br /&gt;
===The Francisca===&lt;br /&gt;
The Francisca a 40mm rotary autocannon mounted to the front of the Intrepid, designed primarily as a self-defense weapon, rather then a proper offensive armament such as the Longbow. It has two primary ammunition types, which do not require assembly, 40mm FMJ which will shred through lightly armored ships, and 40mm AP designed to punch through medium armor plating. This ammunition can be loaded by simply clicking on the ammunition loader with the relevant box in hand, and should be done by Hangar Technicians. It is at it&#039;s most effective engaging small, lightly armored vessels, where it&#039;s high rate of fire can shred bulkheads apart. When facing bigger ships with heavier armor it tends to become more of an annoyance to it&#039;s target rather then a true threat, but with the Intrepid&#039;s small size and quick speed, can still be used to some effect in harassing hit and run attacks. Additional ammunition can be ordered via Operations.&lt;br /&gt;
[[File:Wiki longarm sbs.gif|200px|thumb|right|The Longbow]]&lt;br /&gt;
=== The Longbow === &lt;br /&gt;
The Longbow is the primary offensive armament installed aboard the Horizon, firing 406mm customizable shells that can deal significant damage, even to larger ships. &#039;&#039;&#039;The Longbow can be found on Deck Three, just to the east of the bridge control room, past the staircase down to the kitchen.&#039;&#039;&#039; It is best used as a medium to long range offensive armament against large/armored vessels, and takes a significant time to load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition types and loading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Longbow&#039;s shells start disassembled at the beginning of every shift for safety purposes, as the explosive compounds used in both the warheads and primer are unstable. Each shell is comprised of three parts, a warhead, casing, and primer. The casings and primers are stored in the same room as the weapon itself, with two specialty primers, low power and high power. The specialty primers change the speed of the warhead as it travels through space, with high power making it faster, and low power making it slower. &lt;br /&gt;
&lt;br /&gt;
There are three possible warheads for any shell; High Explosive Warheads, Armor Piercing Warheads, and Bunker Buster Warheads. High Explosive warheads do little against armor but will cause extensive damage to unarmored hulls or already weakened sections. Armor Piercing Warheads, as the name suggests, are designed to punch through armor plates, but have less explosive power compared to HE warheads. The Bunker Buster Warhead is a pure armor piercing shell, with no explosive power at all, however, it can punch through nearly any plating in the spur. These shells can be assembled by taking a primer and using it on a casing, before doing the same with your warhead of choice. Due to the weight and size of the shells, they must be loaded with the Mech located in the Longbow compartment. The assembling of and loading of Longbow shells should be done by Hangar Technicians. &#039;&#039;&#039;TREAT LONGBOW WARHEADS, PRIMERS, AND SHELLS WITH CARE, THEY ARE PRONE TO EXPLODE IF THROWN OR OTHERWISE MISMANAGED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Grauwolf ===&lt;br /&gt;
[[File:Wiki boombox sbs.gif|200px|thumb|right|The Grauwolf]]&lt;br /&gt;
The Grauwolf is a multi-barrel flakbox installed on the Horizon for area denial and close combat. It has a extreme rate of fire, and can fill grid squares in front of the Horizon with flak. &#039;&#039;&#039;The Grauwolf can be found just south of Tech Storage on deck two, past the Operations front desk in the starboard side of the ship.&#039;&#039;&#039; It has two types of ammunition, regular flak and armor piercing flak. It is best used to keep vessels away from the Horizon, or if they are already too close, rip them to shreds. As it&#039;s ammunition is small, it has a tough time getting through armor, but makes up for it in pure volume of fire. It can be loaded by clicking the loader with a flak bundle in hand, and should be loaded by Hangar Technicians.&lt;br /&gt;
&lt;br /&gt;
The Grauwolf is also very effective at clearing any environmental blockers in the way of the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== The Leviathan ===&lt;br /&gt;
[[File:Wiki zat sbs.gif|100px|thumb|right|The Leviathan]]&lt;br /&gt;
The Leviathan is the end all be all of the Horizon&#039;s Weaponry, an experimental wave particle gun that can decimate even the most well armored of ships. &#039;&#039;&#039;The Leviathan can be found in maintenance on the port wing in deck two. The entrance is guarded by turrets and requires either Engineering or Command access to enter. It&#039;s specifics are classified, only known to members of Engineering and those directly employed by the SCC under a strict NDA.&#039;&#039;&#039; It does not use physical ammunition, instead relying on a super powerful SMES to hold power before discharging it. In total, each shot requires at least 20MW of stored electricity in SMES, and it is the responsibility of engineering to ensure that enough power is allocated to the system, as well as maintain the weapon.&lt;br /&gt;
&lt;br /&gt;
Firstly, two heads of staff must swipe on the keycard authentication device in order to engage the Leviathan&#039;s systems. Next, a boxed key from the Captain&#039;s office desk must be retrieved and inserted in to the Leviathan Activation Terminal next to the targeting computer, then clicked again to twist it. Before targeting can begin however, an engineer or head of staff must pull the activation lever located in the room itself. &#039;&#039;&#039;Pulling this lever will begin to drain the SMES by 100kw a tick, so ensure everyone is ready before doing it.&#039;&#039;&#039; Once that is complete, pressing the button next to the Targeting Console titled &#039;&#039;&#039;Leviathan Control&#039;&#039;&#039; will bring up an entry point menu, pick one corresponding to your direction of fire, click okay, and the gun will open fire.&lt;br /&gt;
&lt;br /&gt;
== The Crew Required ==&lt;br /&gt;
Here we will go into more detail about the exact roles of each part of the weapon firing system.&lt;br /&gt;
&lt;br /&gt;
=== Bridge Crew/Captain/XO ===&lt;br /&gt;
Bridge crew, the Captain, and XO are the only three occupations aboard the Horizon trained in targeting and firing the ships weapons, as well as having the responsibility to fly the Horizon. Because of this, they are the ones in control whenever combat occurs and should be ensuring the safety of the Horizon through the damage or destruction of it&#039;s opponent(s). Not being actively engaged in this goal or doing literally anything else during a combat situation that isn&#039;t flying and shooting would be a waste of your unique training, and better off being shoved to someone else. For this reason Bridge Crew should not load the Horizon&#039;s weaponry, and instead leave it in the hands of operations; who have both the skill and access to do it.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
Operations is responsible for securing ammunition, and ensuring that ammunition is properly distributed. During combat, Hangar Techs should constantly be aware of what the Bridge Crew need, and move to fulfill their requests. When not in a combat situation or preparing to use a weapons system, Operations should ensure that all warheads and ammunition are properly stored within their department, in Secure Ammunition Storage. In combat situations or when preparing to use a weapons system, operations staff are responsible for loading the weapons by using the power lifters located in each weapon room. Once the combat situation is over, they are also responsible for ensuring that ammunition stores are topped off to pre-combat levels.&lt;br /&gt;
&lt;br /&gt;
=== Engineering === &lt;br /&gt;
Engineering has 2 primary roles when it comes to the weapons system. One is the Leviathan; as talked about above, Engineering needs to ensure that at least 20MW of power is stored within the Leviathan SMES before firing, and be involved in the process. Their second role is to maintain the weapons systems incase of battle damage or misuse. This can be done with a welding tool and more then 20u of welding fuel, like you would repair a wall. In a pinch, should they have a mech certification they can also be used to load the weapons systems.&lt;br /&gt;
&lt;br /&gt;
=How to Actually Fight=&lt;br /&gt;
There are two very important parts to actually fighting against a hostile ship and they are doing damage to it, and protecting yourself from damage. This section will go into both aspects, titled Targeting and Defensive Maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
Targeting is done on Targeting Consoles, which can be found aboard the Bridge. Here you can select the weapon you want to slave to the target from a drop down menu, before clicking the &#039;&#039;&#039;VIEW TARGETING GRID&#039;&#039;&#039; button located at the top of the pop up. Once on that grid, you can click the ship or grid square you wish to target, and after a few seconds, a red diamond will appear around it with the broadcasted transponder above it. Seeing this diamond means you are now targeting that vessel. Close out of the targeting grid, and you will have some more information including distance to target, and another empty drop down menu. The second drop down menu will have entry points for the targeted vessel, and essentially, you pick the one you want to hit. &#039;&#039;&#039;It is important to keep in mind that you need to pick a entry point that corresponds to the direction you are firing.&#039;&#039;&#039; As an example, if you were in front of the Horizon and picked the Aft Entry point as your target, all your shots would miss because you are not behind the Horizon. Once that is done, and you have ensured your gun is loaded and ready, you can click the fire button, and let loose at your target. If you are successful, the console will give you a hit report informing you of the damage done, as long as you are within 2 tiles of it.&lt;br /&gt;
&lt;br /&gt;
===Scoring Hits===&lt;br /&gt;
The Horizons Weapon Systems are not infallible, and scoring hits can sometimes be difficult. While obviously it is easy to hit a stationary ship in the middle of empty space, most ships that you will be fighting will not do this, and instead maneuver just as you do. There are many tips to scoring hits, but in this we are going to go over five. Two are fairly simple in theory if not practice, and the other three require more thought and effort from the Horizon, or other vessels. These do not stand alone, and can obviously be combined as you see fit.&lt;br /&gt;
&lt;br /&gt;
====Get Closer:====&lt;br /&gt;
This is probably the simplest solution to making it so that your enemies cannot dodge your shots, just get close enough that they don&#039;t have a lot of time to react. By dodging incoming fire while steadily moving towards your quarry before firing, the time to target for your shots will be lessened, meaning their reactions will have to be quicker, leaving much more room for error on their part. While simple in theory, obviously, this can be hard to pull off in practice, especially against heavily armed opponents.&lt;br /&gt;
&lt;br /&gt;
====Use Faster Ordnance:====&lt;br /&gt;
This only really applies to the Longbow, but by ensuring your ordnance can travel quickly through the vastness of space, a similar raise in the required reaction times to dodge that getting closer accomplishes is achieved . The Longbow has a high power primer which significantly boosts the speed of the warhead, allowing for it to cover distance quicker. In a pinch, this can also be done with the Intrepid, which can easily outpace the Horizon.&lt;br /&gt;
&lt;br /&gt;
====Keep Hazards in Mind:====&lt;br /&gt;
The Overmap which the Horizon travels through is home to many hazards, from asteroid fields to electrical storms and dust clouds. These hazards can be used as cover, concealment, and much more by your enemies. As an example, shooting at a ship hiding behind a asteroid field will make scoring a hit hard, as your ordnance may be unable to make it through the Hazard zone, detonating there instead where you want it to. This can also work in the favor of the Horizon though, if a ship can only evade into a hazard field, they will still sustain damage, perhaps as much as if you scored a hit.&lt;br /&gt;
&lt;br /&gt;
====Split up:====&lt;br /&gt;
The Intrepid, while only a shuttle, is still armed with a 40mm autocanon, and is capable of dealing some damage. By detaching the Intrepid and having it attack alongside the Horizon, your opponent now has two targets which they need to try and hit, and two separate ships targeting them. The Intrepid with it&#039;s nimble quickness can also out-flank your enemies, taking them from behind and shoot out their thrusters, or forcing them to turn to bring weapons to bear, making the Horizons shooting all the easier. Of course, there is a risk of sending out a poorly armored shuttle, but if you are confident, this strategy can tip an engagement in your favor.&lt;br /&gt;
&lt;br /&gt;
====Lead your shots:====&lt;br /&gt;
Probably the hardest one to get right, especially against a dodging enemy, is leading your shots. If you know the general speed and heading of your quarry, and know where they will be at a certain time, you can time your shots to intercept them and score a hit. Of course, you may also end up missing completely, leading too much or too little. This however works best when your quarry is dead in space, drifting or otherwise incapable of changing speed or course. And remember, you only have to hit in the same grid square as the vessel.&lt;br /&gt;
&lt;br /&gt;
==Defensive Maneuvers==&lt;br /&gt;
Defensive Maneuvers are any maneuvers which will help you and your vessel avoid getting hit by enemy fire. For this purpose, there are 4 buttons below the normal manual flight controls, under the obvious heading of, maneuvers. &#039;&#039;&#039;Maneuvers can be done by anyone who is a trained pilot, and are not limited to BC/Captain/XO like targeting.&#039;&#039;&#039; The top two buttons will turn the Horizon 45 degrees either west or east of the current heading respectively, as the arrows indicate. These maneuvers are the &amp;quot;safe&amp;quot; ones, and will only knock standing people to the ground. There is a 20 second cooldown in-between these maneuvers, for both the Intrepid and Horizon. The bottom two are emergency dodges, and will move the ship 1 tile east or west of the current heading respectively. These dodges are dangerous, as if people are not buckled in, they will get thrown around into walls, windows, or off of railings. So as the name implies, save these for emergencies. Emergency dodges have a 100 second cool down on the Horizon, and a 50 second Cool down on the Intrepid.&lt;br /&gt;
&lt;br /&gt;
===How to Defend Against Attack===&lt;br /&gt;
Being on the defense is never great, but it&#039;s bound to happen at some point in any fight, as you have to evade ordnance fired by your opponent. For whenever you find yourself in this situation, here are a few tips on how to lessen your chances of being hit.&lt;br /&gt;
&lt;br /&gt;
====Move Fast, Move Random====&lt;br /&gt;
The best possible way to avoid being hit is to make yourself a difficult target. By moving at fast speeds and changing course consistently, your enemies shots may just fly grids behind you. It is hard to properly lead shots, and even harder to hit a target who is constantly showing different sides and parts of their vessel to you, due to how targeting works. &#039;&#039;&#039;THE MOST IMPORTANT THING TO KEEP IN MIND HOWEVER&#039;&#039;&#039; is that in order to properly dodge, without turning your entire ship around, you need to be in a different grid square. Just moving across a grid won&#039;t cut it, you&#039;ll need to properly change squares in order to avoid getting hit.&lt;br /&gt;
&lt;br /&gt;
====Turn Around====&lt;br /&gt;
This one is really simple. If you are stationary and someone fires at you, just thrust to put that side of ship on the opposite side of their direction of fire. As an example, if someone is off your bow and takes a shot at you as you are orbiting a planet, go the opposite the direction you were facing showing them your stern and they will miss due to targeting mechanics.(maybe?) However, there is a draw back, which ties into the next tip.&lt;br /&gt;
&lt;br /&gt;
====Remember Relative Positions and Course====&lt;br /&gt;
The worst thing that can happen in any engagement is getting hit in the thrusters. Your ability to dodge is negated, and you are dead in space. By being aware of your position relative to your opponent, you can ensure that key systems such as engines, atmospherics, thrusters, and more are unable to be hit by them. The most important section of nearly all ships is the stern, doubly so for the Horizon as that is where Atmospherics, the SM, Thrust Engines, Tesla, and all of engineering is located. If your enemy is facing a direction where they can&#039;t hit you, let them fire all they want, and stay out of their arc. This also ties into firing, as you will need to bring your own weapons to bear pointed towards your enemy in order to properly score a hit.&lt;br /&gt;
&lt;br /&gt;
====Use the Environment to your Advantage====&lt;br /&gt;
As mentioned in the tips on how to score hits, over map hazards can be used for many things, from cover to concealment. Ducking behind asteroid fields for cover, using dust to mask an escape, or even diving headlong into shoals of carp forcing your enemy to disengage or follow after you are all viable strategies, if implemented intelligently.&lt;br /&gt;
&lt;br /&gt;
====Run Away====&lt;br /&gt;
The simplest, yet sometimes hardest decision, to just retreat and disengage. If you are outmatched and know it, there is no shame in preserving the lives of yourself and everyone else aboard by fleeing from your adversary, if you have the speed to outrun them. Not every battle can be won, even by the SCC, and sometimes the best course of action is to acknowledge that fact and not put your vessel at risk. However, sometimes this isn&#039;t possible, your adversary could be significantly faster then you, at which point, perhaps surrender is the better option.&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=27134</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=27134"/>
		<updated>2022-11-22T16:11:08Z</updated>

		<summary type="html">&lt;p&gt;KoalaDourado: changes &amp;quot;hop&amp;quot; to &amp;quot;operations manager&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Hangartechnician-nbt.png&lt;br /&gt;
|jobtitle=Hangar Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, Basic Operations&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Operations Manager]].&lt;br /&gt;
|duties=Handling of basic Operations tasks, Mailing, Distributing Items in Warehouse&lt;br /&gt;
|guides=[[Guide to Paperwork]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hangar Technician is the crewmember that is in charge of handling all basic Operations-related requests, mailing items, and sorting and then distributing the contents of the warehouse. They are also the grease monkies of the flight deck, making sure shuttles on expeditions are fueled, maintained, and ready to go when ordered.&lt;br /&gt;
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==Overview==&lt;br /&gt;
The Hangar Technician has three responsibilities:&lt;br /&gt;
*Handle Operations Orders&lt;br /&gt;
*Manage the Disposals Mailing System&lt;br /&gt;
*Sort, and then distribute the contents of the warehouse&lt;br /&gt;
You&#039;re also expected to keep in touch with requests from the crew. Link your PDA to the ringer terminal, and Requests Console to ensure you will be alerted to any demands or needs.&lt;br /&gt;
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==Duties==&lt;br /&gt;
===Operations Account===&lt;br /&gt;
The Operations Department has an account with 5000 credits in it. You must charge people to ensure that it isn&#039;t drained of all funds, or ship crates, phoron, and platinum in order to add to the funds. The phoron and platinum &#039;&#039;&#039;must&#039;&#039;&#039; be inside a crate, or it will be lost, and not contribute to the overall funds of the operations account. Phoron, platinum, and crates are worth about 100 credits each.&lt;br /&gt;
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===Handling Orders===&lt;br /&gt;
As the Hangar Technician, you will be expected to handle the ordering and distribution of ordered items, and to do your best to minimize the cost of the shuttle.&lt;br /&gt;
#&#039;&#039;&#039;Order:&#039;&#039;&#039; Somebody can place an order for equipment or materials for their department, using the Operations Order program. They will sometimes have a choice between suppliers. Each supplier will have a fee for the shuttle to go to them. The amount ordered from them, however, will not affect this fee. So the best policy is to order more at once, and from the same/few suppliers. You can also adjust the Operations Handling fee, to make up the difference, if needed.&lt;br /&gt;
#&#039;&#039;&#039;Approve/Reject:&#039;&#039;&#039; If an order has been placed, you can look at it in the Submitted section of the Operations Control program. You will see the name of who has submitted it, and how much it costs. Clicking the Details option will allow you to see more information, such as what has been ordered, the reason for the order, and the individual prices of each ordered item. You may then Approve, or Reject the order, depending on who has ordered it, what has been ordered, and whether or not the funds for the order, either in the operations account, or in their account, are available.&lt;br /&gt;
#&#039;&#039;&#039;Ship:&#039;&#039;&#039; Now that you have one or more Approved Orders waiting to be shipped, you may send the shuttle to go pick them up. First, ensure the shuttle is away. Then, call it back. Remember when sending the shuttle away to ask if anyone is on it at the moment, or in one of the airlocks, or they may be harmed. Again, as was stated in the &#039;&#039;&#039;Order&#039;&#039;&#039; section, the fewer individual suppliers, and the larger amount of items being shipped, the cheaper the fee per item. So it may be best to wait, and try to ship multiple items at once, rather than send and recall the shuttle for each and every order.&lt;br /&gt;
#&#039;&#039;&#039;Deliver/Pay:&#039;&#039;&#039; Now that the shuttle is docked, and the order(s) are here, it is time to deliver them, and obtain payment for them (Do note, you can accept payment before they&#039;re shipped, only if they&#039;ve been approved). The easiest way is to call whoever ordered to Operations, and open the Operations Delivery program on a console or tablet, then open their order, and have them insert their ID and press the payment key. The funds will be added to the Operations Account, and you can hand over their order. If the EFTPOS is set up by the Operations Manager, you could charge them the amount needed with it, and then give them their order.&lt;br /&gt;
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===Sorting the Warehouse===&lt;br /&gt;
Within operations belongs a large warehouse full of crates with many items of varying usefulness and utility within. There is not any set-in-stone requirement to distribute these items to each department unless requested, but it is probably best to at least sort the warehouse first before any requests do come in. The following covers what items are best sent to which departments:&lt;br /&gt;
*&#039;&#039;&#039;Security:&#039;&#039;&#039; Any contraband, weapons, or security equipment&lt;br /&gt;
*&#039;&#039;&#039;Medical:&#039;&#039;&#039; Any chemicals, medical tools, or medical supplies&lt;br /&gt;
*&#039;&#039;&#039;Research:&#039;&#039;&#039; Any advanced machine parts, robotic limbs, exosuit modules, steel, glass, phoron (unless you intend to ship it to the Odin for operations funds), gold, silver, diamonds, uranium, and plasteel&lt;br /&gt;
*&#039;&#039;&#039;Mining:&#039;&#039;&#039; Any mesons, mining tools, magboots, or lanterns&lt;br /&gt;
*&#039;&#039;&#039;Engineering:&#039;&#039;&#039; Any EVA gear not given to mining, materials not given to research, tools, signs, and firefighting equipment (fire axes included) &lt;br /&gt;
Anything not mentioned here may be distributed as you feel is best, but should be done so reasonably.&lt;br /&gt;
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===Mailing===&lt;br /&gt;
It is unlikely that you will ever be asked to do so, but you may be asked to mail a package for someone. The methods of doing so will be explained in the &#039;&#039;&#039;Equipment&#039;&#039;&#039; section.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
As a technician, you have a wide array of tools to help you supply the station, and distribute orders and warehouse goods.&lt;br /&gt;
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===Autolathe===&lt;br /&gt;
The Autolathe can be supplied with glass and steel in order to produce tools, containers, radios, and other items which may be requested. There should be some glass and steel in the Operations Office on a table, just so you can supply the Autolathe.&lt;br /&gt;
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===Mulebot===&lt;br /&gt;
Are bugged, currently. Do not use.&lt;br /&gt;
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===Operations Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
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To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys as they will render the tug inoperable). &lt;br /&gt;
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To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
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The cargo tug is ALSO electric - and as such the power cell needs to be replaced, as well. This model of cargo tug features a panel and a latch - undo the panel with a screwdriver, extract the power cell from the latch using a crowbar, insert a new power cell then secure the panel back into place with a screwdriver. &lt;br /&gt;
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===Mailing Room===&lt;br /&gt;
Mailing will allow you to distribute packages through the disposals system. However, lockers, when mailed, will be flung from the disposals fairly violently, so take care. The process for mailing is as follows: &lt;br /&gt;
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*Using a roll of parcel paper, wrap your item/crate/locker.&lt;br /&gt;
*Grab a Mail Tagging Tool (which looks like a red label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate/locker into the disposals receptacle, and take care not to fall into it yourself, or you will take a very brief, painful, and likely lethal ride to the Disposals Crusher.&lt;br /&gt;
*Request your crate back from the department.&lt;br /&gt;
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{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>KoalaDourado</name></author>
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