Difference between revisions of "Chief Engineer"

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{{JobPageHeader
 
{{JobPageHeader
|headerbgcolor = #cccc00
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|headerbgcolor = orange
 
|headerfontcolor = white
 
|headerfontcolor = white
 
|stafftype = ENGINEERING & COMMAND
 
|stafftype = ENGINEERING & COMMAND
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|difficulty = Hard
 
|difficulty = Hard
 
|superior = [[Captain]]
 
|superior = [[Captain]]
|duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the singularity doesn't escape, maintain [[Telecoms]].
+
|duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the [[Supermatter]] doesn't blow up, maintain [[Telecomms]].
|guides = [[Chain of Command]], [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Singularity Engine]], [[Solars]], [[Guide to Telecommunications]]
+
|guides = [[Chain of Command]], [[Hacking]], [[Guide to construction]], [[Machines]], [[Guide to advanced construction]], [[Guide to power]], [[Supermatter|Supermatter Engine]], [[Solars]], [[Turbine]], [[Guide to Atmospherics]], [[Guide to Telecommunications]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Guide to the Hypertorus Fusion Reactor]]
 +
|quote = "WHO TOOK THE DAMN MODSUITS!?" ''- Poly and every single one of his masters
 
}}
 
}}
 
[[File:Engineering.png|300px|thumb|alt=Engineering|[[Engineering|Your department]]]]
 
[[File:Engineering.png|300px|thumb|alt=Engineering|[[Engineering|Your department]]]]
''My bird is telling me that you're not setting up the engine properly.''
 
  
 +
Know that guy who builds all the things?  Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure [[Supermatter|the power flows]]. Other than directing the workflow of the department, you're also expected to carry out general [[Station Engineer|engineer]]-duties and maintain [[Telecomms]]. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells, and power in general works, how to decipher atmospherics, how to efficiently set up the [[Supermatter]] and solars, and how to get your charges' sorry asses moving.
  
Know that guy who builds all the things?  Well, you're his boss! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure the engine and solars are [[Starting the Engine|set up]] so that the power is flowing. Other than directing the workflow of the department, you're also expected to carry out general [[Station Engineer|engineer]]-duties and maintain [[Telecomms]]. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the singularity and solars and how to get your charges' sorry asses moving.
 
  
'''Bare minimum requirements:''' Make sure that singularity/solars gets online at the start of the round. Know what to do when Telecommunications gets blown up.
+
'''Bare minimum requirements:''' Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications and the <s>cloner</s> entirety of medbay gets blown up. Know how to repair the station and its machines such as APCs.<br>
 +
'''Basic skills:''' The entirety of [[Guide to construction|Engineering]], [[Guide to Telecommunications|Telecomms]] and [[Guide to Atmospherics|Atmospherics]]. Communicate with your staff and teach inexperienced team members.<br>
 +
'''Advanced skills:''' Advanced optimization of station power sources and Atmospherics. Coordinate your team to fix the station once meteors, [[Nuclear Operative|nuke ops]] and [[Guide to malfunction|malfunctioning AIs]] hit. Be robust enough to deal with rogue [[Cyborg]]s and [[Revolutionaries]].<br>
  
  
== Duties ==
+
==[[File:Advanced Hardsuit Helmet.png]] Station Foreman ==
It's no secret that Engineers are more often than not the laziest of the station's crew, and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or just doing their jobs yourself. Listed below are those jobs.
+
It's no secret that Engineers are more often than not the laziest of the station's crew and that there is no job that surpasses the capacity for an [[Atmospheric Technician]] to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or just doing their jobs yourself. Listed below are those jobs.
  
=== At the Start of the Round ===
+
===[[File:Clipboard_paper.png]] At the Start of the Shift ===
[[File:Singularity_engine.png|300px|thumb|alt=Singularity Chamber|[[Singularity Engine|Your biggest responsibility]]]]
+
--------
 +
[[File:supermatter_shard.png||thumb|alt=Singularity Chamber|[[Supermatter|Your biggest responsibility]]]]
 
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.
 
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.
  
Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the singularity. If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.
+
Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the supermatter engine. If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent until you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.
 +
 
 +
Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.
  
 
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.
 
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.
  
=== With Your Powers Combined ===
+
===[[File:SMES Charging.gif]] With Your Powers Combined ===
There are multiple ways to power the station. Unless you know what you're doing, stick with the singularity engine at first, and get it working as soon as possible. It's hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.
+
--------
 +
There are multiple ways to power the station. Unless you know what you're doing, stick with the default one at first, and get it working as soon as possible. It's hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.
 +
 
 +
====[[File:Supermatter shard.png]] Matters of Super Matter ====
 +
The [[Supermatter]] is the most likely candidate for your default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.
  
==== Singularities and the Setting Up Thereof ====
+
====[[File:Gravitational Singularity Generator.png]] Power Your Station With A Black Hole ====
Unless you really ''really'' want to use another source of power, this will obviously be your first priority. Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. [[Singularity Engine|Read the guide]], and make sure you know it. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind the singularity should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.
+
The Singularity Generator has been removed from the game. A singularity can still be formed by delaminating the engine.
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
The [[Singularity Engine]] is the standard power source of [[PubbyStation]] and can otherwise be built with parts ordered from Cargo. It should go without saying that, since the singularity is essentially a black hole, it should stay inside of its containment field and not grow too big. Also, keep in mind that it pulses large amounts of radiation and EMPs, so always wear an engineering hardsuit or a radsuit when you're near it, and keep flashers and other sensitive electronics away from it (including cyborgs). Don't come near it in the atmospherics hardsuit, which had its radiation shielding stripped to make a place for thermal shielding.
 +
</div>
 +
====[[File:Tesla gen.gif]] New Tesla Energy ====
 +
The Tesla Generator has been removed from the game. A tesla can still be formed by delaminating the engine.
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
Make Tesla proud and <strike>run alternating current</strike> power the station with giant balls of electricity! Lately, the [[Tesla Engine]] has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won't deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.
 +
</div>
 +
====[[File:Solar tracker.png]] The Forgotten Power Source ====
 +
Whilst the supermatter outputs a metric shit-ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where the [[solars]] come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the supermatter, and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump's getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.
  
==== The Forgotten Power Source ====
+
====[[File:Turbine computer.gif]] Fossil Fuel ====
Whilst the singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where the [[solars]] come in. Solars output a decent amount of energy and can keep the station running at bare minimum whilst you inevitably sort out an issue with the singularity, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering only has two hardsuits. No yellowsuit chump's getting his hands on YOUR pristine white hardsuit after they lost the fight for that fire-resistant color-coded hardsuit hidden away in [[Atmospherics|their own city state]]. (Although their own hardsuit has zero radiation protection, so it's not a good idea to wear it next to a live singularity.) So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.
+
Depending on the model of your space station, there might also be a [[Turbine|turbine]] <s>or [[Thermo-Electric Generator|thermo-electric generator]]</s> installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.
  
==== Fossil Fuel ====
+
===[[File:O2 Canister.png]] Atmosia, the Great City-State of Pipes ===
Depending on the model of your space station, there might also be a [[Combustion Engine|combustion engine]] installed. This is probably the easiest way to generate power with plasma, but you're going to burn through the contents of canisters quite rapidly so if you want to power the station this way it might be a good idea to connect the combustion engine directly to Atmospherics.
+
---------
 +
The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten [[atmospherics]]?
  
==== Matters Of Super Matter ====
+
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that's pretty much it. [[Atmospherics|Again, read the guide and learn it]].
You can order a [[Super Matter|super matter shard]] through [[Cargo|cargo]] and use it to pulse radiation to radiation collectors instead of a singularity. Super matter is extremely dangerous and you'll have to build an engine that's even more complicated than the Singularity Engine (most likely from scratch), but that's no reason not to try it, right?
 
  
=== Atmosia, the Great City-State of Pipes ===
+
All you really have to do with atmos is get acquainted with its staff (you can do this at round-start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|ass]][[Clown|hole]] hasn't tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.
The singularity is running, the solars are wired and the engineering team are at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten [[atmospherics]]?
 
  
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that's pretty much it. [[Atmospherics|Again, read the guide and learn it]].
+
'''Please keep in mind that making Atmospherics sabotage-proof (for example by removing the plasma tank from the loop) before you have decent IC evidence that someone is going to sabotage it is considered meta-gaming.'''
  
All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimise it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|ass]][[Clown|hole]] hasn't tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.
+
===[[File:Server.gif]] Telecommunications ===
 +
------------
 +
It's your duty to make sure [[Telecommunications]] is working and to fix it if it doesn't. If you need help fixing or maintaining it, use the [[Guide to Telecommunications]].
  
=== ...Then What? ===
+
===[[File:Wrench.png]] ...Then What? ===
 +
------------
 
Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:
 
Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:
  
* Set up helpful [[NTSL Scripts]] on all channels, e.g. the job assignment notification script.
 
 
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.
 
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.
* Check the Station Alert Console to see if there's any power/atmos alarms going off on the station.
+
* Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.
 
* Periodically check out atmospherics to make sure nobody's messed it up.
 
* Periodically check out atmospherics to make sure nobody's messed it up.
* Babysit the singularity.
 
 
* Talk to your team. Make sure solars are wired or in the process of being done.
 
* Talk to your team. Make sure solars are wired or in the process of being done.
 +
* Set up a tertiary or even quarternary source of power.
 +
*Experiment with the [[Supermatter]] to make it produce even more power!
  
== [[Game Mode#Revolution|Viva La Working Class!]] ==
+
==[[File:Rev2.png]] [[Game Mode#Revolution|Viva La Working Class!]] ==
 
As a Head of Staff, you are a prime target for the [[traitor|Revolutionaries]], and will most likely be attacked in some way. While setting up the spare emitters, stealing the [[Rapid Construction Device|RCD]] and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, '''do not barricade yourself in Engineering during a Revolutionary round'''. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.
 
As a Head of Staff, you are a prime target for the [[traitor|Revolutionaries]], and will most likely be attacked in some way. While setting up the spare emitters, stealing the [[Rapid Construction Device|RCD]] and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, '''do not barricade yourself in Engineering during a Revolutionary round'''. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.
  
 +
==[[File:Light_Bulb.png]] Tips==
 +
* Securing an [[RCD]] from the [[Engi-Vend]] or the Engineering department's Techfab (once [[Research and Development|R&D]] has researched it) is recommended for situations when you need to patch a hole fast (or tear down something fast).
 +
* As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much "louder" (larger text) than normal.
 +
* Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.
 +
* Your Advanced Magboots don't just stop you slipping into space, they stop you slipping in general when they're activated and don't slow you down while activated, unlike normal magboots.
 +
* All that is needed for telecoms is: receiver->mainframe->processor->mainframe->server->broadcaster. Just make sure everything is linked to each other properly and you won't need a hub. Mining and people on the DJ station are still fucked though without a hub.
 +
* Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!
 +
* CE’s hardsuit is fire and radiation-proof, and has a built-in jetpack (to be used with an air tank on the suit storage slot).
 +
* You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.
 +
* The message monitor console in telecomms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don't have to be on the manifest, even.)
 +
* You can use the Engineering department's Techfab to produce [[Engineering items|new and advanced engineering items]] that [[Research and Development]] researches for you, such as more advanced tools like the ones you start with.
  
== Law Abiding Engineer ==
+
 
 +
==[[File:Doubleagent.gif]] Law-Abiding Engineer ==
 
''"OH GOD IT'S LOOSE, CALL THE SHUTTLE!" -Poly''
 
''"OH GOD IT'S LOOSE, CALL THE SHUTTLE!" -Poly''
  
You have easy access to anything of any real importance on the station, with the added bonus of being regarded only slightly more important than the RD (in that at least your own department listens to you, most of the time). You have the ability to completely ruin the station by fucking with telecoms, subverting the AI with the circuit board in tech storage, sabotaging atmospherics and the engine, and hide away safely in space with EVA gear. Remember that an extra-capacity oxygen tank filled to 1013kPa lasts a very, very, very long time. Have fun!
+
 
 +
As a [[Traitor]] Chief Engineer, you have a ''lot'' of options going forward, many more than most.
 +
 
 +
You have easy access to anything of any real importance on the station, with the added bonus of being regarded only slightly more important than the RD (in that at least your own department listens to you, most of the time). You have the ability to completely ruin the station by fucking with telecomms, subverting the AI with the circuit board in tech storage, sabotaging atmospherics and the engine, deconstructing anything rapidly, and you can still hide away safely in space or straight in the supermatter chamber with your fancy, jetpack enabled hardsuit. Remember that an extra-capacity oxygen tank filled to 1013kPa lasts a very, very, very long time. Have fun!
  
  
 
{{Jobs}}
 
{{Jobs}}
 
[[Category: Jobs]]
 
[[Category: Jobs]]

Latest revision as of 02:41, 11 May 2023

ENGINEERING & COMMAND STAFF
Generic ce.png Ce.png
Chief Engineer
Access: All Engineering Departments, Power Equipment, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, Telecommunications, External airlocks, Brig, Mineral Storage
Additional Access: N/A
Difficulty: Hard
Supervisors: Captain
Duties: Coordinate engineering, ensure equipment doesn't get stolen, make sure the Supermatter doesn't blow up, maintain Telecomms.
Guides: Chain of Command, Hacking, Guide to construction, Machines, Guide to advanced construction, Guide to power, Supermatter Engine, Solars, Turbine, Guide to Atmospherics, Guide to Telecommunications, Head of Staff Equipment, Guide to the Hypertorus Fusion Reactor
Quote: "WHO TOOK THE DAMN MODSUITS!?" - Poly and every single one of his masters

Know that guy who builds all the things? Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only Station Engineers, but Atmospheric Technicians as well. Essentially, your job is to boss your staff around and make sure the power flows. Other than directing the workflow of the department, you're also expected to carry out general engineer-duties and maintain Telecomms. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells, and power in general works, how to decipher atmospherics, how to efficiently set up the Supermatter and solars, and how to get your charges' sorry asses moving.


Bare minimum requirements: Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications and the cloner entirety of medbay gets blown up. Know how to repair the station and its machines such as APCs.
Basic skills: The entirety of Engineering, Telecomms and Atmospherics. Communicate with your staff and teach inexperienced team members.
Advanced skills: Advanced optimization of station power sources and Atmospherics. Coordinate your team to fix the station once meteors, nuke ops and malfunctioning AIs hit. Be robust enough to deal with rogue Cyborgs and Revolutionaries.


Advanced Hardsuit Helmet.png Station Foreman

It's no secret that Engineers are more often than not the laziest of the station's crew and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or just doing their jobs yourself. Listed below are those jobs.

Clipboard paper.png At the Start of the Shift


Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.

Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the supermatter engine. If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent until you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.

Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.

If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.

SMES Charging.gif With Your Powers Combined


There are multiple ways to power the station. Unless you know what you're doing, stick with the default one at first, and get it working as soon as possible. It's hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.

Supermatter shard.png Matters of Super Matter

The Supermatter is the most likely candidate for your default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.

Gravitational Singularity Generator.png Power Your Station With A Black Hole

The Singularity Generator has been removed from the game. A singularity can still be formed by delaminating the engine.

The Singularity Engine is the standard power source of PubbyStation and can otherwise be built with parts ordered from Cargo. It should go without saying that, since the singularity is essentially a black hole, it should stay inside of its containment field and not grow too big. Also, keep in mind that it pulses large amounts of radiation and EMPs, so always wear an engineering hardsuit or a radsuit when you're near it, and keep flashers and other sensitive electronics away from it (including cyborgs). Don't come near it in the atmospherics hardsuit, which had its radiation shielding stripped to make a place for thermal shielding.

Tesla gen.gif New Tesla Energy

The Tesla Generator has been removed from the game. A tesla can still be formed by delaminating the engine.

Make Tesla proud and run alternating current power the station with giant balls of electricity! Lately, the Tesla Engine has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won't deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.

Solar tracker.png The Forgotten Power Source

Whilst the supermatter outputs a metric shit-ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where the solars come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the supermatter, and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump's getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.

Turbine computer.gif Fossil Fuel

Depending on the model of your space station, there might also be a turbine or thermo-electric generator installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.

O2 Canister.png Atmosia, the Great City-State of Pipes


The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten atmospherics?

Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that's pretty much it. Again, read the guide and learn it.

All you really have to do with atmos is get acquainted with its staff (you can do this at round-start along with your direct minions, as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure some asshole hasn't tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.

Please keep in mind that making Atmospherics sabotage-proof (for example by removing the plasma tank from the loop) before you have decent IC evidence that someone is going to sabotage it is considered meta-gaming.

Server.gif Telecommunications


It's your duty to make sure Telecommunications is working and to fix it if it doesn't. If you need help fixing or maintaining it, use the Guide to Telecommunications.

Wrench.png ...Then What?


Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:

  • Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.
  • Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.
  • Periodically check out atmospherics to make sure nobody's messed it up.
  • Talk to your team. Make sure solars are wired or in the process of being done.
  • Set up a tertiary or even quarternary source of power.
  • Experiment with the Supermatter to make it produce even more power!

Rev2.png Viva La Working Class!

As a Head of Staff, you are a prime target for the Revolutionaries, and will most likely be attacked in some way. While setting up the spare emitters, stealing the RCD and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, do not barricade yourself in Engineering during a Revolutionary round. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.

Light Bulb.png Tips

  • Securing an RCD from the Engi-Vend or the Engineering department's Techfab (once R&D has researched it) is recommended for situations when you need to patch a hole fast (or tear down something fast).
  • As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much "louder" (larger text) than normal.
  • Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.
  • Your Advanced Magboots don't just stop you slipping into space, they stop you slipping in general when they're activated and don't slow you down while activated, unlike normal magboots.
  • All that is needed for telecoms is: receiver->mainframe->processor->mainframe->server->broadcaster. Just make sure everything is linked to each other properly and you won't need a hub. Mining and people on the DJ station are still fucked though without a hub.
  • Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!
  • CE’s hardsuit is fire and radiation-proof, and has a built-in jetpack (to be used with an air tank on the suit storage slot).
  • You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.
  • The message monitor console in telecomms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don't have to be on the manifest, even.)
  • You can use the Engineering department's Techfab to produce new and advanced engineering items that Research and Development researches for you, such as more advanced tools like the ones you start with.


Doubleagent.gif Law-Abiding Engineer

"OH GOD IT'S LOOSE, CALL THE SHUTTLE!" -Poly


As a Traitor Chief Engineer, you have a lot of options going forward, many more than most.

You have easy access to anything of any real importance on the station, with the added bonus of being regarded only slightly more important than the RD (in that at least your own department listens to you, most of the time). You have the ability to completely ruin the station by fucking with telecomms, subverting the AI with the circuit board in tech storage, sabotaging atmospherics and the engine, deconstructing anything rapidly, and you can still hide away safely in space or straight in the supermatter chamber with your fancy, jetpack enabled hardsuit. Remember that an extra-capacity oxygen tank filled to 1013kPa lasts a very, very, very long time. Have fun!


Jobs on /tg/station

Jobstemp.png

Command Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster, Bridge Assistant
Security Head of Security, Security Officer, Warden, Detective, Veteran Security Advisor, Prisoner
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Coroner
Supply Quartermaster, Cargo Technician, Shaft Miner, Bitrunner, Cargorilla
Service Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Spy, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern