Difference between revisions of "Sandbox:WilliamMurdoch"

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This page contains most of the typical construction recipes on Aurora. These recipes range from basic construction materials to advanced machines.
The alert system is a standardized system of 5 security levels that details the status of the ship, the dangers it faces, and the permissions and access granted to certain parts of the crew. The alert level is chosen by the Command team as they see fit to address any issues aboard. This is done via the Communication program on command-level devices, or, for higher levels, the Keycard Authentication Device.


Construction recipes have been condensed into a few large sections. Each of these sections can be expanded to show the individual recipes. Each item has all necessary steps including: Construction, deconstruction, and, where applicable, repair steps. These steps have icons whenever possible.
==<span style='color: green'>Green Alert</span>==
A green alert status indicates that the ship is operational without any present danger or elevated privileges. This is the status that the ship is expected to be running under, and Command must work towards a return to this status should it ever change.


To better navigate this page, use the table of contents below by clicking the blue arrow.
During a green alert, all privacy laws are enforced and no additional privileges are provided to personnel. Security staff must not have weapons visible, may not conduct searches or arrest crew members without an applicable authorised warrant (exceptions apply). Camera access for non-Command personnel are limited to their own department. Suit sensors are not mandatory, and may be set to any setting based on the individual's personal preferences.


{{TOC Hidden}}
==<span style='color: blue'>Blue Alert</span>==
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A blue alert status indicates that there is a high potential or unknown danger on the ship, or high potential for hostile encounters. This alert is used to assist Security personnel with identifying a potentially major threat, or to prepare the ship for hostile encounters. Security personnel are authorized to wear complete armor sets, helmets, and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault, or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.
==[[File:Construction_materials.gif]][[Guide_to_Construction_Materials|Materials]]==
<small><i>A selection of materials made from base construction materials.</i></small>
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===[[File:Rods.png]] Metal Rods===
Rods are equally as useful as steel. They are used to make a wide variety of useful items that are commonly used around the vessel.  


To make metal rods:
Blue alert unlocks additional access privileges for personnel. Security will obtain access to the entire ship's camera network, and maintenance airlocks will lose their access restrictions.
#Use[[File:Metal.png]]steel in your active hand to open the construction menu.
#Select “construction recipes”
#Select “metal rod”
From there, use the metal rods as needed. They have their own construction menu as well.  


To deconstruct metal rods:
It is an expectation for Command staff to raise the security level to blue if there is a suspected danger aboard the SCCV Horizon, however if the situation can be handled through warrants and is not evolving rapidly, then green alert should be preferred over blue.
*Click on the stack of rods with a [[File:Welderon.gif]] welder.
===[[File:Floor_tile.png]] Floor tiles===
As the name implies, these are used to cover plating with tiles that are nicer to look at.  


To make floor tiles:
==<span style='color: red'>Red Alert</span>==
#Use [[File:Metal.png]] steel in your active hand to open the construction menu.
A red alert status indicates that there is a confirmed and immediate threat to the ship. Authorising a red alert status requires two Command personnel to swipe their ID cards on keycard authorisation terminals located within their offices simultaneously.  
#Select “construction recipes”
#Select either “regular floor tile” or “full regular floor tile”. The difference is looks, primarily.
#Floor tiles '''CANNOT''' be deconstructed after they are made. Make sure to not make too much!
===[[File:Glass_r.png]]Reinforced Glass===
Reinforced glass is used in almost the exact same way as standard glass, however it is stronger and is typically the only form of glass used on ship (aside from broscillate glass).  


To make reinforced glass:
Red alert provides additional expectations and privileges to personnel. All on-board staff are required to set their suit sensors to maximum, and may be charged with Failure to Execute an Order if they are deemed non-compliant. Security may now have weapons unholstered at all times. Tau Ceti Basic is '''required''' on public channels.
*Use a stack of [[File:Rods.png]] rods on [[File:Glass.png]] glass.
*Reinforced glass '''CANNOT''' be separated back into [[File:Rods.png]] metal rods and [[File:Glass.png]] glass after it is made.
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A red alert status may only be used if there is a confirmed, active and immediate danger aboard the ship, and Command are expected to work towards lowering the status and resolving the danger as soon as possible. If the ship remains on Red alert for a significant amount of time, a situation report must be faxed to CCIA to provide an update.
==[[File:Flooring_and_support.gif]]Flooring and Support==
<small><i>The what and how that keeps you grounded.</i></small>
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===[[File:Lattice.png]] Lattice===
Lattices are the most basic form of support. They are just collections of rods connected together that allow you to stand. You can move down through lattices, although this comes at the cost of not being airtight.


To construct a lattice:
'''Warning: Red Alert blocks any vote to end the round. Only remain on Red Alert for as long as is strictly necessary.'''
*Use [[File:Rods.png]] rods on open space.


To deconstruct a lattice:
==<span style='color: orange'>Yellow Alert</span>==
*Use a[[File:Welderon.gif]] welder on the [[File:Lattice.png]] lattice to cut it back into [[File:Rods.png]] rods.
A yellow alert indicates a confirmed biological hazard onboard the ship. All crew are to follow command instruction in order to ensure a safe return to standard operations.
===[[File:Plating.png]] Plating===
Plating is the bare minimum for airtight flooring. Similar to [[File:Lattice.png]] lattices, you can stand on plating, however you cannot move down unlike lattices. Plating is airtight, however.


To construct plating:
Code Yellow should be used for hazards such as carp, greimorians, vines, drones, blobs or any other hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.
*Use [[File:Floor_tile.png]] floor tiles on a [[File:Lattice.png]] lattice.


To deconstruct plating:
==<span style='color: indigo'>Delta Alert</span>==
*Unfortunately, the only way to remove plating is via an RCD, which can either be found, purchased from a [[Merchant]], or the RCD that the [[Chief Engineer]] spawns with.
The ship has been compromised, and is beyond saving. This alert level can only be issued by the captain and admins, by following the protocol outlined on the [[Captain|Captain's page]]. Regulations are sidelined, security and command may do whatever is necessary to guide people to the escape pods and contain the threat long enough for the ship to be destroyed. Pray you might survive.
===Floors===
{{Guides}}
Every kind of flooring is constructed in the same way:
{{jobs}}
#Create floor tiles using their respective material, as shown [[#Materials|before]].
#Use the floor tiles on bare [[File:Plating.png]] plating.
While the way of placing flooring is the same, the process of removing it is different for different types of flooring.
Note that typically, removing flooring will give back one tile of that piece of flooring. If the floor is too damaged, however, no tiles will be returned.
*[[File:Floor.png]] Steel floors: [[File:Crowbar.png]] Crowbar
*[[File:WoodFloor.png]] Wood floors: [[File:Screwdriver_tool.png]] Screwdriver
*[[File:Enginefloor.png]] Reinforced floors: [[File:Wrench.png]] Wrench
If you are unsure how to remove a certain type of flooring, just examine the floor. Towards the bottom of the examine message, the required tool will be listed.
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==[[File:Walls_and_structures.gif]]Walls and Structures==
<small><i>Rated the best way to hold an atmosphere by 9 out of 10 Atmospheric Technicians!</i></small>
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===[[File:Wall_generic.png]] Wall===
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This is a standard steel wall. It prevents passage, blocks vision, and can contain atmosphere within a room.
 
To make a steel wall:
*Stand in the desired location of the wall.
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "wall girders"
*Use at least 2 sheets of [[File:Metal.png]] steel on the girders.
A wall can be damaged in numerous ways. To repair a wall:
*Use a [[File:Welderon.gif]] welder on the damaged wall.
 
To deconstruct a wall:
*Use a [[File:Welderon.gif]] welder to cut away the wall's plating
**'''Note:''' If the wall is damaged, the wall must be repaired before it can be deconstructed.
*Either use a [[File:Crowbar.png]] crowbar to dislodge the girder allowing it to move, or use a [[File:Wrench.png]] wrench to disassemble the girder back into [[File:Metal.png]] steel.
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===[[File:Wall_reinforced.png]] Reinforced Wall===
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The reinforced wall is much like the standard wall. The primary difference, aside from looks, is that the reinforced wall is sturdier and can take more damage, and also takes longer to deconstruct.
 
To make a reinforced wall:
*Make a wall girder as described above.
*Use a [[File:Screwdriver_tool.png]] screwdriver on the girders.
*Use [[File:Metal_r.png]] plasteel to reinforce the girder.
*Use [[File:Metal_r.png]] plasteel again to reinforce the wall again and finish the wall.
To repair a reinforced wall, use the same method as a standard wall.
 
To deconstruct a reinforced wall:
*Use [[File:Wirecutters.png]] wirecutters to cut the outer grille.
*Use a [[File:Screwdriver_tool.png]] screwdriver to expose the reinforced cover.
*Use a [[File:Welderon.gif]] welder to cut the reinforced cover.
*Use a [[File:Crowbar.png]] crowbar to remove the reinforced cover.
*Use a [[File:Wrench.png]] wrench to loosen the support rods.
*Use a [[File:Welderon.gif]] welder to cut the support rods.
*Use a [[File:Crowbar.png]] crowbar to remove the inner cover.
*Use a [[File:Screwdriver_tool.png]] screwdriver to unsecure the inner supports.
*Use [[File:Wirecutters.png]] wirecutters to cut the inner supports.
*Use a [[File:Wrench.png]] wrench to disassemble the girder.
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===[[File:Grille.png]] Grille===
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A grille is a pattern of overlapping metal rods. They are most commonly used in a role similar to fencing, protecting external parts of the vessel that need to be exposed to the void but also need to be physically protected. Light and atmosphere can pass through grilles, however physical objects cannot.
 
To construct a grille:
*Use [[File:Rods.png]] rods in hand.
*Select "grille"
Grilles cannot be repaired, and deconstructing them is as easy as constructing them.
 
To deconstruct grilles:
*Use [[File:Wirecutters.png]] wirecutters on the grille.
*Alternatively, use brute force and hit the grille until it breaks.
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===[[File:False_Wall.gif]] False walls===
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False walls look and act like normal walls in every way except they can be opened when someone pushes on them. Useful for making secret hideouts or being an overachiever.
 
To construct a false wall:
*Make a wall girder as shown above.
*Use a [[File:Crowbar.png]] crowbar to displace the girder.
*Use [[File:Metal.png]] steel to finish the wall.
To construct a 'reinforced' false wall:
*Make a wall girder as shown above.
*Use a [[File:Screwdriver_tool.png]] screwdriver on the girder.
*Use a [[File:Wrench.png]] wrench to displace the girder.
*Use [[File:Metal_r.png]] plasteel to reinforce the girder.
*Use [[File:Metal_r.png]] plasteel on the girder again to add the external cover.
Deconstructing false walls uses the same method as their normal versions.
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==[[File:Windows.gif]]Windows==
<small><i>Like a wall, but weaker and see through. Look at those pretty stars!</i></small>
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===[[File:Glass_panel.png]] Glass Panel===
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A glass panel is as it appears, a thin sheet of glass that faces one direction. They are useful as dividers within a room but are weak and not generally used beyond that role. They can hold an atmosphere, although glass panels should never be relied on for that.
 
To construct a glass panel:
*Use either [[File:Glass.png]] normal glass or [[File:Glass_r.png]] reinforced glass in your active hand.
*Face the desired direction for the glass panel.
*Click "one direction"
*If the panel is facing the wrong direction, right-click and select rotate or alt-click on the panel to change its direction.
*Use a [[File:Screwdriver_tool.png]] screwdriver to fasten the panel down.
Alternatively:
*Use either [[File:Glass.png]] standard glass or [[File:Glass_r.png]] reinforced glass on a [[File:Grille.png]] grille.
*Right-click and select rotate or alt-click the panel until it is facing the correct direction.
*Use a [[File:Screwdriver_tool.png]] screwdriver to fasten the panel down.
To deconstruct a glass panel:
*Use a [[File:Screwdriver_tool.png]] screwdriver to unfasten the panel.
*Use a [[File:Wrench.png]] wrench to disassemble the glass panel.
Alternatively:
*Use an object to smash the panel.
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===[[File:Windoor.png]] Windoor===
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Windoors are similar in size to a glass panel except they can open and close like an airlock. They are very useful for smaller areas where an airlock may too large, or as a way to keep an area open while still have ID restrictions on certain spaces, like the medical lobby. They are best used alongside glass panels.
 
To construct a windoor:
*Use [[File:Glass_r.png]] reinforced glass in your hand. A windoor can '''only''' be made with reinforced glass.
*Click on "windoor" while facing the desired direction of the door.
*Use a [[File:Wrench.png]] wrench to secure the windoor frame.
*Use [[File:Rods.png]] rods to make a 'secure windoor'
*Use [[File:Cable-coil.png]] cable coil to wire the windoor.
*Insert a [[File:Airlock_control.png]] airlock control circuit.
**If you want to add ID restrictions to the door, use a [[File:multitool.gif]] multitool on the [[File:Airlock_control.png]] circuit and set the restrictions before inserting it.
*Use a [[File:Crowbar.png]] crowbar to secure the electronics and engage the windoor.
To deconstruct a windoor:
*Hit the windoor with a blunt or sharp object, or a welder until it shatters.
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===[[File:Full_window.png]] Window===
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Windows are the second most common structure type. They act like walls in that they can hold an atmosphere and take effort to deconstruct. However, unlike walls, windows allow lasers to pass through and hit anything on the other side.
 
To construct a window:
*Use [[File:Metal.png]] steel in your active hand.
*Click on "construction recipes"
*Select "steel window frame"
*Use either [[File:Glass_r.png]] reinforced glass or [[File:Phoron_glass_r.png]] reinforced broscillate glass (the latter is stronger) on the frame.
To deconstruct a window:
*Use a [[File:Screwdriver_tool.png]] screwdriver to unfasten the window.
*Use a [[File:Crowbar.png]] crowbar to pry out the glass.
*Use a [[File:Wrench.png]] wrench to undo the safety bolts and remove the glass.
*After removing the glass, use a [[File:Screwdriver_tool.png]] screwdriver to unfasten the frame.
*Use a [[File:Welderon.gif]] welder to cut the frame back into [[File:Metal.png]] steel.
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==Furniture==
<small><i>Reminder that interior decoration is not a required skill for engineers.</i></small>
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===[[File:Chair.png]] Chairs===
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Chairs are perhaps one of the more useful pieces of furniture around and are easy to make. Why grab a chair when you can make it?
 
To construct a chair:
*Use a material in your active hand, this is most commonly [[File:Planks.png]] wood or [[File:Metal.png]] steel.
*Select "generic construction"
*Select "(Material name) chair"
There are other types of chairs that can be made as well. Steel can make office chairs and padded chairs alongside the standard chair from above.
 
To construct office chairs and padded chairs:
*Use [[File:Metal.png]] steel in your active hand.
*Select "miscellaneous construction"
*Select either "dark office chair", "light office chair", or "plain padded chair"
**Similar to the office and padded chair, steel can also make sofas. Sofas, unlike chairs, have different parts allowing you to make as long or short of a sofa as you want.
**Within the "miscellaneous construction" menu, you can select the left, right, middle, and corner sofa options to make a sofa of any length.
*Both padded chairs and sofas are constructed without padding. To add padding (and color) to both, use either leather, cloth, or carpet on the chair or sofa.
To deconstruct a chair:
*Use a [[File:Wrench.png]] wrench on the chair to deconstruct it back into its base material.
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===[[File:Table.png]] Table===
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Tables are a common piece of furniture that allows items to be set down. Tables can also be flipped over as improvised pieces of cover.
 
The following list of materials can be used to create a table:
*[[File:Metal.png]] Steel
*[[File:Planks.png]] Wood
*[[File:Glass.png]] Glass
*[[File:Marble.png]] Marble
*[[File:Plastic.png]] Plastic
*[[File:Sandstone.png]] Sandstone
*[[File:Carpet.png]] Carpet (when added to a wood table)
To construct a table:
*Use [[File:Metal.png]] steel in your active hand.
*Click on "construction recipes"
*Select "table frame"
*Use your desired material on the frame.
To deconstruct a table:
*Use a [[File:Wrench.png]] wrench on the table to remove the covering.
*Use a [[File:Wrench.png]] wrench again to disassemble the frame.
Tables can also be [[File:R-table.png]] reinforced.
 
To construct a reinforced table:
*Follow the same steps for a normal table.
*Click and drag the reinforcing material onto the table.
 
To deconstruct a reinforced table:
*Use a [[File:Screwdriver_tool.png]] screwdriver to remove the reinforcement.
*Follow the same deconstruction steps for a normal table.
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==Machinery and Electronics==
<small><i>Batteries not included.</i></small>
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===[[File:Apc.png]]APC===
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Area Power Controllers (APC) are what powers each room around the vessel. Every piece of machinery from guns to newsreaders and even doors pull power from APCs. In turn, APCs draw power from the vessel's power grid.
These are most often where electrical issues lie, whether they be a virus that blue-screens the controller to an imbalance if input-output.
 
To construct an APC:
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "apc frame"
*Use the APC frame on the desired wall.
*Use [[File:Cable-coil.png]] cable coil to wire the APC to the electrical grid.
**'''Important:''' Green wires are used for 'department' grids which connect to the associated department sub station. Red wires are the 'main' grid which connects to the engine. '''Always''' connect APCs to the green department grid unless it is an emergency.
*Fit a [[File:Circuit_board.png]] power control board into the frame.
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the electronics.
*Insert a [[File:Power_cell.png]] power cell into the frame.
*Use a [[File:Crowbar.png]] crowbar to shut the cover and finish the APC.
**Note: New APCs start with a locked cover and with the main breaker off. Use your ID to unlock the interface and cover.
**Another note: APCs can only be built where there is a defined Vessel Area that does not already have an APC. To make a new Vessel Area, use the Chief Engineer's blueprints.
To deconstruct the APC while it is '''broken''':
*Use a [[File:Welderon.gif]] welder to cut open the broken cover.
*Pull out the [[File:Power_cell.png]] with a free hand.
*Use a [[File:Crowbar.png]] crowbar to pry out the broken electronics.
*Use a [[File:Crowbar.png]] crowbar again to remove the flooring beneath the APC.
*Use [[File:Wirecutters.png]] wirecutters to disconnect the APC terminal.
*Use a [[File:Welderon.gif]] welder to clear off the broken frame.
If the APC is '''NOT broken''':
*Use an [[File:Id_regular.png]] ID to unlock the APC and its cover.
*Use a [[File:Crowbar.png]] crowbar to pry open the cover.
*Pull out the [[File:Power_cell.png]] power cell with an open hand.
*Use a [[File:Screwdriver_tool.png]] screwdriver to remove the electronics.
*Use a [[File:Crowbar.png]] crowbar to remove the flooring beneath the APC.
*Use [[File:Wirecutters.png]] wirecutters to disconnect the APC terminal.
**'''Note:''' If the grid the APC is connected to is powered, wear [[File:Gloves_insulated.png]] insulated gloves to not get shocked.
*Use a [[File:Crowbar.png]] crowbar to pry out the [[File:Circuit_board.png]] power control board.
*Use a [[File:Welderon.gif]] welder to cut apart the APC frame.
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===[[File:Airalarm.gif]]Air Alarm===
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Air Alarms are the main devices which manage the vessel's atmosphere. These useful machines check room's atmospheric contents for any harmful gases or for the lack of oxygen. They control the vents and scrubbers in each room as well. They can only work in designated areas, however, so keep that in mind when making new ones.
 
To construct an air alarm:
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "air alarm frame"
*Use the frame on whichever wall surface you would like.
*Fit in the [[File:Circuit_board.png]] circuit board into the frame.
*Use [[File:Cable-coil.png]] cable coil to wire the frame.
*Use a [[File:Screwdriver_tool.png]] screwdriver to close the frame.
To deconstruct:
*Use a [[File:Screwdriver_tool.png]] Screwdriver to open the cover.
*Interact with the air alarm using an empty hand and cut all wires using [[File:Wirecutters.png]] wirecutters.
*Cut the remaining wires by using [[File:Wirecutters.png]] wirecutters on the air alarm.
*Use a [[File:Crowbar.png]] crowbar to remove the [[File:Circuit_board.png]] circuit board.
*Use a [[File:Wrench.png]] wrench to remove the frame from the wall.
*Use a [[File:Wrench.png]] wrench to turn the frame into [[File:Metal.png]] steel.
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=== [[File:Fire_alarm.gif]] Fire Alarm===
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Fire Alarms are simple but useful devices. These devices monitor an area for a fire and, when a fire is detected, shut all emergency shutters in the area to contain the flames. These alarms can be manually triggered or reset as well which is commonly used to block line of sight with Space Carp to avoid structural damage to windows.
 
To construct a fire alarm:
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "fire alarm frame"
*Place the frame onto a wall.
*Insert the [[File:Circuit_board.png]] fire alarm circuit board.
*Use [[File:Cable-coil.png]] to wire the alarm.
*Close the device with a [[file:Screwdriver_tool.png]] screwdriver.
To deconstruct:
*Use a [[File:Screwdriver_tool.png]] screwdriver to open the frame.
*Use [[File:Wirecutters.png]] wirecutters to cut the alarm's wiring.
*Use a [[File:Crowbar.png]] crowbar to pry out the [[File:Circuit_board.png]] circuit board.
*Use a [[File:Wrench.png]] wrench to remove the frame from the wall.
*Use a [[File:Wrench.png]] wrench again to turn the frame back to [[File:Metal.png]] steel.
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=== [[File:Airlock.gif]] Airlock===
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Airlocks are the most basic door on any space-faring vessel. They can hold an atmosphere, lock, shock, and link to the ship's systems allowing an AI or bound robot to open them remotely. Airlocks can also have their access restricted to a select range of access levels, and even have no restrictions going one direction and restricted access going to other. Make sure you know how to change these settings!
 
To construct an airlock:
*Stand in the desired location of the airlock.
*Use [[File:Metal.png]] steel in your active hand.
*Select "airlock assemblies"
*Select desired airlock type.
**'''Note:''' The emergency shutter is NOT a standard airlock. It will only connect to the fire alarms and air alarms and cannot be controlled like a standard airlock.
*Use a [[File:Wrench.png]] wrench to secure the frame into place.
*Use a [[File:Pen.png]] pen to name the airlock, if desired.
*Use [[File:Glass_r.png]] reinforced glass on the frame to insert glass panels, if desired.
*Use [[File:Cable-coil.png]] cable coil to wire the frame.
*Insert a [[File:Circuit_board.png]] airlock board into the frame.
**'''Note:''' To change access requirements, use your ID on the airlock circuit board, then interact with it in your active hand.
*Use a [[File:Screwdriver_tool.png]] screwdriver to close the maintenance panel.
To deconstruct a '''BROKEN''' airlock:
*Use [[File:Wirecutters.png]] wirecutters to remove the airlock's wiring.
*Use a [[File:Welderon.gif]] welder to weld the airlock closed.
*Use a [[File:Welderon.gif]] welder again to cut the airlock bolts.
*Use a [[File:Crowbar.png]] crowbar to pry out the airlock electronics.
*Use [[File:Wirecutters.png]] wirecutters to cut out the wiring.
*If there is glass, use a [[File:Welderon.gif]] welder to cut out the glass panels.
*Use a [[File:Wrench.png]] wrench to unsecure the airlock frame.
*Use a [[File:Welderon.gif]] welder to cut the frame back into [[File:Metal.png]] steel.
To deconstruct a '''NON-BROKEN''' airlock:
*Use a [[File:Screwdriver_tool.png]] screwdriver to open the maintenance panel.
*Use [[File:Wirecutters.png]] wirecutters to disable everything.
**Make sure to wear [[File:Gloves_insulated.png]] insulated gloves if there is power connected!
*Use a [[File:Welderon.gif]] welder to weld the door shut.
*Use a [[File:Crowbar.png]] crowbar to pry out the electronics.
*Use [[File:Wirecutters.png]] wirecutters to remove the wiring.
*Optionally, use a [[File:Welderon.gif]] welder to cut out glass panels.
*Use a [[File:Wrench.png]] wrench to unsecure the frame.
*Use a [[File:Welderon.gif]] welder to cut the frame back into [[File:Metal.png]] steel.
To deconstruct an airlock shorted by a cryptographic sequencer, skip immediately to using a [[File:Crowbar.png]] crowbar to pry out the electronics.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Modular_Computer.gif]] Computer===
<div class="mw-collapsible-content">
Modular Computers are the silent workhorses for most jobs on the vessel. They are capable of running a wide range of programs from alarm monitors to warrant systems. Every department uses modular computers to some extent, so it is useful to know how to construct and deconstruct them. Just try not to take over the [[Librarian|Tech Support's]] job!
 
To construct a modular computer:
*Stand in the desired spot of the computer.
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "computer frame"
*Use a [[File:Wrench.png]] wrench to bolt the frame in place.
*Insert the [[File:Circuit_board.png]] desired circuit board into the frame.
**Some computers have specific circuit boards that dictate their function. Make sure you choose the right one!
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the electronics.
*Use [[File:Cable-coil.png]] cable coil to wire the frame.
*Add [[File:Glass.png]] glass to the computer.
*Use a [[File:Screwdriver_tool.png]] screwdriver to connect the monitor and finish the computer.
To deconstruct a modular computer:
*Use a [[File:Screwdriver_tool.png]] screwdriver to disconnect the monitor.
*Use a [[File:Crowbar.png]] crowbar to pry off the monitor.
*Use [[File:Wirecutters.png]] wirecutters to cut out the wiring.
*Use a [[File:Crowbar.png]] to pry out the electronics.
*Use a [[File:Wrench.png]] wrench to unsecure the frame.
*Use a [[File:Welderon.gif]] welder to cut apart the frame back into [[File:Metal.png]] steel.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:lightfixture.gif]] Light Fixture===
<div class="mw-collapsible-content">
Light Fixtures are one of few ways to light up the vessel's numerous halls and rooms. Light fixtures connect to the APC of the room they are within and remain on so long as a connected light switch is on, although keep in mind that new light switches CANNOT be made. Each light fixture is capable of three light levels: Off, night lighting, and full-brightness. Alongside this, light fixtures can accept a wide variety of light tubes from colored lights to plain lights. Keep them handy in case a virus shatters all of the light tubes!
 
To construct a light fixture:
*Click the [[File:Metal.png]] steel in an active hand.
*Select "construction recipes"
*Select either "small light fixture frame" or "light fixture frame"
*Use the frame on the wall you wish to use.
*Use [[File:Cable-coil.png]] cable coil to add wiring.
*Use [[File:Screwdriver_tool.png]] screwdriver to secure wiring.
*Add a [[File:Light_tube.png]] light tube or [[File:Light_bulb.png]] light bulb depending on chosen frame.
To deconstruct a light fixture:
*Remove the [[File:Light_tube.png]] light tube or [[File:Light_bulb.png]] light bulb.
**Note: The light should be off beforehand, or [[File:BGloves.png]] gloves should be used.
*Use a [[File:Screwdriver_tool.png]] screwdriver to expose the wiring.
*Use [[File:Wirecutters.png]] wirecutters to remove the wiring.
*Use a [[File:Wrench.png]] wrench to detach the frame from the wall.
*Use a [[File:Welderon.gif]] welder to turn the frame back into [[File:Metal.png]] steel.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Turretcover.png]] Turret===
<div class="mw-collapsible-content">
Turrets are perhaps not the most used piece of machinery on any vessel, but can be incredibly useful depending on the location, purpose, and situation. Just keep in find that turrets target indiscriminately, which may include you and coworkers. However, they are very useful in secure areas, such as the vault, which is why it can be equally useful to know how to construct them.
 
To construct a turret:
*Use [[File:Metal.png]] steel in an active hand
*Select "turret frames"
*Select desired frame.
*Use a [[File:Wrench.png]] wrench to bolt the turret frame.
*Use [[File:Metal.png]] steel to add a turret cover.
*Use a [[File:Wrench.png]] wrench to bolt the cover.
*Add [[File:Laserrifle.png]] any energy-type weapon.
*Add a [[File:Proximitysensor.png]] proximity sensor.
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the assembly.
*Use more [[File:Metal.png]] steel to add a turret hatch.
*Use a [[File:Welderon.gif]] welder to secure the turret hatch.
To deconstruct a turret:
*Destroy the turret.
**'''Note:''' Unless it is absolutely necessary, do not destroy active turrets. Attempt to turn them off using turret controls first, if possible.
*Use a [[File:Crowbar.png]] crowbar to salvage any components left.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Gravity_activated.gif|32px]] Gravity Generator===
<div class="mw-collapsible-content">
Gravity Generators are some of the most useful and complex pieces of machinery on any vessel. They are the sole reason, aside from magboots, that anyone is capable of walking on a vessel as well as having objects and processes replicate those of a planet. There is usually just one on each vessel, but these very delicate devices are vital to standard operations and should be well-maintained and powered. While some disturbances may happen that lead to the temporary suspension of gravity, these devices will keep running as long as they are powered and working.
 
To REPAIR a gravity generator:
*Before starting, put on a radiation suit in case the generator outputs radiation during repairs.
*Use a [[File:Crowbar.png]] crowbar to pry open the back panel.
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the screws on the framework.
*Use a [[File:Welderon.gif]] welder to mend the damage on the framework.
*Use at least 10 sheets of [[File:Metal_r.png]] plasteel to replace plating on the framework.
*Use a [[File:Wrench.png]] wrench to secure the plating onto the framework.
*Use a [[File:Crowbar.png]] crowbar to pry the back panel back into place.
*Turn on the generator's main breaker.
There is a manual containing all of this information, alongside other guidelines in the gravity generator observation room.
 
'''Note:''' A new generator CANNOT be made. If the generator is damaged beyond repair, there is no way to replace it.
</div></div>
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==Advanced Machinery==
<small><i>Putting the work in workplace.</i></small>
<div class="mw-collapsible-content">
The following machines are all "advanced machines". Each machine serves a specific purpose and, unlike previous machines, can be upgraded by Research and Development with new parts which can make the machine better in certain ways.
 
Alongside this, ever machine under this section is made in the same way. The steps to constructing an advanced machine are:
*Stand in the desired location of the machine
*Use [[File:Metal.png]] steel in an active hand.
*Select "construction recipes"
*Select "machine blueprint" [[File:Machine Frame.png]]
*Rotate the blueprint as desired.
** If you want to build a gas cooler or gas heater, don't forget to face the direction in which you want the machine to connect.
*Click on the blueprint with an empty hand to finalize its rotation.
*Add wires to the frame. [[File:Wired Frame.png]]
*Add the specific circuit board. [[File:Circuit Frame.png]]
*You will receive a prompt showing the items required for the machine. You can examine the frame to see what items it still requires, and add items to the machine by clicking on it with the items in-hand.
*When all the parts are added, use a [[File:Screwdriver_tool.png]] screwdriver on the machine frame to finish it.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===Machines===
<div class="mw-collapsible-content">
The following table contains the specific machines that can found on the vessel, what their purpose is, and what items are needed.
{| border="2" cellspacing="1" cellpadding="2" align="left" style="margin-bottom:1em;"
! style='background-color:#9c9c9c;'|
! style='background-color:#9c9c9c;'|Name
! style='background-color:#9c9c9c;'|Parts needed
! style='background-color:#9c9c9c;'|Description
|-
![[File:Autolathe.gif|50px]]
!Autolathe
!
2 Pieces of Cable
1 Manipulator
3 Matter bins
1 Console screen
!
The Autolathe, a more simplified version of the Protolathe for Civilian use. it can create a variety of common tools.
|-
![[File:Protolathe.gif|50px]]
!Protolathe
!
2 Small beakers
2 Manipulators
2 Matter bins
!
The Protolathe, a more advanced version of the Autolathe for professional use. It can create much more advanced tools due to its complexity.
|-
![[File:Destructive_analyzer.gif|50px]]
!Destructive Analyzer
!
1 Manipulator
1 Scanning Module
1 Micro laser
!
The Destructive Analyzer. Used in Research & Development to obtain Research levels. Science couldn't be done without this.
|-
![[File:Circuit_imprinter.gif|50px]]
!Circuit Imprinter
!
1 Matter bin
1 Manipulator
2 Small beakers
!
The Circuit Imprinter. Used in Robotic and Research & Development. Required for many Scientific tasks, including creating mechs. You will need the server synced to make good use of this.
|-
![[File:Broad.gif|50px]]
!Subspace Broadcaster
!
1 Pieces of Cable
2 Manipulators
1 subspace crystal
1 subspace filter
2 High-powered Micro laser
!
The Subspace Broadcaster. Very important for a variety of tasks, including Telecommunications.
|-
![[File:Sreceiver.gif|50px]]
!Subspace Receiver
!
2 Manipulators
1 Scanning Module
1 Micro laser
1 subspace filter
1 subspace ansible
!
The Subspace Receiver. Very important for a variety of tasks, including Telecommunications and Telescience. It functions by 'receiving' whoever is standing on the platform between locations.
|-
![[File:Exofab.png|50px]]
!Exosuit Fabricator
!
1 Manipulator
2 Matter bins
1 Console screen
1 Micro laser
!
The Exosuit Fabricator. Used to create Cyborgs, Androids, Robots, and Mechs. One can be found in Robotics and Engineering. it is also capable of printing Robotics limbs and other useful items.
|-
![[File:Rndserver.png|50px]]
!RnD Scanner
!
2 Cable coils
1 Scanning module
!
The Research & Development Server. Critical for Scientific Research and capable of syncing between multiple departments, Syncing it across areas is very important for Robotics.
|-
![[File:Hub.gif|50px]]
!Telecoms Hub
!
2 Pieces of Cable
2 Manipulators
2 Subspace filters
!
The Telecommunications Hub. Critical for the distribution of messages across the Aurora.
|-
![[File:Bus.gif|50px]]
!Telecoms Bus
!
1 Piece of Cable
2 Manipulators
1 Subspace filters
!
The Telecommunications Bus. Critical for the distribution of messages across the Aurora.
|-
![[File:Relay.gif|50px]]
!Telecoms Relay
!
2 Pieces of Cable
2 Manipulators
2 Subspace filters
!
The Telecommunications Relay. Critical for the distribution of messages across the Aurora.
|-
![[File:Server.gif|50px]]
!Telecoms Server
!
1 Piece of Cable
2 Manipulators
1 Subspace filter
!
The Telecommunications Server. Critical for the distribution of messages across the Aurora.
|-
![[File:Pro.gif|50px]]
!Telecoms Processer
!
2 Pieces of Cable
3 Manipulators
1 Subspace filter
2 Subspace treatment
1 Subspace analyzer
1 Subspace amplifier
!
The Telecommunications Processor. Critical for the distribution of messages across the Aurora.
|-
![[File:portgen_on.gif|50px]]
!Portable Generator
!
2 Pieces of Cable
1 Micro-laser
1 Matter bin
1 Capacitor
!
A Pacman Mobile generator. Helpful for power generation in a pinch.
|-
![[File:advanced_portgen_on.gif|50px]]
!Advanced Portable Generator
!
2 Pieces of Cable
1 Micro-laser
1 Matter bin
1 Capacitor
!
A Superpacman Mobile generator. Helpful for power generation in a pinch.
|-
![[File:CyborgRecharger.png|50px]]
!Cyborg Recharging Station
!
2 Capacitators
2 Manipulators
1 Power cell
5 Pieces of cable
!
A Cyborg Recharging Station. Critical for all Station-bound Synthetics. IPCs can also make use of them.
|-
![[File:Freezer.gif|50px]]
!Gas Cooling System
!
1 Matter bin
1 Manipulator
2 Capacitors
2 Pieces of Cable
!
A Gas Cooling System. Critical for Engineering, this is constructed to aid in reducing gas temperatures.
|-
![[File:Heater.png|50px]]
!Gas Heating System
!
1 Matter bin
1 Manipulator
2 Capacitors
5 Pieces of Cable
!
A Gas Heating System. Critical for Engineering, this is constructed to aid in increasing gas temperatures.
|-
![[File:Biogenerator.gif|50px]]
!Biogenerator
!
1 Matter bin
1 Manipulator
!
A Biogenerator, it creates a complex item from biomass, this includes an array of useful items, including food.
|-
</div></div>
</div></div>
 
[[Category:Pages]]
{{Gameplay Guides}}

Latest revision as of 03:12, 2 August 2024

The alert system is a standardized system of 5 security levels that details the status of the ship, the dangers it faces, and the permissions and access granted to certain parts of the crew. The alert level is chosen by the Command team as they see fit to address any issues aboard. This is done via the Communication program on command-level devices, or, for higher levels, the Keycard Authentication Device.

Green Alert

A green alert status indicates that the ship is operational without any present danger or elevated privileges. This is the status that the ship is expected to be running under, and Command must work towards a return to this status should it ever change.

During a green alert, all privacy laws are enforced and no additional privileges are provided to personnel. Security staff must not have weapons visible, may not conduct searches or arrest crew members without an applicable authorised warrant (exceptions apply). Camera access for non-Command personnel are limited to their own department. Suit sensors are not mandatory, and may be set to any setting based on the individual's personal preferences.

Blue Alert

A blue alert status indicates that there is a high potential or unknown danger on the ship, or high potential for hostile encounters. This alert is used to assist Security personnel with identifying a potentially major threat, or to prepare the ship for hostile encounters. Security personnel are authorized to wear complete armor sets, helmets, and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault, or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.

Blue alert unlocks additional access privileges for personnel. Security will obtain access to the entire ship's camera network, and maintenance airlocks will lose their access restrictions.

It is an expectation for Command staff to raise the security level to blue if there is a suspected danger aboard the SCCV Horizon, however if the situation can be handled through warrants and is not evolving rapidly, then green alert should be preferred over blue.

Red Alert

A red alert status indicates that there is a confirmed and immediate threat to the ship. Authorising a red alert status requires two Command personnel to swipe their ID cards on keycard authorisation terminals located within their offices simultaneously.

Red alert provides additional expectations and privileges to personnel. All on-board staff are required to set their suit sensors to maximum, and may be charged with Failure to Execute an Order if they are deemed non-compliant. Security may now have weapons unholstered at all times. Tau Ceti Basic is required on public channels.

A red alert status may only be used if there is a confirmed, active and immediate danger aboard the ship, and Command are expected to work towards lowering the status and resolving the danger as soon as possible. If the ship remains on Red alert for a significant amount of time, a situation report must be faxed to CCIA to provide an update.

Warning: Red Alert blocks any vote to end the round. Only remain on Red Alert for as long as is strictly necessary.

Yellow Alert

A yellow alert indicates a confirmed biological hazard onboard the ship. All crew are to follow command instruction in order to ensure a safe return to standard operations.

Code Yellow should be used for hazards such as carp, greimorians, vines, drones, blobs or any other hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.

Delta Alert

The ship has been compromised, and is beyond saving. This alert level can only be issued by the captain and admins, by following the protocol outlined on the Captain's page. Regulations are sidelined, security and command may do whatever is necessary to guide people to the escape pods and contain the threat long enough for the ship to be destroyed. Pray you might survive.

Guides of the Horizon
General Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes - Chain of Command
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles