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	<id>https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nexusuxen</id>
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		<id>https://ftl13.com/w/index.php?title=Backstory&amp;diff=7493</id>
		<title>Backstory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Backstory&amp;diff=7493"/>
		<updated>2017-05-23T23:21:52Z</updated>

		<summary type="html">&lt;p&gt;Nexusuxen: Fixing a typo. Changed &amp;quot;a oxygen rich atmosphere&amp;quot; to &amp;quot;an oxygen rich atmosphere&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This contains a fluff backstory which is to be taken about as seriously as the clown crying griff.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Long Ago==&lt;br /&gt;
On July 6th, 1948 Earth gets its first contact with an [[xenos|alien]] civilization in the last few thousand years. It&#039;s cleverly leaked, downplayed, shuffled and muddied by government forces from across the planet until the time when the public is ready for admission of the event, almost a full century after the incident first began to encroach on public imagination. Five hundred years before Space Station 13 is built -- July 6th, 2050 -- the United Earth government provides complete and frank proof of extraterrestrial life in the universe. They also provide proof that, as far as a human mind can understand one so completely foreign to its way of thinking, this life is hostile. Mankind is no longer alone. Mankind is no longer supreme.&lt;br /&gt;
&lt;br /&gt;
The Chinese-dominated United Earth forces focus the many resources of the polluted and dying Earth to flee into the cold void. The larger Dwarf Planets are colonized and generational colony ships are launched into deep space. Research is done into fringe physics, most of the secrets of the Universe being turned towards terraforming or &amp;quot;defense&amp;quot; from xenos species. Compared to most sentients human beings breed like rats and the plague of new life they bring with them everywhere they go tends to blight out that which was. In this new infinite sea religion does all but disappear and the vast distances humanity spreads sees a return to defacto autonomous feudalism. For the next two hundred years the forces of Earth spread like wildfire across the Milky Way, stretching farther down Her spiraling arms with each generation of both humanity and technology.&lt;br /&gt;
&lt;br /&gt;
==The Void Wars and the Great Schism==&lt;br /&gt;
&lt;br /&gt;
A few generations of humanity war between themselves for dominance and other alien species for survival. Most xenos encountered during this time are wiped out entirely, genocide and planet cracking having become a staple of human warfare. There comes a time when even nostalgia has been lost for Earth and the yellow sun she circles and any resemblance to a united species is gone. When there is so little little external threat anymore humanity faces its wrath inwards again. Records from this time are sporadic and first-hand accounts muddied by rumor and propaganda but it is clear that this is no golden age of peace.&lt;br /&gt;
&lt;br /&gt;
The reasons why are lost to time, but it was not a xenos threat that shook humanity down. It was that which shook humanity since time immemorial -- war. The vast wormhole highways that kept humanity in contact with itself were bombed on both ends. Humanity was lost in the void and ravaged by hellfire and slaughter from all sides; from all fronts; from all faces. For many decades technology and history are lost and bastardized in a vast anarchy. Different sects of humanity, separated by unfathomable gulfs of empty space, take different approaches to restoring order. In this time several xenos species encroach on space previously held by humanity, even those systems closest to Sol. Far from this center, in the fringes of inhabited space, it is not traditional government but megacorporations that rule. Far too vast for oversight they are interplanetary nations onto themselves, ones without borders and without scruples. For two hundred years they have fought for space dollars and intellectual properties, content to let those old portals to humanity far gone lay derelict in the vacuum.&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
This is one of those regions of space turned towards the almighty space dollar. The year is 2550. Piracy and despotism is technically lower than in most areas of war-torn human-occupied space, though the people still feel by and large oppressed and unsafe.&lt;br /&gt;
&lt;br /&gt;
==Alien Races==&lt;br /&gt;
===[[Humans]]===&lt;br /&gt;
The dominant species in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
===[[Lizardperson|Lizardmen]]===&lt;br /&gt;
A race of sentient reptilians. Tend to hiss frequently. Frequently discriminated against by Humans.&lt;br /&gt;
&lt;br /&gt;
===[[Plasmamen]]===&lt;br /&gt;
A newly discovered plasma based species. They breath pure Plasma, thus they wear specialized environment suits to survive in an oxygen rich atmosphere.&lt;br /&gt;
&lt;br /&gt;
===[[Podman|Podmen]]===&lt;br /&gt;
An organic race created from Nanotrasen research.&lt;br /&gt;
&lt;br /&gt;
===[[Changeling|Changelings]]===&lt;br /&gt;
A previously unknown hostile race of shape shifting beings; little is known of this race, except they are hostile to non-changeling lifeforms. Many would pay a high price to capture one alive.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
===[[Nanotrasen]]===&lt;br /&gt;
[[File:NTlogo.png|400px|thumb|Nanotrasen&#039;s corporate logo]]&lt;br /&gt;
Nanotrasen Systems, or simply Nanotrasen, is the largest manufacturer and employer in known space, though not by much. Their business practices and fabulous wealth have garnered both power and ire from interest groups and other corporations. Their company laws are the standard by benefit of inter-corporate agreements and simple mathematics of weight. In 2541 stocks began to fall and Nanotrasen began to fear their days of dominance were nearing their end. Research teams scrambled while the supercorp invested in their military forces, sending waves of panic through both market and populace. In 2543 a Nanotrasen-UEG mining company, Silar Group, made a discovery in a sunless system -- massive gas giants of a strange purple vapor with untold properties. Rapid research revealed it to be a powerful energy source, and Nanotrasen was revitalized through secret projects surrounding the substance. Plasma, as it came to be called because of its ease of gaining incredible heat, was only found in large amounts in this one region of space and around dead or missing star systems. Nanotrasen became the largest seller and researcher and still holds this position in the current year of 2550 through a system of jealous guarding and corporate espionage of secrets.&lt;br /&gt;
&lt;br /&gt;
====Central Command====&lt;br /&gt;
The home office of Nanotrasen&#039;s day to day affairs, CentCom is a secure and centralized space station at a classified location. Everything about them is thorough and professional, and to date there have been no successful attacks or infiltrations reported to the company newsletter. It comes fully stocked and self-sufficient at all times and is a safe haven for all employees of Nanotrasen&#039;s many holdings. As powerful as it may seem, it still lacks some of the more experimental technologies found on some of their more remote research stations, such as an advanced neural programming lab or a cloning bay to replace lost employees.&lt;br /&gt;
&lt;br /&gt;
===[[The Syndicate|Syndicate]]===&lt;br /&gt;
A vast criminal enterprise of revolutionaries, pirates, and corporate-sponsored no-goods, the Syndicate is a force much feared in the region and has proved time and again too wily and resilient to be taken down. They seem unusually focused on Nanotrasen and their plasma production at a level which no one in living memory can recall seeing before. Their reasons why are shrouded in mystery and enigma, but chances are good it&#039;s all about money and spite -- and with access to new and rare technologies that even the supercorp cannot obtain, Nanotrasen has lost many an enterprise to Syndicate machinations.&lt;br /&gt;
&lt;br /&gt;
===[[Space Wizard Federation]]===&lt;br /&gt;
Although not technically part of the criminal syndicate, they fulfill a similar role. They are a parasitic and criminal enterprise of self-serving mutants that have achieved an intrinsic natural control over many universal physical processes. Or they are a violent and expansive group of high-tech criminal masterminds with a flair for theatrics. Or they&#039;re performing actual magic, but that&#039;s just plain ridiculous. Only the lowest of planet-side rubes would believe in [[wizard|real wizards]]. For one reason or another these humans of incredible and unknowable power have decided to band together and use their gifts for evil. They steal, they kill, they obliterate and break out of jail. There is never a moment when a space wizard is not being sought out by supercorporate security forces to either be imprisoned or used to their own ends. Nanotrasen, however, is one of the few powers that refuse to interact with the space wizard federation, and their constant rocking of the boat and denouncement has become a dagger in the side of these magical miscreants. Central Command has taken to warning all stations daily of wizard attacks from anyone who is even remotely close to their systems.&lt;br /&gt;
&lt;br /&gt;
===[[Cult|Cult of the Elder Gods]]===&lt;br /&gt;
The Cult of the Elder Gods is highly untrusted but otherwise elusive religious organization bent on the revival of the so-called &amp;quot;Elder Gods&amp;quot; into the mortal realm. Despite their obviously dangerous practices, no confirmed reports of violence by members of the Cult have been reported, only rumor and unproven claims. Their nature is unknown, but recent discoveries have hinted to the possibility of being able to de-convert members of this cult through what has been dubbed &amp;quot;religious warfare&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===United Earth Government===&lt;br /&gt;
The United Earth Government is a central government operating from old Earth. While the UEG is a shadow of its former glory from prior to the void wars it nevertheless holds significant influence within the core worlds thanks to its powerful military. The deeper recesses of space however remain well out of the reach of the UEG, and will continue to be as such for a long time. &lt;br /&gt;
&lt;br /&gt;
The UEG barely is able to hold some influence over powerful corporations such as Nanotrasen by maintaing a very tight grip over their more lucrative assets. An example being that the UEG hold the rights to the precious few system that house the rare resource &#039;Plasma&#039;, of which the UEG &#039;graciously&#039; allow Nanotrasen to mine and explore these system so long as NT pays the UEG its dues.&lt;br /&gt;
&lt;br /&gt;
Aside from its bare grip over Nanotrasen, the UEG has virtually no physical presence in the outer sectors of space, so long as they get their way.&lt;br /&gt;
&lt;br /&gt;
===[[Derelict|The Derelict Station]]===&lt;br /&gt;
Hidden deep inside Nanotrasen space is a mysterious station known simply as &#039;The Derelict&#039;: another plasma research station of unknown design and builder. The station was allegedly built by the third uprising of the Soviet Union, however, rumor has it that it is a former Nanotrasen station and in fact the predecessor to the current research station. Any dark secrets that it holds are a complete mystery.&lt;br /&gt;
&lt;br /&gt;
==[[Space Station 13]]==&lt;br /&gt;
Deep in space in distant orbit of a nearby gas giant that exhibits strange properties, Space Station 13 was built. Only the most professional of experts and personnel have been staffed here and its secrecy of construction and location guarantee it to be a safe and productive experience.&lt;br /&gt;
====Reasons for Existence====&lt;br /&gt;
*&#039;&#039;&#039;Plasma research, especially exothermic potential&#039;&#039;&#039;: dedicated science teams on hand for this purpose at all times. It is implied that Space Station 12 had even more. Since Space Station 13&#039;s construction, tighter regulations on research limits have been drafted in this field, bringing up a lot of questions from high-ranked employees.&lt;br /&gt;
*&#039;&#039;&#039;Genetic research&#039;&#039;&#039;: Nanotrasen has a lot invested into military and security groups. Those modifications which could give their forces a leg up in both being hired and maintaining control would prove extremely valuable.&lt;br /&gt;
*&#039;&#039;&#039;Blue Space research&#039;&#039;&#039;: teleportation technology has been rediscovered from before the Schism. Wormhole travel, the industry standard, is dangerous and prone to incorrect destinations. Existence of a parallel universe of proportionate size and filled with blue radiation has been recently uncovered, and both the properties of this mysterious area and the hazards of the technology used to access it need to be found out. For this reason, teleportation rigs have been provided and miniaturized versions of these devices have been placed in secure areas.  &lt;br /&gt;
*&#039;&#039;&#039;[[AI|Artificial Intelligence]] field testing&#039;&#039;&#039;: a new generation of thinking machine has been developed. Rumor has it that it&#039;s based on theoretical human brain designs, though darker rumors say that actual brains taken from unwilling &#039;volunteers&#039; are used in either the production or maintenance of these new systems. The newest version of one of several available models has been graciously provided by CentCom and entrusted with the electronic systems on board the station. No errors are expected and psychorobotic specialists have been provided for station convenience among the engineering staff.&lt;br /&gt;
*&#039;&#039;&#039;Secondary directives&#039;&#039;&#039;: while a particular use has yet to be determined for the new station at this time, you can expect to see the station become used as a mining outpost, refueling station, supply depot, prison work release program, or some other application before activation is complete.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
*Self-sufficient environment!&lt;br /&gt;
*Fully stocked medical bay!&lt;br /&gt;
*Advanced immortality measures!&lt;br /&gt;
*A courteous and helpful security staff!&lt;br /&gt;
*The latest and safest energy systems!&lt;br /&gt;
*Behold the wonders of scientific advancement!&lt;br /&gt;
*Olympic sized pool and lavish corporate housing!†&lt;br /&gt;
&amp;lt;Div Style=&amp;quot;font-size:4pt;&amp;quot;&amp;gt;†Ongoing construction&amp;lt;/Div Style=&amp;quot;font-size:4pt;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Resources]] [[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Nexusuxen</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Atmospheric_Technician&amp;diff=7423</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Atmospheric_Technician&amp;diff=7423"/>
		<updated>2017-05-15T21:36:51Z</updated>

		<summary type="html">&lt;p&gt;Nexusuxen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Generic_atmos.png&lt;br /&gt;
|img = AtomsTech.png&lt;br /&gt;
|jobtitle = Atmospheric Technician&lt;br /&gt;
|access = [[Atmospherics]], [[Maintenance]]&lt;br /&gt;
|additional = [[Engineering]], Power Equipment, [[Tech Storage]], External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Ensure the air is breathable on the ship, fill oxygen tanks, fight fires, purify the air because jerks release toxins, do the job of the always incompetent [[Ship Engineer|engineers]]. &lt;br /&gt;
|guides = [[Atmospherics items]], [[Guide to Atmospherics]], [[Guide to construction]], [[Department Standard Operating Procedure: Engineering]]&lt;br /&gt;
|quote = I am at work. I can&#039;t leave work. Work is breathing. I am testing air quality.&#039;&#039; - Manfred Hayden, Atmospheric Technician&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atmospherics.png|300px|thumb|alt=Atmospherics|Welcome to [[Atmospherics|Atmospherics]]!]]&amp;lt;br&amp;gt;&lt;br /&gt;
What you do is rather simple, if there is any sort of environmental disaster, head off and fix it! You have your tools, your [[headset|engineering headset]], pipe, space heaters, and atmospheric survival equipment. When things get quiet, sit back and start building an on ship super slide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Fight fires, restore the atmosphere in rooms that can&#039;t support life. Know how to fix sabotage to [[Atmospherics]].&lt;br /&gt;
&lt;br /&gt;
==[[Atmospherics|Atmospherics]]==&lt;br /&gt;
The great city state of pipes, it is used as a jet pack recharge station for Syndicate Agents, a hide out for [[Wizard|Wizards]], a breeding ground of [[Xenos]], and has a general alert computer that will tell if any place is messed up.&lt;br /&gt;
&lt;br /&gt;
Considering how often rooms get blown up when the shields fail, this place will be important to restoring air.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important Note about some FTL13 ships&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The Atmospherics pipes required to actually &#039;&#039;&#039;refill&#039;&#039;&#039; a room are disconnected at roundstart, making it impossible for the air to actually come through the vent pumps. This may be a bug, however for now it is advisable to find a connection from an air mix to the vents, otherwise a breach will forever stay depressurized, and that&#039;s not good for your crew. (Confirmed on Aetherwhisp, 05/06/2017)&lt;br /&gt;
&lt;br /&gt;
=== Repressurization and Filtering ===&lt;br /&gt;
After the [[Engineer]]s have taken care of a hull breach (read: if), or after [[Toxins]] floods the place with plasma, it&#039;ll be your job to refill the area and make it breathable.&lt;br /&gt;
&lt;br /&gt;
This can be done by using the Atmosphere Alarms mounted in most areas, along with the vents and scrubbers in the area.&lt;br /&gt;
&lt;br /&gt;
The primary utility of the Atmosphere Alarm in refilling an area involves the vents. &lt;br /&gt;
Each vent has a pressure check value on it, and is by default set to pressure check &#039;&#039;&#039;externally&#039;&#039;&#039; - this means that the vent attempts to bring the tile it&#039;s on to the listed pressure.&lt;br /&gt;
A rapid manner of refilling an area is to remove the external pressure check, switch it over to the internal check - this attempts to regulate the pressure in the pipes of and running to the vent below, which is directly fed by the distribution loop pump in the north end of Atmosia. &lt;br /&gt;
Setting the &amp;quot;pressure bound&amp;quot; variable to zero with internal pressure checks attempts to void all air in the pipes, effectively reducing their pressure to zero and, in the process, flooding air at an alarming rate into the area. Given the impractically slow rate at which the air alarms normally fill the area, this can be a very expeditious way to work. &#039;&#039;&#039;Much like how low pressure is dangerous, too much pressure is just as dangerous&#039;&#039;&#039;, so don&#039;t simply leave the vent alone for extended periods of time, as you can, eventually, turn smaller areas into death-traps if there is enough pressure in the distribution loop.&lt;br /&gt;
&lt;br /&gt;
The alarms can be set to a number of modes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - The default setting. Note that most scrubbers won&#039;t filter out plasma or other gases unless you set them to, so do that!&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - This triples scrubber efficiency, quickly removing all contaminants set to be filtered in the scrubbers menu.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - This filters out air slowly, creating a draught. Useful if you need to drain a small amount of air due to overpressurization.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - This triples the output on the vents, useful for pressurizing an important area quickly.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This will drain the air from a room, then replace it. Not useful for most situations unless there is absolutely no breathable air.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This will drain the air from a room, &#039;&#039;&#039;without&#039;&#039;&#039; replacing it. Good for making somewhere dangerous to be without a suit.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - This drains all the air three times as fast. Most of the time used to remove a plasma-ridden room&#039;s air very quickly, or by a malfunctioning AI.&lt;br /&gt;
* &#039;&#039;&#039;Replace Air&#039;&#039;&#039; - Drains all the air, then replaces it. Try not to use it if there&#039;s nothing toxic in the air.&lt;br /&gt;
&lt;br /&gt;
At roundstart and normally, Air alarms will be set to Filtering, which will repressurize an area, and scrub out any contaminants &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(CO2 &#039;&#039;&#039;only&#039;&#039;&#039; by default!)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Guide to Firefighting&#039;&#039;&#039;===&lt;br /&gt;
A fire is easily the most fun thing that can happen in a round (for you anyway); successful firefighting requires a real understanding of the atmospheric system. At all times, wear basic tools in a toolbelt and carry your firefighting gear in your backpack. When the call goes out, don your fire suit and gas mask, get yourself running on internals, put your oxygen tank &#039;&#039;on your back&#039;&#039;, and carry your fire first aid kit, extinguisher and reinforced glass in your backpack (carried in a hand slot). &lt;br /&gt;
&lt;br /&gt;
Drag a water tank behind you and get to the fire. With AI cooperation, have the burning area bolted or welded off, save one access point the AI can monitor. This keeps the fire from spreading and a [[Ship Engineer|Ship Engineer]] from wandering into a fiery doom. Once inside, you must quickly determine the sort of fire you are dealing with. Pressure tanks of plasma can release massive amounts of fuel (or even burst!) and must be shut off or isolated immediately, while the best way to isolate broken pipes is to box them in with reinforced glass until a proper repair can be done. With fuel shut off, find the atmospheric alarm and set it to Panic Syphon. &lt;br /&gt;
&lt;br /&gt;
This drains air out of the room completely. With this process started, check for survivors or bodies and either apply burn patches and epinephrine or simply remove them from the compartment via your access point. Next, seek out any ignition sources such as lit zippo lighters and disable them, reporting them to security for their forensic investigation. Then proceed with extinguishing any remaining pockets of flame. Once the fire is out focus on clearing any remaining plasma from the atmosphere by dragging in a scrubber. &lt;br /&gt;
&lt;br /&gt;
Finally, set the atmosphere alarm to pump in fresh air. It may take several cycles of filling and draining the room to clear all plasma and make larger areas inhabitable again, but once you are done, head to the bar and score some babes while Engineers clean up the mess.&lt;br /&gt;
&lt;br /&gt;
(Note this lengthy guide is only really useful for those big &amp;quot;Research done herped-a-derp&amp;quot; fires that engulf Med/Sci or are caused by very skillful arsonists. Smaller fires, such as the sort chemists who just learned the napalm recipe cause, really only require some fire-extinguisher blasts and setting up a room&#039;s scrubber to remove plasma and CO2. Never presume, however, that you won&#039;t need your full toolkit. This author spent well-nigh an hour in the fiery bowels of med-sci on one occasion, but not only did I never have to leave after I stepped in and sealed it off, but I had the situation so well under control that after five minutes normal shipboard life resumed and admins eventually had to spawn facehuggers to return a sense of danger to the crew.)&lt;br /&gt;
&lt;br /&gt;
===Total Emergency: The Fire Axe and you===&lt;br /&gt;
The Fire Axe is your tool during emergencies (because you can use it like a crowbar to open door when the power is off) and your weapon (traitors, revolutionaries and cultists usually try to steal the axe because you can kill a person in seconds). The fire axe is protected with a Fire Axe Cabinet. To open it, just take a welding tool, turn it on and hit the fire axe cabinet a lot of times and take the axe. You can also use a multitool to hack it open, but who does that?&lt;br /&gt;
&lt;br /&gt;
===Window Repair===&lt;br /&gt;
A good way to be proactive within your job is fixing the broken windows that occur every round. Gird your loins with a toolbelt if you can, grab some metal and glass, and patrol the outer passageways. Almost always, the task requires a low-pressure or no-pressure exposure to the great beyond. By creatively rotating and moving surviving windows you can lock in your precious atmosphere, then replace the broken glass and grill. The truly hardcore technicians do minor spacewalks with only the flame of their welding torch for heat, sipping sweet oxygen through their breath masks behind a welding helmet. Are you hardcore? No, you&#039;re not. Go back to being a hardsuited engiqueer who can&#039;t find a hull breach without a pair of mesons and never bothers to fix them anyway.&lt;br /&gt;
&lt;br /&gt;
===Life Sucks and Blows===&lt;br /&gt;
You can purge the air of of rooms using an emergency siphon, or change the air filter controls by deal with the air alarm attached to walls! Just take your ID in hand, and click to un/lock it and play with the controls. Setting up the pumps in Atmos now allows you to pump any gas to any point in the ship! &lt;br /&gt;
&lt;br /&gt;
Protip: Pure oxygen lets people survive in a breached compartment much longer.&lt;br /&gt;
 &lt;br /&gt;
Protip: Pure oxygen makes plasma fires much, much worse.&lt;br /&gt;
&lt;br /&gt;
Protip: Since you&#039;re in charge of both breathing and firefighting, Murphy&#039;s Law says you&#039;re screwed.&lt;br /&gt;
&lt;br /&gt;
===Laying Some Pipe===&lt;br /&gt;
You have two machines! One Machine is for for gas pipes, and one for disposal pipes. To install gas pipes, simply click on them in your hand until they are properly aligned, drop them on the tile they are needed, and use the wrench on them. For disposal pipes, one must drag them into position, wrench them in place on the subfloor, then weld them to seal it all together. A personal locker makes a great method to haul all the air pipes you&#039;d ever need between job sites, but disposal pipes must be dragged one at a time. Expect Security to frequently and irrationally demand the locker be checked for bodies, usually three or four times a minute, if you use the main hallways.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Firesuits protect between 60 to 30,000 kelvin.&lt;br /&gt;
* Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. But be careful with the pressure on the vent tile itself, if the pressure in the outgoing distro loop is very high it might be dangerous. ADDED: Don&#039;t max the vents. Set the vents to internal and desired pressure 0 instead. Maxed vents at 5000 KPA in a 100 KPA room will output 2450 KPA in the first tick, then 1225 KPA, 612.5 KPA, 306.25 KPA, 153.125 KPA, etc etc (assuming vents are always provided with max air). Zero&#039;d vents will output 5000 KPA, then 5000 KPA, then 5000 KPA, etc.&lt;br /&gt;
* N2O knocks out in low amounts, suffocates in high amounts.&lt;br /&gt;
* If you&#039;re an atmos tech trying to repair a hull breach without a fire/space suit: Turn off the vents. No more air will be vented into the room, which means there won&#039;t be any space wind to fight against if you accidentally fall out the window.&lt;br /&gt;
* Atmos tech is actually an interesting job, disposal tubes give such wonderful opportunities for killing people, however it takes shitton of time to build everything you need.&lt;br /&gt;
* Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can easily compute the release pressure you&#039;d need for a given airmix by dividing 16 by the percentage of oxygen in the mix; i.e. for 20/80 O2/N2 air mix you&#039;d need a release pressure of 16/0.2 = 80 to be fine.&lt;br /&gt;
* &#039;&#039;&#039;Steps To Set Up Atmospherics So You Never Need To Worry And It Fucking Helps You Out&#039;&#039;&#039;&lt;br /&gt;
# Turn off and unwrench Air to Distro and Waste In, two pumps in the northern area of Atmos where the distro loop and mixing is done and all that. They are labeled and easy to find. Keep them in place on the floor.&lt;br /&gt;
# Go to the atmos pipe dispenser a few meters away, and vend two volumetric pumps. These are like regular pumps but almost literally better in every way whatsoever. They pump more, faster.&lt;br /&gt;
# Fit your volumetric pumps in place of Waste In and Air to Distro, making sure the red stripe lines up with how the pumps were fitted by default so the flow goes the right way.&lt;br /&gt;
# Volumetric pumps are automatically set to full fucking power so just turn on both of them.&lt;br /&gt;
# Set every scrubber in the loop around the room to 4500 kPa. This is full blast.:* You have now completely set up Atmospherics to be beast mode in, like, three minutes. You can also do other stuff, like fit manual valves to the bad gasses to hamper solo-AI floods, and replace other pumps in the bowels of Atmospherics with volume pumps, but really, that five point checklist will do it. Ninety-plus percent of people don&#039;t know jack shit about Atmospherics, and it&#039;s so easy to set it up so that it actually does shit. It&#039;s so rare to see it happen that the CE actually sought me out for praise for doing it this way.:* For AIs, if no organics are around competent/willing to do this manually and your Engiborgs (if you have any) are busy, which is like a guarantee, you can do a simpler version of this; just turn Air to Distro and Waste In up to 4500 kPa and set each scrubber station to 4500 kPa too. It won&#039;t be as effective but it&#039;s so much better than nothing. Cranking up the air available in the distro loop poses no threat to safety, and in fact makes it harder to start up harmful floods since there&#039;s so much good air in the way in there. And since you&#039;re the AI, you can now use air vents (and scrubbers) as they were fucking designed to be used; to scrub, drain, and replace air in rooms as necessary, and it fucking works. It is astonishing how little is required to turn a system so often seen as worthless into a helpful part of the ship.:* Minor addendum: A maxed volume pump and a maxed normal pump pump at the same rate given ideal circumstances. The difference is the volume pump won&#039;t stop pumping once its output end is at 4500 kpa or more. This makes it excellent for waste in, where no matter how much gas the previous fire/atmos experiment clogged the filtering loop with, Waste In is still pumping waste out of the scrubbers pipes, and by extension, helping keep the scrubbers from getting clogged to the point of uselessness.:* For the record, the advice of adding manual valves to the plasma loop will result in you getting yelled at by an admin if there&#039;s no evidence that the AI is rogue. It&#039;s &amp;quot;Spacing objectives tier&amp;quot;, and for good reason.:* Setting up atmos doesn&#039;t really matter that much anyway as long as you give the distro loop some pressure. The entire supply and equipment is designed for a space ship that&#039;s supposed to last month. There&#039;s about two instances in which a proper setup is useful: massive hullbreaches which will drain a lot of air (most of which will then uselessly disappear in space anyway) and ship wide plasma fires which might fill the waste loop (in which case you&#039;re at fault as an atmos tech for not keeping an eye on the system in the first place).&lt;br /&gt;
* If you are an atmos tech and want to greatly reduce possibility of harmful atmos manipulations... or if you are an AI and you spotted a guy just turning valves to release plasma to distro:&lt;br /&gt;
:* Open atmospherics console for specific chamber and toggle power on output. 90% of players don&#039;t check this console. As AI I laughed many times as sabotagist was running back and forth, checking every pump 3 times, and still no plasma appeared. In this way you can also shut down harmful gases pumping when one is smart and changed pipes under grilles.:* Or put manual valves in front of every harmful gas, switch out some gas pumps for volumetric pumps, and repipe the mixing pipes to disallow the mix tank to provide into the distro. (Setting up Atmos in such a way it can&#039;t be sabotaged by the AI before there&#039;s a reason to think the AI might sabotage Atmos is not only metagaming, it is also bannable. If you see this happen, adminhelp it!)&lt;br /&gt;
* You can rotate a pipe in your hand by click on it.&lt;br /&gt;
* Fire extinguishers fit in firesuit suitstorage.&lt;br /&gt;
* The Fire Axe Cabinet can be opened with a multitool.&lt;br /&gt;
* You can disable fire alarms by multitooling them.&lt;br /&gt;
* You can trigger fire alarms by shooting them with a projectile. ADDED: Or hitting them with anything.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* The incinerator can easily be used to create canisters of pure death.&lt;br /&gt;
* Plasma + N2O is extremely deadly if you can get someone to use it as internals/force them to use it. They won&#039;t even be able to scream.&lt;br /&gt;
* Wielded fire-axes break grilles and reinforced windows. In one shot.&lt;br /&gt;
** And open unpowered doors and kill people fairly reliably.&lt;br /&gt;
* You can change sensor settings on air alarms so it doesn&#039;t cause an alarm by setting the value to -1, which turns that sensor off. Do it for all sensors and you can get rid of pesky alarms that are pretty much already fixed, or hide atmos fuckery.&lt;br /&gt;
&lt;br /&gt;
==Oxygen is Overrated==&lt;br /&gt;
Traitor atmos techs have the potential to become one of the most devastating forces on the ship. [[Guide_to_Atmospherics#Being_a_Traitorous_Scum|If you know what you&#039;re doing]], you can pretty much flood the ship with whatever harmful gas you want. If you do, remember to take measures against the AI messing with your work, and always keep your internals on. This means either subverting the AI or cutting its access. If you&#039;re feeling particularly daring, you can unwrench the pipes and rearrange them, ensuring the AI cannot fix it. Bolt the doors, or set the room on fire to prevent humans from fixing it too. Depending on how bad it&#039;s going to be, you might want to procure a [[Syndicate_Items#Syndicate_Space_Suit|space suit]] to escape the hell you&#039;ve created.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nexusuxen</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Ship_Engineer&amp;diff=7422</id>
		<title>Ship Engineer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Ship_Engineer&amp;diff=7422"/>
		<updated>2017-05-15T21:36:29Z</updated>

		<summary type="html">&lt;p&gt;Nexusuxen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Generic_engineer.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Ship Engineer&lt;br /&gt;
|access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]]&lt;br /&gt;
|additional = [[Atmospherics]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the supermatter, &amp;lt;s&amp;gt;wire the solars&amp;lt;/s&amp;gt;, repair ship hull and wiring damage, do the job of the (always) incompetent [[Atmospheric Technician|atmos techs]]. Basically, do everything that has anything to do with repairs. Also, be prepared to be the hero the ship deserves, because [[Security]] is lazy.&lt;br /&gt;
|guides = [[Engineering items]], [[Construction materials|Guide to Construction Materials]], [[Basic construction|Guide to Basic Construction]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Supermatter Engine]], [[Hacking]], [[Guide to Telecommunications]], [[Department Standard Operating Procedure: Engineering]]&lt;br /&gt;
|quote = I&#039;ll fix the power as soon as I&#039;m off my lunch break.&lt;br /&gt;
}}&lt;br /&gt;
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the ship, for good or for ill, much more profoundly than a mere [[assistant]] can. For example, badass engineers can break into the [[Teleporter|teleporter room]] quickly to kill a malevolent [[AI]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Fix hull breaches, fix the power grid if power goes out in an area. &#039;&#039;&#039;Don&#039;t just run off with the damn space suits before the engine is set up!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Engineering Etiquette ===&lt;br /&gt;
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there&#039;s a ton, you probably don&#039;t want to snatch up everything that isn&#039;t nailed down. Don&#039;t fight over hardsuits. Don&#039;t try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and turning on the pumps while another engineer is still trying to set things up is a good way to get yelled at.&lt;br /&gt;
&lt;br /&gt;
Be nice and courteous and you&#039;ll often be treated well, curse people out for their incompetence or how slow they are and people aren&#039;t going to rush to retrieve your corpse when syndicates blow your head off.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Equipment ===&lt;br /&gt;
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don&#039;t constantly have to be running back to engineering for each step of a repair process, or leaving other engineers out of the task by taking too much.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a suggestion how you can be prepared for stuff on the ship:&lt;br /&gt;
&lt;br /&gt;
[[File:engineer_loadout.png|thumb|664px|This is an image of the tools every engineer should be trusted to have on him at all times. Empty pockets can be used for tools, flashlights, etc]]&lt;br /&gt;
[[File:engineer_rig_loadout.png|thumb|664px|And if you&#039;re planning to go fix stuff in space, or a room is depressurized]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #eeccaa&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Container&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Contents&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Utilitybelt.png|62px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Utility Belts|Utility belt]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:engineer_toolbelt_contents.png|448px]] &amp;lt;br&amp;gt;Screwdriver, wrench, wirecutters, multitool, cable coil, crowbar, welding tool.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Eng backpack.png]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Backpack]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:Engineer_backpack_contents.png|448px]] &amp;lt;br&amp;gt;Internals box, welding helmet, metal, glass, high-capacity power cell.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Box.png|62px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Box]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:Engineer_box_contents.png|448px]] &amp;lt;br&amp;gt;Breath mask, epinephrine medipen, T-ray scanner, airlock electronics, power control module, cable coil, flashlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of this you start with, some you need to collect. The items you pick up are:&lt;br /&gt;
&lt;br /&gt;
* [[File:IGloves.png]] &#039;&#039;&#039;Insulated Gloves:&#039;&#039;&#039; Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it&#039;s easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There&#039;s a few pairs lying around engineering, and more in the electrical closet. Lock the closet when you&#039;re done unless you want the clown and mime to steal all the remaining pairs. Again, &#039;&#039;&#039;lock the lockers when you have what you need&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[File:Welder.png]] &#039;&#039;&#039;Industrial Welding Tool:&#039;&#039;&#039; Hack the engineering vendor to yield two of these. It has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).&lt;br /&gt;
&lt;br /&gt;
* [[File:WeldingHelmet.png]] &#039;&#039;&#039;Welding Mask:&#039;&#039;&#039; You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don&#039;t have to flip up/flip down.&lt;br /&gt;
&lt;br /&gt;
* [[File:Metal.png]][[File:Glass.png]] &#039;&#039;&#039;Metal &amp;amp; Glass:&#039;&#039;&#039; Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.&lt;br /&gt;
&lt;br /&gt;
* [[File:MGlasses.png]] &#039;&#039;&#039;Optical Meson Scanners:&#039;&#039;&#039; These illuminate everything structural in range, showing you the layout of dark maintenance tunnels and such. Note that you can only see the details of a room if they&#039;re illuminated and you could see them otherwise, so don&#039;t think you&#039;re getting free x-rays out of these and don&#039;t be surprised when John Q. Changeling appears out of nowhere while you walk through maintenance without your lights on. A variant of these exists that combines Mesons with a T-Ray scanner, though you &#039;&#039;will&#039;&#039; have to switch to Meson mode when around the engine. A couple of these can be found around Engineering and Engineer lockers.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gas_mask.png]] &#039;&#039;&#039;Gas mask:&#039;&#039;&#039; Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, the syndicate voice changer looks exactly like it, so don&#039;t be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.&lt;br /&gt;
&lt;br /&gt;
* [[File:Extended_Emergency_Oxygen_Tank.png]] &#039;&#039;&#039;Extended-capacity emergency oxygen tank:&#039;&#039;&#039; These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there&#039;s very little chance of you ever running out of air. &#039;&#039;&#039;To fill up:&#039;&#039;&#039; place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you&#039;re sure it&#039;s closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.&lt;br /&gt;
&amp;lt;!--- APCs don&#039;t take power cells on FTL13 so this is being commented out&lt;br /&gt;
* [[File:Power_cell.png]] &#039;&#039;&#039;Power Cell:&#039;&#039;&#039; Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
* [[File:Flashlight.png]] &#039;&#039;&#039;Flashlights:&#039;&#039;&#039; These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you&#039;ll light up a huge area, very helpful to general crew when you&#039;re doing repairs in a freshly-darkened crater so they don&#039;t walk into the vacuum and freeze.&lt;br /&gt;
&lt;br /&gt;
* [[File:Hazard.png]] &#039;&#039;&#039;Hazard Vest:&#039;&#039;&#039; An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren&#039;t in a hardsuit or firesuit.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] &#039;&#039;&#039;Power control module:&#039;&#039;&#039; You need this to repair a fully broken APC. Some sit in Engineering Equipment.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] &#039;&#039;&#039;Airlock electronics:&#039;&#039;&#039; You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies.&lt;br /&gt;
&lt;br /&gt;
Firesuits can no longer be carried in bags, and it&#039;s unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere on the ship, learn their locations. &lt;br /&gt;
&lt;br /&gt;
Note that some of these are for roleplay reasons only. Roleplay too determines if you&#039;re a good engineer or not -- When talking with people face to face, pop the helmet off -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camaraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn&#039;t nearly as fun for everyone.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
== Engineering Reference Maps ==&lt;br /&gt;
&#039;&#039;&#039;PLACEHOLDER&#039;&#039;&#039;: Will get a map sooner or later&lt;br /&gt;
&lt;br /&gt;
As an engineer, you&#039;re sometimes called to put the ship back together again after a bad fall. Sometimes, that&#039;s a problem because what use to have an identifiable shape now is just a mess of shattered tiles, exposed space, and broken dreams. &lt;br /&gt;
&lt;br /&gt;
These maps highlight the important bits of machinery running under everything so you can fix any section that gets broken. Also useful when power goes out in a section for figuring out where the damn clown cut a cable.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;both&amp;quot;&amp;gt;&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
You have a few things you should do, if you don&#039;t want to be [[robust|robusted]], before doing what you want to do. Repairing things is what engineers do, and so is setting the ship up with power. Without any engineers doing a little work, the ship will probably fall out of orbit.&lt;br /&gt;
&lt;br /&gt;
=== [[Supermatter_Engine|Starting the Engine]] ===&lt;br /&gt;
This is an extremely important task. Luckily, it is fairly simple (or at least it should be; it just needs babysitting). Make certain you follow the instructions precisely; blowing up Engineering is a good way to be hated by everyone forever and shorten the round to mere minutes.&lt;br /&gt;
&lt;br /&gt;
=== Working on the [[Solars]] ===&lt;br /&gt;
If and when Solars are put on the ship, you&#039;ll have this (outdated) guide to use!&lt;br /&gt;
&lt;br /&gt;
=== [[Construction|Fixing the Ship]] ===&lt;br /&gt;
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC&#039;s themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quit reading &amp;quot;The Lusty Xenomorph Maid&amp;quot; and get to work!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Power ===&lt;br /&gt;
The supermatter and/or the solars (if they ever get implemented, which they probably won&#039;t) provide more than enough energy to fully power a state-of-the-art battle cruiser -- unless something goes wrong, which it almost always will. Whether it&#039;s due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, an exploding supermatter &amp;lt;s&amp;gt;lmao good luck&amp;lt;/s&amp;gt;, or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn&#039;t already been devoured by the rampaging maw of Lord Singuloth, or the Supermatter&#039;s infernal and explosive rage.&lt;br /&gt;
&lt;br /&gt;
See the [[guide to power]] to learn how to get into power and, more importantly, how to fix everything.&lt;br /&gt;
&lt;br /&gt;
== Getting the Man Out of Danger... Alive! ==&lt;br /&gt;
It&#039;s your job to save lives when they cry out for help. You&#039;ve got the big RIG, use it! You won&#039;t be able to save everyone, but make your intention to help clear to them so they know to stay in their body for cloning.&lt;br /&gt;
&lt;br /&gt;
=== Firefighting ===&lt;br /&gt;
Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which are &#039;&#039;supposed&#039;&#039; to be common &amp;lt;s&amp;gt;or just liter the hallways with extinguishers while you grab a new one like the filthy cretin you are&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Physical Rescue ===&lt;br /&gt;
If someone cries that he can&#039;t get out of somewhere and no one can get him out, then it&#039;s your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don&#039;t need to point out that you should never put others or yourself at risk in doing so!&lt;br /&gt;
&lt;br /&gt;
=== Space Recovery ===&lt;br /&gt;
A body&#039;s been spaced but has somehow got caught on the shields? Now it&#039;s your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You&#039;ll most frequently find bodies sitting within the confines of the shield, otherwise they&#039;re kinda gone forever. The bodies should be close enough to the ship that you can just jetpack to them and drag them back. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this! Some bodies float around randomly and need [[Guide_to_construction#Floor|floor tiles]] to be built in their path to actually stop.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there&#039;s a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.&lt;br /&gt;
* Tired of asking RD for circuit boards? Robotics has a circuit imprinter in it.&lt;br /&gt;
&amp;lt;!---* By placing Arcade machines next to the singularity in engineering, every time the singularity spits out an EMP, the arcade machines will spit out toys. I&#039;m not sure if it&#039;s necessary, but you can simply screw and unscrew it again to reset the EMP check so you can spawn more toys from the same arcade cabinet. Engineering toy factory ahoy!---&amp;gt;&lt;br /&gt;
* How to make an airlock with selected access: Get a hold on the airlock control circuit and click it in your hand, use your engineer ID to change settings on it and pick the access you want it to have.&lt;br /&gt;
* Had a power sink? Found and removed it? Good, now turn the output of every SMES off - and then turn the output back on. Sounds silly and IT-crowdish, but it works. If you do not do that some APCs may not recharge correctly.&lt;br /&gt;
&amp;lt;!---* Currently having a power sink? Wire the singularity into the grid! Stage 3 (purple) and up can counteract a power sink. Power sinks explode when this happens, so this can also be used tactically by the traitor.&lt;br /&gt;
* How to wire singulo straight to grid: If you look at the complete ship map thing, you&#039;ll see that the three Engineering SMES units receive input together and send their output out across each other. Wire the inputs across each other and into the output. You should virtually NEVER do this EXCEPT to counteract a power sink because if anyone gets shocked anywhere they’ll go straight to crit.&lt;br /&gt;
* A stage 2 (red) singularity is enough to power the 3 engineering SMES at max input. Plus, having it at stage 2 gives you a bit more time to spot particle accelerator sabotage.&lt;br /&gt;
* With the current setup of field generators, a stage 4 singularity can be contained without a problem. Stage 5, however, is coded to dislodge structures, i.e. it WILL eat the field generators by simply pulling them apart.&lt;br /&gt;
* Emitters will still work even after wiring in engineering as been destroyed by a bomb. Only cutting a power cable with wirecutters will cause them to stop working.---&amp;gt;&lt;br /&gt;
* Arriving half an hour into the round and no one cba to setup the engine? Engineering SMES are drained entirely, thus the emitters just won&#039;t go online? Grab the plasma from engineering storage, put it into the PACMAN. Drag the PACMAN to the tile south of the engineering APC, use a wrench on it, set the output to 10000 and turn it on. With the 30 sheets the game starts with, you now have a good while to supply enough current to the emitters to get the engine working.&lt;br /&gt;
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time. &lt;br /&gt;
* You can put windows directly on grilles.&lt;br /&gt;
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.&lt;br /&gt;
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever.&lt;br /&gt;
* Power testing:&lt;br /&gt;
** The most power the system will drain seems to be around 225000 W. (Tested this by using the Make All Areas Un-powered secret, then the Power All SMES secret.) With most of the ship&#039;s lights shut off, except for medical and security areas the system drains around 150000 W. (Tested that by shutting off lighting for every APC except for those areas.)&lt;br /&gt;
** I&#039;ve also been messing around with the PACMAN type generators and have discovered that, if created with the best parts you can make, each generator will produce:&lt;br /&gt;
** P.A.C.M.A.N generator = 60000 W&lt;br /&gt;
** S.U.P.E.R.P.A.C.M.A.N generator = 180000 W&lt;br /&gt;
** M.R.S.P.A.C.M.A.N generator = 480000 W (Probably enough to power Meta on it&#039;s own, but I dunno.)&lt;br /&gt;
** They will also hold 450 sheets of fuel. Meaning, if you&#039;ve maxed out research you can power the entire ship with one SUPERPACMAN and a PACMAN (240000 W), or the entire ship minus lights with one SUPERPACMAN.&lt;br /&gt;
** So if you&#039;re playing sandbox and you wanna power your own ship, put those solar panels away.&lt;br /&gt;
** Also, the solar panel crate in engineering only starts with 13 solar assemblies instead of 21 like solar crates ordered from cargo. A proper solar array is made up of 61 solar panels (including the tracker), so it takes 60 supply points to completely replace one.&lt;br /&gt;
* It is possible to upgrade the AI&#039;s cameras by using certain items... For example, you can give them x-ray properties if you apply a ultra micro laser or analyzer to them. Pretty useful if the AI needs eyes in maint and you actually have the research to produce them. Watch as the AI freaks out when it realizes it now sees EVERYTHING in the dorms. There is also a proximity sensor upgrade. Install a proximity sensor upgrade on a camera and the AI will be immediately alerted if anyone comes in view range. Insert solid plasma and the camera will be EMP-proof!&lt;br /&gt;
* You can make a voice-locked door by making an airlock, attaching a signaler to the bolt wire, creating a voice analyzer-signaler assembly and keep it on you, when you speak the code word, it toggles the bolts. You can also just use a signaler but that&#039;s no fun.&lt;br /&gt;
&amp;lt;!---* Still don&#039;t get why people watch the singularity during start-up. The point you turn the PA to 0 is reached when all of the SMES are charging - not when the singularity goes purple, red, green or whatever. The power output of the singularity goes up exponentially (at least it seems like it from my experience) so by the time the SMES start blinking, the output is usually between 1 - 1.5 MW already.---&amp;gt;&lt;br /&gt;
* Here&#039;s a hint for noticing power sinks before anybody else does:&lt;br /&gt;
** always set up the SMES so that all the APCs stay full all the time (100 000+ output each)&lt;br /&gt;
** if you see an APC go red (i.e. not charging), check if it is still connected to the power grid&lt;br /&gt;
** if it is connected, go check the total power load on the ship (either via PDA or a power monitoring console)&lt;br /&gt;
** normal load for the entire ship is &amp;lt;200 000W. If you see the load steadily rising to well above 500 000W start thinking about wiring the black hole into the grid&lt;br /&gt;
** during a power sink, load tops out at around 1.4MW; so get the singularity to ouput at least 1.7MW or so.&lt;br /&gt;
** Note that even after the sink has been removed, the system is still all wonky and buggy. Disconnecting the singularity from the grid again, may make it look like there&#039;s a second sink in place, causing power alarms all over the ship, depending on how well charged the APCs are. Feels like some APCs simply break down after such stress - best course of action is to just keep the singularity wired in...&lt;br /&gt;
* Power output is a function of singularity size and the amount of total plasma in collectors.&lt;br /&gt;
* How to be a good engineer:&lt;br /&gt;
** Get singulo stable at stage 2, set all SMES units to 200K in 110K out.* How to be a manly engineer:&lt;br /&gt;
** Get singulo stable at stage 3, set all SMES units as above... including the 4 solar SMES units. Wire singulo and all 7 SMES units to grid directlike. Stroke your beard in satisfaction.&lt;br /&gt;
* You can screwdriver wooden flooring to remove it without breaking it.&lt;br /&gt;
* If a window is not attached (Screwdriver, Crowbar, Screwdriver), you can use a wrench on it to deconstruct it.&lt;br /&gt;
* You can turn one color of wire into another color easily.&lt;br /&gt;
** Get a color of wire you want, and a color of wire you have&lt;br /&gt;
** Add the color you have to the color you want to increase the amount of the color you want&lt;br /&gt;
&amp;lt;!---* Need to set up the singulo? No CE or AI to open secure storage? Use the nearby APC to turn off equipment power and crowbar open the blast doors.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Traitorneering ==&lt;br /&gt;
Being a [[traitor]] engineer can be both the easiest and hardest task on the vessel. On the one hand, you can go almost everywhere, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack weapons. &amp;lt;s&amp;gt;Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight.&amp;lt;/s&amp;gt; Stungloves are gone 5ever, but stun prods can be made from [[Makeshift weapons|basic tools]]! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the ship significantly safer, faster and easier.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate everything, it is within your grasp to overload the supermatter and build hold back the tides of people who want your head, and generally sabotage the power supply of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Nexusuxen</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Chief_Engineer&amp;diff=7421</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Chief_Engineer&amp;diff=7421"/>
		<updated>2017-05-15T21:35:45Z</updated>

		<summary type="html">&lt;p&gt;Nexusuxen: Adding the link to the SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #cccc00&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Generic_ce.png&lt;br /&gt;
|img = ce.png&lt;br /&gt;
|jobtitle = Chief Engineer&lt;br /&gt;
|access = [[Engineering]] [[Atmospherics|Departments]], Power Equipment, [[Chief Engineers Office|CE Office]], [[Vacant Office]], [[Bridge]], [[Maintenance]], [[EVA]], [[Tech Storage]], [[Telecommunications]], External airlocks, [[Brig]], Mineral Storage&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]], [[Executive Officer]]&lt;br /&gt;
|duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the supermatter doesn&#039;t explode, maintain [[Telecoms]].&lt;br /&gt;
|guides = [[Chain of Command]], [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], &amp;lt;!---[[Singularity Engine]], [[Tesla Engine]], [[Solars]], [[Turbine]], ---&amp;gt;[[Supermatter Engine]], [[Thermo-Electric Generator]], [[Guide to Telecommunications]], [[Department Standard Operating Procedure: Engineering]]&lt;br /&gt;
|quote = &amp;quot;WHO TOOK THE DAMN HARDSUITS!?&amp;quot; &#039;&#039;- Poly and every single one of his masters&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_engineering.png|200px|thumb|alt=Engineering|[[Engineering|Your department]]]]&lt;br /&gt;
&lt;br /&gt;
Know that guy who builds all the things?  Well, he has a boss, and it&#039;s you! You are the head of the Engineering Department, which includes not only [[Ship Engineer|Engineers]], but [[Atmospheric Technician|Atmos Techs]] as well. Essentially, your job is to boss your staff around and make sure [[Supermatter Engine|the power flows]]. Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Ship 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 how to get your charges&#039; sorry asses moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* Never abandon the ship. You should never intentionally be on a different z-level from the ship without admin permission. This does not apply when docking with a station to retrieve an objective, though that should be delegated.&lt;br /&gt;
* Be active when playing a Head of Staff. If you’re playing a command role and need to go AFK, offline, or otherwise leave then adminhelp to notify admins. WHEN YOU LEAVE, DO NOT SUICIDE OR GO AFK on the spot unless it’s an emergency. Enter a cryopod to free up the job slot for someone else. Do not join a round as a Head of Staff if you know you cannot stay for the entire round.&lt;br /&gt;
* Do not play the department’s Head of Staff unless you have experience and a basic understanding of performing all of the department’s jobs.&lt;br /&gt;
* Know and follow [[Ship Law]] and [[Standard Operating Procedure]].&lt;br /&gt;
* Heads of Staff are, unless otherwise stated, expected to follow the role-specific rules of their underlings in addition to their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Make sure that the TEG goes online at the start of the round, and that the FTL drive and shields have plasma available. Know what to do when &#039;&#039;everything&#039;&#039; gets blown up.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&amp;lt;!---It&#039;s no secret that Engineers are more often than not the laziest of the ship&#039;s crew, and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department ---&amp;gt;Engineering is very important in FTL13, and the [[Supermatter Engine]] can appear confusing to many, and the cramped [[Atmospherics]] looks like a labyrinth, stressing many people out while the time ticks down until the power goes out. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work, and how to work if they don&#039;t know, or just doing their jobs yourself. Listed below are those jobs.&lt;br /&gt;
&lt;br /&gt;
=== At the Start of the Round ===&lt;br /&gt;
[[File:Engine bay sans heatexhchangers.png|300px|thumb|alt=Engineering|[[Supermatter Engine|Your biggest responsibility]]]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Designate someone to wrench down the plasma tanks for the FTL drive and the shield generator (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 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.&lt;br /&gt;
&lt;br /&gt;
Sometimes your team will be fairly competent and you&#039;ll only need to supervise, but a lot of the time you will be required to step in. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;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&#039;s always a good idea to announce this to the crew when it happens.&lt;br /&gt;
&lt;br /&gt;
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. Salvaging is best left to [[Shaft Miner|miners]] anyway.&lt;br /&gt;
&lt;br /&gt;
=== With Your Powers Combined ===&lt;br /&gt;
There are multiple ways to power the ship. Unless you know what you&#039;re doing, stick with the one the ship has at first, and get it working as soon as possible. It&#039;s hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.&lt;br /&gt;
&amp;lt;!-- commenting the various other power supplies out because we use supermatter here&lt;br /&gt;
==== Power Your Station With A Black Hole ====&lt;br /&gt;
The [[Singularity Engine]] is the most likely candidate for your default power source, unless the Nanotrasen architects have been messing around again. 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&#039;re near it, and keep flashers and other sensitive electronics away from it (including cyborgs). Don&#039;t come near it in the atmospherics hardsuit, which had its radiation shielding stripped to make place for thermal shielding.&lt;br /&gt;
&lt;br /&gt;
==== New Tesla Energy ====&lt;br /&gt;
Make Tesla proud and &amp;lt;strike&amp;gt;run alternating current&amp;lt;/strike&amp;gt; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== The Forgotten Power Source ====&lt;br /&gt;
Whilst the singularity or tesla outputs a metric shit-ton of power, a hardened engineer like yourself knows that it&#039;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 has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellowsuit chump&#039;s getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Fossil Fuel ====&lt;br /&gt;
Depending on the model of your space station, there might also be a [[Turbine|turbine]] or [[Thermo-Electric Generator|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.&lt;br /&gt;
&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Matters of Super Matter ====&lt;br /&gt;
The ship is equipped with a [[Supermatter Engine]], which requires near-constant monitoring to ensure it [[beyond the impossible|produces power without blowing up the aft of the ship]]. However, the Supermatter engine allows for far more flexibility than a Tesla engine, and will generate more than enough power to keep the ship at 100% capacity in the right hands. However, it can very quickly delaminate if it overheats. If allowed to delaminate completely, it will explode, irradiating a good portion of the ship and causing whatever crew survives to want to lynch you, assuming you aren&#039;t already gibbed.&lt;br /&gt;
&lt;br /&gt;
The supermatter engine will also vaporise anything that comes in contact with it, so be mindful when walking into the core, on top of being knocked around with space wind and becoming irradiated if the engine&#039;s already started.&lt;br /&gt;
&lt;br /&gt;
=== Atmosia, the Great City-State of Pipes ===&lt;br /&gt;
The supermatter engine is running, &amp;lt;s&amp;gt;the solars are wired&amp;lt;/s&amp;gt; and the engineering team is at your beck and call. The ship is getting a steady supply of power and you&#039;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&#039;t you forgotten [[Atmospherics]]?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing and refilling spent plasma canisters for the FTL and Shields. 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&#039;s pretty much it. [[Atmospherics|Again, read the guide and learn it]].&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your [[Ship 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 [[Assistant|some]] [[AI|ass]][[Clown|hole]] hasn&#039;t tampered with it, slightly more if the atmos team is the usual band of drooling lunatics. It&#039;s also a good idea to teach them how to link the plasma loop to the FTL Drive and Shields directly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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 metagaming.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== ...Then What? ===&lt;br /&gt;
Now that the ship&#039;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:&lt;br /&gt;
&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.&lt;br /&gt;
* Check the Ship Alert Console to see if there&#039;s any power/atmos alarms going off on the ship.&lt;br /&gt;
* Periodically check out atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Babysit the supermatter.&lt;br /&gt;
&lt;br /&gt;
== [[Game Mode#Revolution|Viva La Working Class!]] ==&lt;br /&gt;
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, &#039;&#039;&#039;do not barricade yourself in Engineering during a Revolutionary round&#039;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Magboots don&#039;t just stop you from slipping into space, they stop you slipping in general when they&#039;re activated. You have special magboots that don&#039;t slow you down while activated, too!&lt;br /&gt;
* All that is needed for telecomms is: receiver-&amp;gt;mainframe-&amp;gt;processor-&amp;gt;mainframe-&amp;gt;server-&amp;gt;broadcaster. Just make sure everything is linked to each other properly and you won&#039;t need a hub. Mining and people on the DJ station are still fucked though without a hub. You may also want to connect the coolant canister.&lt;br /&gt;
* Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get Poly to attack them). Works on carps too!&lt;br /&gt;
* CE’s hardsuit is fireproof, and is said to be able to hold a jetpack on the exosuit slot. It has a built-in jetpack anyway, though.&lt;br /&gt;
* 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.&lt;br /&gt;
* The message monitor console in telecoms 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&#039;t have to be on the manifest, even.)&lt;br /&gt;
&lt;br /&gt;
== Law Abiding Engineer ==&lt;br /&gt;
&#039;&#039;&amp;quot;OH GOD IT&#039;S LOOSE, CALL THE SHUTTLE!&amp;quot; -Poly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have easy access to anything of any real importance on the ship, 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 ship by fucking with telecoms, subverting the AI with the circuit board in tech storage (or the card on your desk), 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!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Nexusuxen</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7415</id>
		<title>Department Standard Operating Procedure: Engineering</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7415"/>
		<updated>2017-05-15T17:43:38Z</updated>

		<summary type="html">&lt;p&gt;Nexusuxen: /* 64pxChief Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is currently under construction, expect changes.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE: At the time of making this page I am unable to contact the wiki curator, so this is currently unofficial. I will do my best to make something useful, but expect this to be rapidly changed.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Hello yes this is Nexusuxen. I&#039;m not very good with wikicode but I&#039;m just doing what I can. As in referring to the Wiki Markup Primer and totally not stealing code from other pages. Mhm. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Code Amber guidelines are in effect during General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File=Generic_ce.PNG|64px]][[Chief Engineer]]=&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Code Green&amp;lt;/span&amp;gt;==&lt;br /&gt;
#The CE should ensure the TEG is running.&lt;br /&gt;
#The CE should ensure the FTL drive and shields are online.&lt;br /&gt;
#The CE should ensure that comms are fully functional.&lt;br /&gt;
#The CE should make sure atmospherics is online.&lt;br /&gt;
#The CE is allowed to leave his department if everything is running well.&lt;br /&gt;
#The CE should help with repairs around the ship should anything happen.&lt;br /&gt;
#The CE should make sure that the power grid is fully functional.&lt;br /&gt;
#The CE may not let engineers into EVA except in the case of an emergency.&lt;br /&gt;
#The CE should deny tools and equipment to unauthorized personnel outside of emergencies and good reason.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Code Amber&amp;lt;/span&amp;gt;==&lt;br /&gt;
#The CE is to secure the TEG, FTL drive, shield generator, gravity generator, and comms room.&lt;br /&gt;
#The CE is allowed to secure possibly lethal or dangerous equipment, such as hacking tools and insulated gloves.&lt;br /&gt;
#The CE should have suit sensors on, however full suit sensors are not required.&lt;br /&gt;
#The CE is is allowed to give tools and equipment to the crew if substantial amounts of the vessel are damaged.&lt;br /&gt;
#The CE should ensure that atmospherics is fully functional and not tampered with.&lt;/div&gt;</summary>
		<author><name>Nexusuxen</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7414</id>
		<title>Department Standard Operating Procedure: Engineering</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7414"/>
		<updated>2017-05-15T17:42:21Z</updated>

		<summary type="html">&lt;p&gt;Nexusuxen: Created the CE&amp;#039;s duties up until Code Amber. Stopped due to IRL time restraints.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is currently under construction, expect changes.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE: At the time of making this page I am unable to contact the wiki curator, so this is currently unofficial. I will do my best to make something useful, but expect this to be rapidly changed.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Hello yes this is Nexusuxen. I&#039;m not very good with wikicode but I&#039;m just doing what I can. As in referring to the Wiki Markup Primer and totally not stealing code from other pages. Mhm. --&amp;gt;&lt;br /&gt;
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=Foreword=&lt;br /&gt;
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These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal Standard Operating Procedure.&lt;br /&gt;
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Code Amber guidelines are in effect during General Quarters.&lt;br /&gt;
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=[[file=Generic_ce.png|64px]][[Chief Engineer]]=&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Code Green&amp;lt;/span&amp;gt;==&lt;br /&gt;
#The CE should ensure the TEG is running.&lt;br /&gt;
#The CE should ensure the FTL drive and shields are online.&lt;br /&gt;
#The CE should ensure that comms are fully functional.&lt;br /&gt;
#The CE should make sure atmospherics is online.&lt;br /&gt;
#The CE is allowed to leave his department if everything is running well.&lt;br /&gt;
#The CE should help with repairs around the ship should anything happen.&lt;br /&gt;
#The CE should make sure that the power grid is fully functional.&lt;br /&gt;
#The CE may not let engineers into EVA except in the case of an emergency.&lt;br /&gt;
#The CE should deny tools and equipment to unauthorized personnel outside of emergencies and good reason.&lt;br /&gt;
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==&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Code Amber&amp;lt;/span&amp;gt;==&lt;br /&gt;
#The CE is to secure the TEG, FTL drive, shield generator, gravity generator, and comms room.&lt;br /&gt;
#The CE is allowed to secure possibly lethal or dangerous equipment, such as hacking tools and insulated gloves.&lt;br /&gt;
#The CE should have suit sensors on, however full suit sensors are not required.&lt;br /&gt;
#The CE is is allowed to give tools and equipment to the crew if substantial amounts of the vessel are damaged.&lt;br /&gt;
#The CE should ensure that atmospherics is fully functional and not tampered with.&lt;/div&gt;</summary>
		<author><name>Nexusuxen</name></author>
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