https://wiki.spacestation14.io/w/api.php?action=feedcontributions&user=JoeTheJanitor&feedformat=atomSpace Station 14 Wiki - User contributions [en]2024-03-28T14:05:24ZUser contributionsMediaWiki 1.39.4https://wiki.spacestation14.io/w/index.php?title=Nukie&diff=2483Nukie2022-07-19T15:10:40Z<p>JoeTheJanitor: Redirected page to Nuclear Operative</p>
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<div>#REDIRECT [[Nuclear Operative]]</div>JoeTheJanitorhttps://wiki.spacestation14.io/w/index.php?title=Lawyer&diff=2169Lawyer2022-06-06T02:20:36Z<p>JoeTheJanitor: </p>
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<div>{{Job_Header<br />
|department=Service<br />
|img=[[File:Lawyer.png|128px]]<br />
|title=Lawyer<br />
|access=Brig, Maintenance, Service<br />
|difficulty=Easy<br />
|duties=Pretend to be a part of sec without actually doing any of the work. Try as hard as you can to get everyone to go into the courthouse at any opportunity. "My CLIENT killed those two botanists in self-defense Your Honor."<br />
|supervisors=[[Head of Personnel]]<br />
|subordinates=None<br />
|guides=[TBA]<br />
}}<br />
Mechanically, Lawyer is simply a roleplaying job with no true responsibilities. <br />
<br />
In essence, you are a glorified assistant with a nice suit... With access to the front door of sec. This is vital to your ability to play Lawyer as it allows you to walk into Sec and interact with someone who was 'wrongfully' jailed, although your access doesn't allow you to open the cells. No, your job isn't to enforce [[SpaceLaw|Space Law]] , it's to make sure [[SpaceLaw|Space Law]] is followed. So if you intend on playing the role correct, be sure to read up on [[SpaceLaw|Space Law]] and do your best to not actually get in the way of Security when they're trying to enforce it.<br />
<br />
Still, there's a many innocent Clown batonned and cuffed, and with your limited powers(and annoyance) you can help keep the people of the station free from the horror of a cruel and unjust Sec. Be wary, this again doesn't give you the right to enforce laws, likewise the people you're to aid may also just as easily turn on you for your Sec access--An Assistant with a nice suit and any level of Sec access can pass as a Lawyer and cause havoc, so be sure to know who are your fellow Lawyers and who are just traitors pulling a cunning disguise...<br />
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[[Category:Jobs]]</div>JoeTheJanitorhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Authentication_Disk&diff=2168Nuclear Authentication Disk2022-06-06T02:16:01Z<p>JoeTheJanitor: </p>
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<div>[[File:Nuclear Authentication Disk.png|128px]]<br />
<br />
Spawns in the captain's quarters. Used to arm the [[Nuclear Fission Explosive]].<br />
<br />
A decoy nuclear authentication disk can be purchased from a [[Traitor Uplink]]. Decoy disks can be told apart from real disks by their description when inspected.</div>JoeTheJanitorhttps://wiki.spacestation14.io/w/index.php?title=Power&diff=1940Power2022-05-22T01:38:24Z<p>JoeTheJanitor: /* The Antimatter Engine Reactor */</p>
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<div>== Power ==<br />
<br />
This guide will cover the basics of power in SS14 as well as how to property setup a distribution grid for the power you generate.<br />
== Generation ==<br />
All power on the station comes from either a generator or an energy storage device. In this section we will discuss generators, and in brief, engines. All engines are generators but not all generators are engines. <br />
<br />
=== The Antimatter Engine Reactor ===<br />
The Antimatter Engine Reactor (usually called the AME) is the main source of power on the station. To set it up, grab the AME parts from the ''Packaged antimatter reactor crate'' and place them in a rectangle/square formation (note that the square/rectangle must be at least 3x3, otherwise it won't work).<br />
<br />
Take your multitool from your belt and click on each one of the AME parts. This will unpack them and spawn an impassable, indestructible AME shielding. Now open the ''antimatter control unit crate'' which will release an AME Controller. Drag it near the generator and wrench it. Now take an AME fuel jar from the ''antimatter containment jar crate'' and place it in the AME Controller. <br />
<br />
Open the AME Controller menu and click on "Toggle injection" below the "Engine Status:" text. If the AME and the AME Controller light up, then it's currently generating power. Increase the injection amount to be double of the amount of cores. For example: if you have 2 cores, click on "Increase" until the "Injection amount:" reaches 4. The AME should be making "bonks" every now and then.<br />
<br />
See the table below for power output at various injection amounts. Core count does not affect power output, only stability, so at a 10 injection amount you are likely to blow up your AME unless you increase to 4 or more cores (4x4).<br />
<br />
{| class="wikitable"<br />
|+ Power Output at various injection amounts<br />
|-<br />
! Injection Amount !! Power out (kW)<br />
|-<br />
| 2 || 80<br />
|-<br />
| 4 || 320<br />
|-<br />
| 6 || 720<br />
|-<br />
| 8 || 1280<br />
|-<br />
| 10 || 2000<br />
|-<br />
| 20 || 6480<br />
|}<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:AME_setup_example1.png|thumb|none|A sample layout of a 3x3 AME]] </li><br />
<li style="display: inline-block;"> [[File:AME_completed_example1.png|thumb|none|What the AME should look like at the end]] </li><br />
</ul></div><br />
<br />
=== Solar Power ===<br />
Solar power is a passive means of generating power. A solar array is made up of a number of solar panels, a single solar tracker device and a solar control computer (console) nearby to properly control and manage the panels.<br />
<br />
Most if not all solar arrays start off not connected to the station, and need to be connected via HV cables underneath each panel and connected back to the station. Once connected, use the solar control computer to change the angle and speed of tracking for the panels as shown below:<br />
<br />
[[File:Solar 1.PNG|400px]] [[File:Solar 2.PNG|400px]]<br />
<br />
Notice the graph on the right has a T shaped white line and a yellow / golden line. The aim is to alter the panel angle (white T line) to match the sun angle (yellow line). Some experimentation might be needed to setup the angular velocity correctly so that the lines stay in sync and generate maximum wattage.<br />
<br />
A typical panel near max output will produce 1500W (1.5kW). This would be enough to power roughly 1 machine and 1 computer (this figure may change as balance changes are made).<br />
<br />
=== Small Portable Generators ===<br />
The simplest and most basic of all generators on this list is the standard portable generator. This generator when wrenched down on to a tile above a HV cable will produce 3000W (3kW) of electricity to the grid. Currently they do not consume any fuel but in future they consume plasma sheets or gas (likely).<br />
<br />
Due to their size these generators are ideal for small shuttles and ships.<br />
<br />
=== Gravitational Singularity Engine ===<br />
The singularity is one of the most well known and potentially dangerous forms of generating power in SS14. It uses a particle accelerator to fire high energy particles at a singularity generator to spawn a singularity. The singularity then pulses radiation which is absorbed by radiation collectors around it's perimeter.<br />
<br />
The singularity must be kept inside a containment field setup with emitters, otherwise if not contained the singularity will consume matter like a black hole and grow to a massive state. If starved of particles or matter, the singularity will slowly shrink until it collapses so once the singularity is of the correct size, it's wise to turn down the particle accelerator to a lower power setting to prevent it growing out of hand.<br />
<br />
The largest size singularity before you risk it breaking loose can generate between 1.4 and 1.6 MW with 24 radiation collectors. This value is very likely to change and will even change depending on the layout of your engine (radiation falls off over distance so closer collectors will net more power). In future, radiation collectors will also require plasma tanks to function and will run out over time.<br />
<br />
<!-- === Supermatter (SM) Engine ===<br />
To be added. --><br />
<br />
== Transmission & Distribution ==<br />
Power transmission in SS14 comes in three different flavors, high voltage (HV) cables (orange), medium voltage (MV) cables (yellow) and low voltage (LV) cables (green).<br />
<br />
[[File:SS14 Power.png|thumb|alt=A beautiful graphic showing how to setup a power network.|A beautiful graphic showing how to setup a power network.]]<br />
<br />
Power flows from generators and power storage via HV cables to substations around the station. From substations, MV cables going out transmit power from the substation and connected grid to area power controllers (APCs) where LV cables take the power the rest of the way to consumers (3-4 tile radius from the APC to devices in the area). '''A cable must be placed under generators, storage, substations and APCs for them to function'''.<br />
<br />
=== Separating your Grid ===<br />
One device not mentioned so far is the cable terminal. In order to separate part of your power network you will need to use a cable terminal, with a HV cable on the terminal box side and the wire side facing towards a SMES. When a HV cable is then placed under the SMES this creates two distinct HV cable networks; the side with your generation on which ends at the cable terminal, and the storage / supply side which starts at the SMES and goes out to substations.<br />
<br />
Currently if you place a substation on the generation side of your SMES it will drain into said SMES as a supplier. This is important as in this scenario if there isn't enough generation, the substation will drain to empty causing a blackout in its connected APCs while everything on the SMES side will remain powered.<br />
<br />
[[Category:Guides]]</div>JoeTheJanitorhttps://wiki.spacestation14.io/w/index.php?title=Station_Engineer&diff=1939Station Engineer2022-05-22T01:35:10Z<p>JoeTheJanitor: /* The Antimatter Engine Reactor */</p>
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<div>{{Job_Header<br />
|department=Engineering<br />
|img=[[File:Engineer.png|128px]]<br />
|title=Station Engineer<br />
|access=Engineering, External, Maintenance<br />
|difficulty=Medium<br />
|duties=Maintain and fix the Station, make sure the power doesn't go out.<br />
|supervisors=[[Chief Engineer]]<br />
|subordinates=None<br />
|guides=[[Construction|Guide to construction]], [[Power|Guide to Power]], [[Atmospherics|Guide to Atmospherics]]<br />
}}<br />
<br />
The station engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and stopping hull breaches (spaced areas).<br />
<br />
== Starting out ==<br />
<br />
Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a t-ray scanner to be able to see the cables, a gas scanner to be able <!-- Is it called that? --> (remember to turn them on by using them in your hand) and a stack each of Lv (Low-voltage), Mv (Medium Voltage) and Hv (High-Voltage) wires in case of a localized power outage. You could take half a stack of metal and glass, however they are better reserved for common usage (so don't keep them in your backpack unless you know you are going to use them soon).<br />
<br />
== Power 101: Generating power ==<br />
''Main article: [[Power|Guide to Power]]''<br />
<br />
=== The Antimatter Engine Reactor ===<br />
<br />
(Copied from the [[Power|Guide to Power]])<br />
<br />
The Antimatter Engine Reactor (usually called the AME) is the main source of power on the station. To set it up, grab the AME parts from the ''Packaged antimatter reactor crate'' and place them in a rectangle/square formation (note that the square/rectangle must be at least 3x3, otherwise it won't work).<br />
<br />
Take your multitool from your belt and click on each one of the AME parts. This will unpack them and spawn an impassable, indestructible AME shielding. Now open the ''antimatter control unit crate'' which will release an AME Controller. Drag it near the generator and wrench it. Now take an AME fuel jar from the ''antimatter containment jar crate'' and place it in the AME Controller. <br />
<br />
Open the AME Controller menu and click on "Toggle injection" below the "Engine Status:" text. If the AME and the AME Controller light up, then it's currently generating power. Increase the injection amount to be double of the amount of cores. For example: if you have 2 cores, click on "Increase" until the "Injection amount:" reaches 4. The AME should be making "bonks" every now and then.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:AME_setup_example1.png|thumb|none|A sample layout of a 3x3 AME]] </li><br />
<li style="display: inline-block;"> [[File:AME_completed_example1.png|thumb|none|What the AME should look like at the end]] </li><br />
</ul></div><br />
<br />
=== The Solar Panels ===<br />
(Copied from the [[Power|Guide to Power]])<br />
<br />
Solar power is a passive means of generating power. A solar array is made up of a number of solar panels, a single solar tracker device and a solar control computer (console) nearby to properly control and manage the panels.<br />
<br />
Most if not all solar arrays start off not connected to the station, and need to be connected via HV cables underneath each panel and connected back to the station. Once connected, use the solar control computer to change the angle and speed of tracking for the panels as shown below:<br />
<br />
[[File:Solar 1.PNG|400px]] [[File:Solar 2.PNG|400px]]<br />
<br />
Notice the graph on the right has a T shaped white line and a yellow / golden line. The aim is to alter the panel angle (white T line) to match the sun angle (yellow line). Some experimentation might be needed to setup the angular velocity correctly so that the lines stay in sync and generate maximum wattage.<br />
<br />
A typical panel near max output will produce 1500W (1.5kW). This would be enough to power roughly 1 machine and 1 computer (this figure may change as balance changes are made).<br />
<br />
=== The Singularity ===<br />
(Copied from the [[Power|Guide to Power]])<br />
<br />
The singularity is one of the most well known and potentially dangerous forms of generating power in SS14. It uses a particle accelerator to fire high energy particles at a singularity generator to spawn a singularity. The singularity then pulses radiation which is absorbed by radiation collectors around it's perimeter.<br />
<br />
The singularity must be kept inside a containment field setup with emitters, otherwise if not contained the singularity will consume matter like a black hole and grow to a massive state. If starved of particles or matter, the singularity will slowly shrink until it collapses so once the singularity is of the correct size, it's wise to turn down the particle accelerator to a lower power setting to prevent it growing out of hand.<br />
<br />
The largest size singularity before you risk it breaking loose can generate between 1.4 and 1.6 MW with 24 radiation collectors. This value is verty likely to change and will even change depending on the layout of your engine (radiation falls off over distance so closer collectors will net more power). In future, radiation collectors will also require plasma tanks to function and will run out over time.<br />
<!-- === The Suppermatter === (whenever it gets implemented) --><br />
<br />
== Fixing hull breaches ==<br />
Repairing hull breaches is a tricky task: when an area gets bombed or dismantled and exposed to spaced all of the air in said room will get almost instantly sucked out. This causes two problems: You will die because of the lack of pressure and because of the lack of oxygen (the ladder however takes more time). <br />
<br />
When you get the report of a hull breach (or that an area has been "spaced") the first thing you should do is to rush to get your magnetic boots (magboots), hardsuit and hardsuit helmet (a fire suit and helmet will do in a pinch or in case [[Assistant|some]][[Traitor|one]] already took them) and put your oxygen mask and oxygen tank (it's recommended that you use the one on your locker). After that grab some steel, Lv, Mv and/or Hv wires (depending on the place bombed: for example for maintenance grab Hv wires or for the hallway grab Lv and maybe Hv) and optionally glass. Go to the place with the hull breach and before opening the firelocks examine it. Are the windows broken? Do you estimate that you have enough materials to fix it? Have you turned on your oxygen tank and magnetic boots? What is the part of the room that is making contact with space?<br />
<br />
'''DON'T OPEN IT UP YET'''. Check first if there is someone without a hardsuit on nearby and kindly tell them to leave. It's suggested that you manually close the firelocks behind you should they fail to close for any reason.<br />
<br />
Now open the firelock containing the spaced area. If you haven't turned on your magboots you probably got pushed onto the firelock behind you. If there are areas without a floor, not even a lattice, open the crafting menu with K and make "steel rods" from steel and place them in said tiles. Now that all non-intact tiles are lattices, click on them with steel sheets. They should now turn into underplating. Fix any remaining sources of contact with space from the room: replace missing windows or floors.<br />
<br />
If all has gone well, the area should now be safe. Double check nothing connected to space anymore and open up the firelocks behind you.<br />
<br />
Now check if the [[Power|power]] is correct and if not fix it. <!--TODO: Make this explain howto, optimally with a short summary from the Guide to power --> <br />
<br />
Start to [[Construction|rebuild]] any destroyed machined <!--TODO: Make this explain howto, optimally with a short summary from the Guide to Construction --><br />
<!-- == Power 201: Knowing how does power work ==<br />
=== The Cable Hierarchy ===<br />
TBA<br />
<br />
=== "Oh god we have no power" ===<br />
TBA<br />
<br />
=== Creating your power grid ===<br />
TBA<br />
<br />
Probably should get moved to the guide to power --><br />
<br />
== Things to keep in mind ==<br />
* Engineering is a very extensive department has a lot of duties. Try spitting them up with your colleagues to save some work. <!-- More of a CE tip TBH --><br />
* Don't be afraid to ask! You and the other engineers won't know it all so if you need a helping hand just ask, most people will likely be eager to help.<br />
<br />
[[Category:Jobs]]</div>JoeTheJanitor