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		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=29683</id>
		<title>Guide to Robotics</title>
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		<updated>2023-08-21T11:02:04Z</updated>

		<summary type="html">&lt;p&gt;White Void: Adding a warning over the fact once the positronic is removed the frame can&amp;#039;t be re-enabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substandard}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Machinist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====So You Decapitated Your Patient====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, etc) they cannot change the module without your help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained [[Machinist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Creating a Spiderbot ===&lt;br /&gt;
&lt;br /&gt;
Spiderbots are temporary bodies for brains. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IPCs =&lt;br /&gt;
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General repair ==&lt;br /&gt;
&lt;br /&gt;
In the case that any damage is only external (Anything less than &amp;quot;Severe&amp;quot; or &amp;quot;A lot of&amp;quot;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For dents:&lt;br /&gt;
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head. &lt;br /&gt;
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it&#039;s in your hand to light it, target the affected organ and then click on the IPC.&lt;br /&gt;
&lt;br /&gt;
For burns:&lt;br /&gt;
* Burns, no matter how high or low the damage is, will require that you open the robotic part up. Read [[#Opening and Closing Surgical Sites|up here]] to find out how to do that.&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, click on the IPC with a cable coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):&lt;br /&gt;
# &#039;&#039;&#039;Microbattery&#039;&#039;&#039; - chest&lt;br /&gt;
# &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;IPC identification tag&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;Positronic brain&#039;&#039;&#039; - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain however &#039;&#039;&#039;you will be unable to re-activate the frame which the positronic was removed from!&#039;&#039;&#039;.)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Nanopaste.gif]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ removal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the target organ (you can choose if there are multiple) using a multitool. &#039;&#039;NOTE: It may take multiple clicks before it works.&#039;&#039;&lt;br /&gt;
# [[File:Hemostat.png]] Remove the target organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ attachment ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Positronic brain installation ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Install the Positronic Brain by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.png]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== IPC revival ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time to bring a dead robot back to life:&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.gif]] Decouple the Positronic brain.&lt;br /&gt;
# [[File:Hemostat.png]] Remove the brain with the hemostat.&lt;br /&gt;
# [[File:Exofab.png]] Create a full cyborg chassis.&lt;br /&gt;
#* The IPC&#039;s species depends on the brand of the torso. Different brands can be ordered through cargo.&lt;br /&gt;
# [[File:Multitool.gif]] Use the multitool on the head to disable the law manager.&lt;br /&gt;
# [[#Making_a_Cyborg|Build a cyborg and follow the steps above.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Medibot.gif|50px]] Medibot===&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.gif]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Cleanbot.gif|50px]] Cleanbot===&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with Autolathe)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Farmbot.png|50px]] Farmbot ===&lt;br /&gt;
&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Floorbot.gif|50px]] Floorbot===&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW|50px]] Securitron===&lt;br /&gt;
&lt;br /&gt;
Basically, Officer Beepsky without the personality. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:ED209.png|50px]] ED-209===&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and an [[File:Plate sec.png]] armor plate, not the plate carrier!&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Distruptor pistol.png]]disruptor pistol and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* Apply 15 steel sheets to the frame.&lt;br /&gt;
* Wrench the steel sheets in place.&lt;br /&gt;
* Weld the steel sheets in place.&lt;br /&gt;
* Wire the frame.&lt;br /&gt;
* Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, screwdriver to complete.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols.&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the exosuit fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld the steel onto the assembly&lt;br /&gt;
#Install plasteel sheets onto the assembly&lt;br /&gt;
#Secure the plasteel with a wrench&lt;br /&gt;
#Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>White Void</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=29077</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=29077"/>
		<updated>2023-07-15T18:07:24Z</updated>

		<summary type="html">&lt;p&gt;White Void: /* Representatives and Consular Officers */  Removing a stray &amp;quot;be&amp;quot; for grammar reason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. He or she is authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel he or she is assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
===Command on Leaving the Vessel===&lt;br /&gt;
Should, during standard or non-standard operation, the need for one or more Command staff to leave the SCCV Horizon arise, it is possible for them to do so if and only if there is at least one other Command staff remaining on the ship after their departure. If any command vote is called while there are Command staff away from the ship, their vote is still required and their return should be awaited. This particular section may be overridden by Captains if required.&lt;br /&gt;
&lt;br /&gt;
===Departmental Funds===&lt;br /&gt;
&lt;br /&gt;
Through the combined budgets of the SCC Chainlink, departmental funds have been granted to the use of each department. Command members are encouraged to make use of this allotment as needed for day to day needs to ensure smooth operation. Heads of Staff are encouraged to utilize these funds to acquire materials, equipment, or other general supplies.&lt;br /&gt;
&lt;br /&gt;
Additionally, Command Members may authorize small bonuses to crew members for exceptional situations up to 1000 credits or incentive bonuses up to 500 credits. Bonuses should be documented on general faxes and sent to Central explaining the situation, employee, and amount. &lt;br /&gt;
&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Internal Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Internal Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, off-duty crewmembers and passengers are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
===Press===&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
===Representatives and Consular Officers===&lt;br /&gt;
Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
===Cosmetic Alterations===&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
The SCCV Horizon&#039;s shuttles may be used at any time by designated qualified personnel for the purpose of mining and exploration. Their flight activities may only be grounded by instating a flight ban, which may be established during Code Red security situations, orders from SCC Central Command, or by a Captain-level decision.&lt;br /&gt;
&lt;br /&gt;
The mining shuttle is allowed a degree of autonomy, and does not require clearance to depart the SCCV Horizon for the purpose of mining operations unless a flight ban is in place. The shuttle is under the oversight of the Operations Manager, who retains the authority to ground or recall the shuttle at their discretion. The Canary is under the oversight of the Executive Officer but may be utilized by all of Command in necessary situations.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon bridge must accommodate prospecting and exploration missions before plotting course to a different location.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with three main weapons systems in order to safeguard its assets, personnel, and mission. Its use and operation are an expectation during emergencies.&lt;br /&gt;
&lt;br /&gt;
Bridge crew and operations personnel are expected to follow command team orders on usage of the many systems aboard. In the absence of command, bridge crewmen are expected to operate the weaponry with discretion.&lt;br /&gt;
&lt;br /&gt;
Weaponry should only be fired as a last resort, and all SCC personnel should consider the implications such actions may have on both the region and the greater chain link as a whole. Additionally, the Leviathan may only be operated under the command of the Captain or a voted captain level decision and its usage should be weighed heavily against other options. &lt;br /&gt;
&lt;br /&gt;
The Intrepid&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapons systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
===Scientific Experimentation===&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
===Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms===&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Internal Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Internal Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security personnel are required to wear the standard uniform provided by their employer, or maintain a business attire in the colours of their corporation. Casual wear, inappropriate footwear, shorts not issued with a uniform and skirts of any kind are not allowed. They must be immediately and easily identifiable as members of security.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
===Collecting Evidence===&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
===Handling Evidence===&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[Guide_to_Station_Procedure#Post_Mortem_Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Post Mortem Wishes===&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
===Medical Treatment Waiver===&lt;br /&gt;
Employees that do not wish to be treated, should be provided with the Medical Treatment Waiver form from the request consoles to sign.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, Tesla if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;/div&gt;</summary>
		<author><name>White Void</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=28959</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=28959"/>
		<updated>2023-06-25T23:04:38Z</updated>

		<summary type="html">&lt;p&gt;White Void: Removes the redundant &amp;quot;guide to advanced construction&amp;quot; link and changes the sprite to the animated computer to make it more easy to catch the eye of old players searching for the advanced link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Started==&lt;br /&gt;
*If you&#039;re unsure of something, read the [https://aurorastation.org/rules.html Server Rules]&lt;br /&gt;
*If you plan to edit the wiki, please see this guide: [[Guide_to_Editing|Guide to Editing]]&lt;br /&gt;
*Remember the golden rule; when you&#039;re not sure if something is against the rules or not, Ahelp!&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
*[[File:Paper.png|link=Getting Started]] [[Getting Started|Getting Started]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Controls]] [[Guide to Controls]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Suit_cycler.png|link=Guide to EVA]] [[Guide to EVA]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Character Records]] [[Guide to Character Records]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Standard Procedure]][[Guide to Standard Procedure]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Law]][[Guide to Law]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Command]][[Guide to Command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[File:Golddone.png|link=Guide to Wages and Pay]] [[Guide to Wages and Pay]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
=== Ships and the Overmap ===&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Piloting]] [[Guide to Piloting]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Gunnery]] [[Guide to Gunnery]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
*[[File:Vegepizza.png|32px|link=Guide to Food]] [[Guide to Food]]&lt;br /&gt;
*[[File:olympusmons.gif|link=Guide to Drinks]] [[Guide to Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:Clowncard.png|link=Guide_to_Battlemonsters|26px]] [[Guide_to_Battlemonsters|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;..&amp;lt;/span&amp;gt;Guide to Battlemonsters]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
*[[File:Modular Computer.gif|link=Guide_to_Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Meteor.gif|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:Oxygen_canister.png|link=Guide to Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|Guide to the Supermatter]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to Solars]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Thrusters]] [[Guide to Thrusters]]&lt;br /&gt;
*[[File:Intercom.gif|link=Telecommunications]] [[Telecommunications|Guide to Telecommunications]]&lt;br /&gt;
*[[File:Multitool.gif|link=Guide_to_Hacking]] [[Guide_to_Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2]] [[Guide_to_NTSL2|Guide to NTSL2+]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2++]] [[Guide_to_NTSL2++|Guide to NTSL2++]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Away_Missions]] [[Guide_to_Away_Missions|Guide to Away Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
*[[File:Healthanalyzer.gif|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&amp;lt;!---&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:Autopsy scanner.gif]] [[Guide to Cadavers]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
*[[File:PDA_uplink.png|link=Uplink|32px]] [[Uplink|A Pocket-sized Black Market]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Traitor]] [[Traitor|How to be Evil For Dummies]]&lt;br /&gt;
*[[File:SpaceNinja.png|32px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:HeistRaider.png|32px|link=Raider]] [[Raider|One More Job]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Revolutionary]][[Revolutionary|Someone Tired of the Establishment]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Vampire]][[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Changeling]][[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[File:Generic_cultist.gif|32px|link=Cult]][[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
*[[File:Revenant96x.png|32px|link=Revenant]][[Revenant|Being an Other Dimensional Being]]&lt;br /&gt;
*[[File:Borer.png|link=Borer]][[Borer|Neurology for Slugs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>White Void</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=28956</id>
		<title>Chef</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=28956"/>
		<updated>2023-06-25T17:55:16Z</updated>

		<summary type="html">&lt;p&gt;White Void: Makes it clear how to remove meat from animals on the spike | shows it&amp;#039;s able to aquire organs by throwing animals into the gibber for foods like Naera Brain loaf | removes the driving insane part of the fryer (rest in peace madening sizzling) and adds a &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Chef-nbt.png&lt;br /&gt;
|jobtitle = Chef&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Kitchen Kitchen]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = For Chef a Bachelors degree in applicable field. For cook, Highschool diploma and pass (75%+) Culinary Aptitude Test.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&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 = [[Executive Officer]]&lt;br /&gt;
|duties = Make food, feed the crew, manage menus, manage the budget.&lt;br /&gt;
|guides = [[Guide to Food]]&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a Chef it&#039;s your primary job to keep customers fed. You have free reign over managing your menus and styling your kitchen and restaurant to your liking. You should have a fellow Chef to share the kitchen, or a cook. You share the dining area outside of the bar and should coordinate with the [[bartender]] to keep the whole place running well. It is important to also &#039;&#039;&#039;get your menu set up&#039;&#039;&#039; and handed out so the crew has both advertising, and an idea of the theme you&#039;ve set up for food this shift!&lt;br /&gt;
&lt;br /&gt;
You should also make sure you are setting up proper prices for your meals. Cash or card, it&#039;s important to get a revenue coming in so you are always able to afford [[Cargo]] orders or, if there&#039;s no botany, growing your own produce in the public garden!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* 1 Meat Spike. You can use these to butcher monkeys and other similar animals for a high volume of meat, simply drag them to the spikes and they will instantly die without ever dirting your &#039;&#039;hopefully&#039;&#039; perfectly clean hands and clothes! (Simply click with a empty hand on the spikes to remove the meat).&lt;br /&gt;
* A gibber. You can throw almost anything in the gibber (except people when it&#039;s functioning properly!) and get meat. It&#039;s only cost effective for large mobs such as cows or if you want organs like brains and hearts from monkeys/Naera and such. Wait is this ethical...?&lt;br /&gt;
* 2 Dinnerware vendors that can dispense trays, plates, cups, and knives. One is for you, the other is for customers.&lt;br /&gt;
* 2 stoves which will form the backbone of your meal preparation and cooking.&lt;br /&gt;
* An oven for baked goods.&lt;br /&gt;
* A fryer that deep-fries any food you put in it &amp;lt;s&amp;gt;try to resist the urge to deepfry every single food you make&amp;lt;/s&amp;gt;.&lt;br /&gt;
* A candy machine that makes candy, jellies, jawbreakers and more!.&lt;br /&gt;
* A Smart Fridge to hold produce.&lt;br /&gt;
* A SmartHeater to hold finished meals.&lt;br /&gt;
* A CondiMaster that allows you to separate and bottle liquid ingredients.&lt;br /&gt;
* An All-In-One Grinder to create liquids or powders.&lt;br /&gt;
* Drinks dispenser that services the customers &amp;lt;s&amp;gt;or yourself&amp;lt;/s&amp;gt;&lt;br /&gt;
* In absence of a gardener, you start with a box filled with 8 random commonly used vegetables and fruit.&lt;br /&gt;
* Shutters to close in case of carps and if you want some privacy or [[Traitor|other things]].&lt;br /&gt;
&lt;br /&gt;
=== Menu Making ===&lt;br /&gt;
A menu can help set up the theme for your restraunt. When you get one prepared, copy off about 40 of them and get a few assistants to hand them out and set them on every table. Alternatively, you can use the holo-menu. The future is now!&lt;br /&gt;
&lt;br /&gt;
There are many ways to format your menu. Be sure to be creative! The only things you need are the meals and their prices. Everything else is up to you!&lt;br /&gt;
&lt;br /&gt;
Some examples are below.&lt;br /&gt;
&lt;br /&gt;
==== Menu formats ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Menu 1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Menu 1&lt;br /&gt;
&lt;br /&gt;
[[File:Menu1.png|An example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[u][large][center]Horizon Restaurants[/center][/large][/u]&lt;br /&gt;
&lt;br /&gt;
[b]Breakfast Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Lunch Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Dinner Specials[/b] -&lt;br /&gt;
[meal] - [credits]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Menu 2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Menu 2&lt;br /&gt;
&lt;br /&gt;
[[File:Menu2.png|Another example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The Kitchen menu!&lt;br /&gt;
&lt;br /&gt;
Breakfast Specials - &lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Lunch Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Dinner Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Guide to Food]].&lt;br /&gt;
&lt;br /&gt;
== Money Making and Budgeting ==&lt;br /&gt;
&lt;br /&gt;
Since you are part of the service department an important part of your job is to make money. You have three primary methods of gaining payments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EFTPOS&#039;&#039;&#039;, &#039;&#039;&#039;cash&#039;&#039;&#039;, and the &#039;&#039;&#039;Ordering Terminal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
EFTPOS is like a portable cash register. After you get the account details for the Service Department from the [[Executive Officer]], you can start charging with funds going directly to the account. You should also ask about being given an ID card with access to the department account for making cargo purchases. It&#039;s like a company debit card!&lt;br /&gt;
&lt;br /&gt;
=== EFTPOS ===&lt;br /&gt;
&amp;lt;pre&amp;gt;First EFTPOS setup:&lt;br /&gt;
1. Memorize your EFTPOS command code (provided with all EFTPOS devices).&lt;br /&gt;
2. Connect the EFTPOS to the account in which you want to receive the funds.&lt;br /&gt;
&lt;br /&gt;
When starting a new transaction:&lt;br /&gt;
1. Enter the amount of money you want to charge and a purpose message for the new transaction.&lt;br /&gt;
2. Lock the new transaction. If you want to modify or cancel the transaction, you simply have to reset your EFTPOS device.&lt;br /&gt;
3. Give the EFTPOS device to your customer, he/she must finish the transaction by swiping their ID card or a charge card with enough funds.&lt;br /&gt;
4. If everything is done correctly, the money will be transferred. You will hear a ping if the payment was successful. To unlock the device you will have to reset the EFTPOS device.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ordering Terminal ===&lt;br /&gt;
The Idris Ordering Terminal is very similar to the EFTPOS except it is already linked to the Civilian account and allows for prices to be attached to items. The terminal is in the hallway outside of the kitchen, right next to the ATM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;To modify the terminal options:&lt;br /&gt;
1. Open the terminal interface.&lt;br /&gt;
2. Toggle the terminal lock.&lt;br /&gt;
3. Swipe your ID.&lt;br /&gt;
4. Add any items and their prices.&lt;br /&gt;
5. Toggle the lock again to stop editing the available items.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When someone buys an item or items from the terminal, it prints a receipt and ticket which they can then present to you.&lt;br /&gt;
&lt;br /&gt;
=== Cash ===&lt;br /&gt;
If you have no Executive Officer, or they don&#039;t want to give you any account details for some reason, or EFTPOS is too complicated for you, then there is the tried and true method of having people pay with cash. This is a far simpler method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Have the customer use the nearby ATM to withdraw the necessary funds.&lt;br /&gt;
2. Accept the funds.&lt;br /&gt;
3. Put the funds somewhere safe, like the tip jar.&lt;br /&gt;
4. Wait for a Executive Officer or Captain to show up to deposit the money in the department account, or use it for department purchases as-is.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Department Finances: Paying For Stuff With Your Own Hard Earned Revenue ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you need to buy things for your kitchen. Cargo provides many unique items that are not immediately available in the kitchen that can help you make new recipes. You need to use department funds to pay for department purchases - it would be very unfair for you to pay out of pocket for kitchen expenses!&lt;br /&gt;
&lt;br /&gt;
It is also helpful when there is no [[botanist]]. There is a garden on the surface level where you can spend money to buy and grow seeds into various produce. Taking money for your starting menu, and using the money to pay for seeds to grow into produce that you then make into food to sell to crew for a profit, is already creating a whole mini-game that you can do even without your botanist ally.&lt;br /&gt;
&lt;br /&gt;
Try to see what other things you can do with your funds! As long as you try to stay in the black...&lt;br /&gt;
&lt;br /&gt;
== Cooking and You ==&lt;br /&gt;
&lt;br /&gt;
You can cook any meal with the vast array of machines available to you. Just be careful, if you leave food and ingredients cooking for too long they&#039;ll become burned messes and could even catch fire!&lt;br /&gt;
&lt;br /&gt;
Some ingredients need to be processed before they can be used in recipes. The grinder and condimaster make this easy for liquid ingredients, however others may have their own process. Make sure you have enough dough and cheese! For details on recipes and how to make certain ingredients, look through the [[Guide_to_Food]].&lt;br /&gt;
&lt;br /&gt;
If you want to personalize a meal, or perhaps you want to make a dish that isn&#039;t possible, just use your pen on a finished meal. You can change the name and description to whatever you want, although this won&#039;t change the taste of the food. Similarly, sandwiches can contain whatever you want. Go wild!&lt;br /&gt;
&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
Your neighbor, [[Botanist|hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes.  They will dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind.  A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes.  After they have those, just request plants as needed.  They are also capable of producing milk and meat with biomass, which can become very useful if you do not have [[Operations Manager|cargo staff]] to order cattle from.&lt;br /&gt;
&lt;br /&gt;
If you have no gardener, you can access the public garden just below the library.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the gardener is a good step to take if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
=== Blending ===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from botany, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Chef is an interesting position. You can take syringes full of nasty [[Chemist|chemicals]] and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don&#039;t forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Remember, the gibber only accepts humans when emagged, so decide if it&#039;s worth the telecrystals.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>White Void</name></author>
	</entry>
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