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	<updated>2026-04-29T23:02:19Z</updated>
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	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Construction&amp;diff=3479</id>
		<title>Guide to Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Construction&amp;diff=3479"/>
		<updated>2020-07-07T16:51:53Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Useless page, all text is included in guide to technomancy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Guide_To_Technomancy_ErisEn]]&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Technomancers and their Exultant must know how to build and repair the ship. This section will give you the knowledge of construction, deconstruction, and repair for anyone even the lowly vagabond to learn the basics of Technomancy.&lt;br /&gt;
&lt;br /&gt;
To open the crafting menu, click on the materials in your hands (Steel, Plasteel, etc) and you will be given a new window with information on what resources you will need to construct what item, be they Girders or airlocks.&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Useful Machines===&lt;br /&gt;
&lt;br /&gt;
This section is for explanation of the devices located in the engine room. These are the shield generator, emergency shield projector, and emitters.&lt;br /&gt;
&lt;br /&gt;
*'''Emitter:''' Mostly used to cool down the Supermatter in the engine for the creation of energy. If it is set in place, you can use a wrench to unwrench it to move it around and rotate it. To set it in place, you must wrench it to the ground and then weld it.&lt;br /&gt;
&lt;br /&gt;
*'''Shield Generator:''' Not to be confused with the Shield that protects the ship, these are portable generators that can be activated to put up a shield wall that will prevent projectiles and people from passing through it.&lt;br /&gt;
&lt;br /&gt;
*'''Emergency Shield Projector:''' This device will project shields on the exterior of a hull breach to allow technomancers to repair hull damage without risk of venting atmosphere when the shield is either not powered on, or does not have atmospheric containment enabled.&lt;br /&gt;
&lt;br /&gt;
*'''Radiation Collection Array:''' Used to collect energy from radiation '''Currently has no use'''&lt;br /&gt;
&lt;br /&gt;
===Wall Mounted Devices===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Wall Mountings&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; | Construction&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; | Requires&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|Power APC [[file:verified.png|20px]]|| 2xSteel Sheets, Power Cell (5000L), Wrench, Cable Coils, Screwdriver, Crowbar, Power Control Circuit Card ||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use Steel Sheets to make an APC frame and use the frame on the wall you want it on.&lt;br /&gt;
# Add wire to the assembly.&lt;br /&gt;
#  Add the APC Circuit Board (Power Control) to the assembly. &lt;br /&gt;
# Screwdriver the assembly.&lt;br /&gt;
# Add powercell to assembly.&lt;br /&gt;
# Use crowbar to shut.&lt;br /&gt;
# Use an ID card to open the APC and turn the main beaker on.&lt;br /&gt;
{{divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Swipe card to unlock APC&lt;br /&gt;
# Remove the power cell.&lt;br /&gt;
# Screwdriver the assembly.&lt;br /&gt;
# Use Crowbar to lift the floorboards in front of the APC.&lt;br /&gt;
# Wirecut the assembly.&lt;br /&gt;
# Crowbar the assembly to remove the control. &lt;br /&gt;
# Use the welder to remove the APC from the wall.&lt;br /&gt;
# (Optional) Wrench the frame to remove it.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
|Air Alarm [[file:verified.png|20px]]|| 2xSteel Sheets, Cable Coils, Screwdriver, Air Alarm Electronics Circuit Board || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use Steel to make an air alarm frame and use the frame on the wall you want it on.&lt;br /&gt;
#  Insert the air alarm electronics to the assembly.&lt;br /&gt;
# Wire the assembly.&lt;br /&gt;
# Screwdriver to complete.&lt;br /&gt;
{{divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Use Screwdriver to open the cover.&lt;br /&gt;
# Wirecut the assembly.&lt;br /&gt;
# Pry out the circuit with crowbar.&lt;br /&gt;
# Use Wrench to remove the air alarm from the wall.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| '''CURRENTLY BROKEN''' Fire Alarm|| 2xSteel Sheets, Cable Coil, Screwdriver, Fire Alarm Electronics ||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# [[File:metal.png]] Use the metal and make an air alarm frame.&lt;br /&gt;
# Use the frame on the wall you want it on.&lt;br /&gt;
# Put in the electronics.&lt;br /&gt;
# Wire with cables.&lt;br /&gt;
# Screwdriver to close.&lt;br /&gt;
{{divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Open the cover.&lt;br /&gt;
# Wirecut the assembly.&lt;br /&gt;
# Pry out the circuit.&lt;br /&gt;
# Remove the air alarm from the wall.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| Light Fixture [[file:verified.png|20px]]|| 2xSteel Sheets, Cable Coils, Screwdriver ||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use Steel to make an light fixture frame or small light fixture frame and use the frame on the wall you want it on.&lt;br /&gt;
# Wire the assembly.&lt;br /&gt;
# Screwdriver to complete.&lt;br /&gt;
# Add a light tube for large frame or a lightbulb for small frame.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| Security Camera || Camera Assembly, Cable Coils, Screwdriver, Wrench, Welder ||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Drop the camera assembly infront of the wall you would like it to be.&lt;br /&gt;
# Wrench the camera assembly.&lt;br /&gt;
# Weld the camera into place.&lt;br /&gt;
# Add the wiring.&lt;br /&gt;
# (Optional) Add any additional upgrades.&lt;br /&gt;
# Screwdriver to complete and set networks / direction.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| Wall-mounted Sign [[file:verified.png|20px]]|| Screwdriver || Use screwdriver to place on wall or remove.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Structural==&lt;br /&gt;
&lt;br /&gt;
===Flooring===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Flooring&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; | Construction&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; | Materials&lt;br /&gt;
!Tools&lt;br /&gt;
! Method&lt;br /&gt;
|-&lt;br /&gt;
| Lattice [[file:verified.png|20px]]|| 1xRod &lt;br /&gt;
| Welding tool||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{Divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# With rods in hand, click on empty space tile.&lt;br /&gt;
Used as a basis for plating. {{Divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Use a welder to deconstruct the lattice into a rod. &lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| Catwalk [[file:verified.png|20px]]|| 1xRod &lt;br /&gt;
|||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{Divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# With rods in hand, click on lattice or plating.&lt;br /&gt;
Used as a more permanent structure over open spaces or to leave underfloor piping and wiring visible.{{Divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Use a welder to deconstruct the catwalk into a rod. {{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| UnderPlating [[file:verified.png|20px]]|| 1xSteel &lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
1xPlasteel&lt;br /&gt;
| Welding tool &lt;br /&gt;
Crowbar&lt;br /&gt;
|  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use Steel or Plasteel on lattice.&lt;br /&gt;
''Blocks air and can be used for further construction.''&lt;br /&gt;
&lt;br /&gt;
{{divhide|end}} &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Deconstruction|color=#B28176}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use welder on the plating.&lt;br /&gt;
# Use crowbar on the plating to deconstruct into Steel.&lt;br /&gt;
{{divhide|end}} &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Repair|color=#abffaa}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use a welder to repair the plating{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| Floor [[file:verified.png|20px]]|| 1xany floor tile &lt;br /&gt;
|Crowbar||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use any floor tile on plating.&lt;br /&gt;
''Floor tiles cover up wires and pipes.''&lt;br /&gt;
''You can also construct wooden and other floors the same way.''{{divhide|end}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Walls===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Walls&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; | Construction&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; | Requires&lt;br /&gt;
!Tools&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Regular Wall [[file:verified.png|20px]]|| 4xSteel &lt;br /&gt;
'''OR''' &lt;br /&gt;
&lt;br /&gt;
2xSteel and any 2x stacked material.  &lt;br /&gt;
|&lt;br /&gt;
|  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
#  Use Steel to make wall girders.&lt;br /&gt;
# Use Steel or Plasteel on the girders to make the wall.&lt;br /&gt;
{{divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Welder. &lt;br /&gt;
# Wrench the remaining girder.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Wall [[file:verified.png|20px]]|| 2xSteel, 4xPlasteel &lt;br /&gt;
'''OR''' &lt;br /&gt;
&lt;br /&gt;
2xSteel any 4x stacked material,   &lt;br /&gt;
|&lt;br /&gt;
|  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use Steel to make wall girders.&lt;br /&gt;
# Use Steel or Plasteel on the girders to make the wall.&lt;br /&gt;
# Screwdriver girder to enable reinforcement.&lt;br /&gt;
# Use Steel or Plasteel to reinforce the girders. Does not effect final wall strength.&lt;br /&gt;
# Use Steel or Plasteel to finish the wall. Does effect final wall strength.&lt;br /&gt;
{{divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Wirecutters.&lt;br /&gt;
# Screwdriver.&lt;br /&gt;
# Welder. &lt;br /&gt;
# Crowbar.&lt;br /&gt;
# Wrench.&lt;br /&gt;
# Welder.&lt;br /&gt;
# Crowbar.&lt;br /&gt;
# Screwdriver.&lt;br /&gt;
# Wirecutters.&lt;br /&gt;
# Wrench the remaining girder.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| Grille [[file:verified.png|20px]]|| 2xRods&lt;br /&gt;
|||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use rods to create a grille.&lt;br /&gt;
{{divhide|end}}{{divhide|Deconstruction|color=#B28176}}&lt;br /&gt;
# Use Wirecutters to dissassemble.&lt;br /&gt;
{{divhide|end}}{{divhide|Extra|color=#E6EEFF}}&lt;br /&gt;
* You can place a Cable underneath to electrify the grille.&lt;br /&gt;
* You can wrench the grille to unanchor or reanchor it so it can be moved.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
| Low Wall || 2xSteel, 4xGlass, 2xRods &lt;br /&gt;
|||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use Steel to create the low wall.&lt;br /&gt;
# Use rods on the low wall to add a grille.&lt;br /&gt;
# Use glass on the low wall to add a window.&lt;br /&gt;
# Screw the window into place.&lt;br /&gt;
# Pry the window into the frame.&lt;br /&gt;
# Screw the window into the frame.&lt;br /&gt;
{{divhide|end}} &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Deconstruction|color=#B28176}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Unscrew the window from the frame.&lt;br /&gt;
# Pry the window out of the frame.&lt;br /&gt;
# Unscrew the window from the frame.&lt;br /&gt;
# Deconstruct the window.&lt;br /&gt;
# Cut the grilles.&lt;br /&gt;
# Deconstruct the low wall.&lt;br /&gt;
{{divhide|end}} &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Extra|color=#E6EEFF}}&amp;lt;/span&amp;gt;&lt;br /&gt;
* You can place a powered wire underneath to electrify the grille.&lt;br /&gt;
* You can wrench the grille to unanchor or reanchor it so it can be moved.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Glass&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; | Construction&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; | Requires&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|Glass Panel [[file:verified.png|20px]]|| 1 Glass Sheet and Screwdriver || &lt;br /&gt;
*Click on the glass sheet &lt;br /&gt;
*select one directional &lt;br /&gt;
*Right-click the panel to rotate &lt;br /&gt;
*Use screwdriver to screw in place&lt;br /&gt;
|-&lt;br /&gt;
|Full Glass [[file:verified.png|20px]]|| 2 Glass Sheets and Screwdriver || &lt;br /&gt;
*Click on the glass sheet&lt;br /&gt;
*Select full&lt;br /&gt;
*Use screwdriver to screw in place&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Glass Panel|| 1 Reinforced Glass Sheet, screwdriver, and crowbar || &lt;br /&gt;
*Click on the sheet, select one directional&lt;br /&gt;
*Right-click the panel to rotate&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Reverse to deconstruct.&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Full Glass [[file:verified.png|20px]]|| 2 Reinforced Glass Sheets, screwdriver, and crowbar || &lt;br /&gt;
*Click on the glass sheet, select full&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar,&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Reverse to deconstruct.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Airlocks===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airlocks &amp;amp; Doors&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; | Construction&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; | Requires&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|Airlock|| 4xSteel,1xReinforced Glass, Screwdriver, Wrench, Cable Coils, Airlock Electronics ||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use steel to make an airlock assembly.&lt;br /&gt;
# Wrench airlock assembly in place. &lt;br /&gt;
# (Optional) Use a pen to name the airlock. &lt;br /&gt;
# (Optional) Add reinforced glass to make a glass airlock.&lt;br /&gt;
# Add wires to assembly.&lt;br /&gt;
# Unlock the airlock control board with an ID card, and use it in hand to set the access levels.&lt;br /&gt;
# Add airlock electronics to assembly.&lt;br /&gt;
# Screwdriver to finish.&lt;br /&gt;
{{divhide|end}} &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Deconstruction|color=#B28176}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Screwdriver the door.&lt;br /&gt;
# Use multitool and wirecutters to disable everything except the doorbolts as detailed. Doorbolts must be up for this to work.&lt;br /&gt;
# Weld the door shut.&lt;br /&gt;
# Crowbar the electronics out. (if the door is electrified, this won't work for some reason)&lt;br /&gt;
# Use Wirecutters to cut the wires out.&lt;br /&gt;
# Unsecure it with a wrench.&lt;br /&gt;
# Weld it to deconstruct to metal plates.&lt;br /&gt;
&lt;br /&gt;
If the airlock is unpowered and the bolts are down:&lt;br /&gt;
# Hit the airlock with a fire axe or other weapon to break it.&lt;br /&gt;
# Use a welder to cut the door bolts.&lt;br /&gt;
# Follow the steps above.&lt;br /&gt;
&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|-&lt;br /&gt;
|Emergency Shutter|| 4xSteel, Wrench, Cable Coils, Airlock Electronics ||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Use steel to make an airlock assembly.&lt;br /&gt;
# Wrench airlock assembly in place. &lt;br /&gt;
# Add wires to assembly.&lt;br /&gt;
# Add air alarm circuit board to assembly.&lt;br /&gt;
{{divhide|end}} &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Deconstruction|color=#B28176}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# Screwdriver the shutter to open it's hatch.&lt;br /&gt;
# Weld the shutter closed.&lt;br /&gt;
# Crowbar the Electronics out.&lt;br /&gt;
# Wrench the shutter assembly to unsecure it.&lt;br /&gt;
# Weld the unsecured assembly to disassemble it into sheets of metal.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|Window Door|| 5x[[File:Glass_r.png]],4x [[File:rods.png]],[[File:wrench.png]],[[File:CableCoils.png]],[[File:screwdriver_tool.png]],[[File:crowbar.png]],[[File:circuitboard.png]] ||  &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;{{divhide|Construction|color=#34454C}}&amp;lt;/span&amp;gt;&lt;br /&gt;
# [[File:Glass_r.png]] Click on reinforced glass and click &amp;quot;windoor.&amp;quot;&lt;br /&gt;
# [[File:wrench.png]] Use a wrench to secure.&lt;br /&gt;
# [[File:rods.png]] (Optional) Add rods to make a secure windoor&lt;br /&gt;
# [[File:CableCoils.png]] Add wires&lt;br /&gt;
# [[File:circuitboard.png]] Unlock the airlock control board with an ID card, and use it in hand to set the access levels.&lt;br /&gt;
# [[File:circuitboard.png]] Add airlock control board to assembly.&lt;br /&gt;
# [[File:crowbar.png]] Use a crowbar to finish the assembly.&lt;br /&gt;
{{divhide|end}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_To_Construction_ErisEn&amp;diff=3478</id>
		<title>Guide To Construction ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_To_Construction_ErisEn&amp;diff=3478"/>
		<updated>2020-07-07T16:49:18Z</updated>

		<summary type="html">&lt;p&gt;Thescout: I belive this is a useful redirect due to many wikis having this be the name of the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Guide_To_Technomancy_ErisEn]]&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3393</id>
		<title>Technomancer Exultant ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3393"/>
		<updated>2020-07-05T00:25:39Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Added punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Technomancer exultant.png&lt;br /&gt;
|jobtitle = Technomancer Exultant&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Keep the ship powered, the engines fueled, and the lights replaced.&lt;br /&gt;
|guides = [[Agreement_ErisEn|The Agreement]], [[Guide_To_Technomancy_ErisEn|Guide To Technomancy]], [[Supermatter_Engine_ErisEn|Guide to SuperMatter]]&lt;br /&gt;
|quote = If you even say the phrase eject the SM again, I will feed you to it.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The Technomancer Exultant is the leading engineer aboard the Eris. He supervises and maintains the organs and lifeblood of the ship: the extensive power net and piping system,the shields and thrusters, as well as the generation of power using an SM crystal. His job is to make sure everything works, and to fix it if it gets broken. He is the de facto leader of the Technomancers; a tight knit group of free thinking engineers, mechanics, roboticists and architects. They were hired to reside upon the Eris and maintain it at full efficiency during its many travels.&lt;br /&gt;
=Guide=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
As the Exultant, your first priority will be to set up the [[Supermatter_Engine_ErisEn|SuperMatter]] engine. Refer to the guide for a full description of the process. The engine is extremely important to game progression; after the round starts, without it the power will wane in about 40 minutes causing power outages across the station.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your second priority should be upgrading the SMES units and setting up the shields to cover the area around the Eris. This process is also described in the [[Supermatter_Engine_ErisEn#Notes|SuperMatter Guide.]] If this isn’t done, the ship is vulnerable to asteroids, foreign fauna, and outside breaching. A decent sized asteroid will make some areas of the ship uninhabitable, not to mention killing anything that's unlucky enough to be standing under it. The shields will absorb these blows as long as they are charged enough.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Third priority should be refueling the thrusters. This is described in the [[Guide_To_Technomancy_ErisEn|Guide to Technomancy.]] &lt;br /&gt;
You will want to do this if the Captain decides to travel to somewhere during the round. Make sure you keep an eye on how much fuel is left during travel. This is important if you actually want to travel somewhere without setting the ship adrift with no way to propel itself, usually running into asteroid fields.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If these things are all done and take care of, you can rest easy. Just remember that things usually don't stay undamaged for long and you might be called on to do repairs or troubleshoot problems with the ship.&lt;br /&gt;
=Tips=&lt;br /&gt;
*You have Blueprints of the Ship available to you. This means you can rename all the rooms aboard. Feel free to give the ship your own flair by re-naming the areas you think need it most. The names will be used for all announcements regarding those rooms, and be changed in the camera and map systems.&lt;br /&gt;
*Your advanced hardsuit is a powerful piece of tech, that provides good radiation protection and supports many modules.&lt;br /&gt;
*The Hatton device found in your locker is a powerful instant breaching tool, that can breach even the strongest of shutters, airlocks, and walls.&lt;br /&gt;
*There are many rooms aboard the Eris that have been abandoned to the roaches. Maybe there is rebuilding potential there?&lt;br /&gt;
*You can order many things from cargo to help you with your work, or personal projects. Check the Supply Console, in the Engineering section.&lt;br /&gt;
*Experiment. If you feel comfortable with how the ship works, and how its systems fit together; feel free to try your own set ups and builds for the Engine and other ship systems.&lt;br /&gt;
=Further Reading=&lt;br /&gt;
[[Lore_basics_ErisEn#Technomancers_League| See Basic Technomancer lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3392</id>
		<title>Technomancer Exultant ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3392"/>
		<updated>2020-07-05T00:24:42Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Added the agreement to guides.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Technomancer exultant.png&lt;br /&gt;
|jobtitle = Technomancer Exultant&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Keep the ship powered, the engines fueled, and the lights replaced.&lt;br /&gt;
|guides = [[Agreement_ErisEn|The Agreement]] [[Guide_To_Technomancy_ErisEn|Guide To Technomancy]], [[Supermatter_Engine_ErisEn|Guide to SuperMatter]]&lt;br /&gt;
|quote = If you even say the phrase eject the SM again, I will feed you to it.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The Technomancer Exultant is the leading engineer aboard the Eris. He supervises and maintains the organs and lifeblood of the ship: the extensive power net and piping system,the shields and thrusters, as well as the generation of power using an SM crystal. His job is to make sure everything works, and to fix it if it gets broken. He is the de facto leader of the Technomancers; a tight knit group of free thinking engineers, mechanics, roboticists and architects. They were hired to reside upon the Eris and maintain it at full efficiency during its many travels.&lt;br /&gt;
=Guide=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
As the Exultant, your first priority will be to set up the [[Supermatter_Engine_ErisEn|SuperMatter]] engine. Refer to the guide for a full description of the process. The engine is extremely important to game progression; after the round starts, without it the power will wane in about 40 minutes causing power outages across the station.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your second priority should be upgrading the SMES units and setting up the shields to cover the area around the Eris. This process is also described in the [[Supermatter_Engine_ErisEn#Notes|SuperMatter Guide.]] If this isn’t done, the ship is vulnerable to asteroids, foreign fauna, and outside breaching. A decent sized asteroid will make some areas of the ship uninhabitable, not to mention killing anything that's unlucky enough to be standing under it. The shields will absorb these blows as long as they are charged enough.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Third priority should be refueling the thrusters. This is described in the [[Guide_To_Technomancy_ErisEn|Guide to Technomancy.]] &lt;br /&gt;
You will want to do this if the Captain decides to travel to somewhere during the round. Make sure you keep an eye on how much fuel is left during travel. This is important if you actually want to travel somewhere without setting the ship adrift with no way to propel itself, usually running into asteroid fields.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If these things are all done and take care of, you can rest easy. Just remember that things usually don't stay undamaged for long and you might be called on to do repairs or troubleshoot problems with the ship.&lt;br /&gt;
=Tips=&lt;br /&gt;
*You have Blueprints of the Ship available to you. This means you can rename all the rooms aboard. Feel free to give the ship your own flair by re-naming the areas you think need it most. The names will be used for all announcements regarding those rooms, and be changed in the camera and map systems.&lt;br /&gt;
*Your advanced hardsuit is a powerful piece of tech, that provides good radiation protection and supports many modules.&lt;br /&gt;
*The Hatton device found in your locker is a powerful instant breaching tool, that can breach even the strongest of shutters, airlocks, and walls.&lt;br /&gt;
*There are many rooms aboard the Eris that have been abandoned to the roaches. Maybe there is rebuilding potential there?&lt;br /&gt;
*You can order many things from cargo to help you with your work, or personal projects. Check the Supply Console, in the Engineering section.&lt;br /&gt;
*Experiment. If you feel comfortable with how the ship works, and how its systems fit together; feel free to try your own set ups and builds for the Engine and other ship systems.&lt;br /&gt;
=Further Reading=&lt;br /&gt;
[[Lore_basics_ErisEn#Technomancers_League| See Basic Technomancer lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Technomancer_ErisEn&amp;diff=3382</id>
		<title>Technomancer ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Technomancer_ErisEn&amp;diff=3382"/>
		<updated>2020-07-04T06:50:42Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Missed a space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = TechnomancerFancy.png&lt;br /&gt;
|jobtitle = Technomancer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Technomancer Exultant and Captain&lt;br /&gt;
|duties = Start the engines, and keep the ship from falling apart.&lt;br /&gt;
|guides = [[Guide_To_Technomancy_ErisEn|Guide To Technomancy]], [[Supermatter_Engine_ErisEn|Guide to SuperMatter]]&lt;br /&gt;
|quote = Please deconstruct the window next time instead of breaking it.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The humble Technomancer is the maintainer of the ship. Hardy, and savvy, these folks are called upon to supervise and maintain the organs and lifeblood of the ship: the extensive power net and piping system, the shields and thrusters, as well as the generation of power using an SM crystal. Their leader is the [[Technomancer_Exultant_ErisEn|Technomancer Exultant]], but usually he will work alongside with his fellows and share the burdens of keeping the Eris afloat.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your first priority will be to set up the [[Supermatter_Engine_ErisEn|SuperMatter engine]]. Refer to the guide for a full description of the process. The engine is extremely important to game progression; after the round starts, without it the power will wane in about 40 minutes causing power outages across the station.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your second priority should be upgrading the SMES units and setting up the shields to cover the area around the Eris.This process is also described in the [[Supermatter_Engine_ErisEn#Notes|SuperMatter Guide.]] If this isn’t done, the ship is vulnerable to asteroids, foreign fauna, and outside breaching. A decent sized asteroid will make some areas of the ship uninhabitable, not to mention killing anything that's unlucky enough to be standing under it. The shields will absorb these blows as long as they are charged enough.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Third priority should be refueling the thrusters. This is described in the [[Guide_To_Technomancy_ErisEn|Guide to Technomancy]].&lt;br /&gt;
You will want to do this if the Captain decides to travel to somewhere during the round. Make sure you keep an eye on how much fuel is left during travel. This is important if you actually want to travel somewhere without setting the ship adrift with no way to propel itself, usually running into asteroid fields.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If these things are all done and take care of, you can rest easy. Just remember that things usually don't stay undamaged for long and you might be called on to do repairs or troubleshoot problems with the ship.&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
*A useful basic setup for the shield: Hyperkinetic Projectiles for meteors, Hull Shielding obviously, Multi-Dimensional Field Warp, to protect maint, Photonic Dispersion to keep lasers from breaching the hull, Humanoid Lifeforms to keep serbians to their own space, Unknown Lifeforms to keep karp out, and finally Atmospheric Containment to keep those damn roaches from venting maint.&lt;br /&gt;
*You have an advanced tools disc available to you in the Engineering lathe room.&lt;br /&gt;
*There are many rooms aboard the Eris that have been abandoned to the roaches. Maybe there is rebuilding potential there?&lt;br /&gt;
*You can order many things from cargo to help you with your work, or personal projects. Check the Supply Console, in the Engineering section.&lt;br /&gt;
*Experiment. If you feel comfortable with how the ship works, and how its systems fit together; feel free to try your own set ups and builds for the Engine and other ship systems.&lt;br /&gt;
=Further Reading=&lt;br /&gt;
[[Lore_basics_ErisEn#Technomancers_League| See Basic Technomancer lore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Technomancer_ErisEn&amp;diff=3381</id>
		<title>Technomancer ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Technomancer_ErisEn&amp;diff=3381"/>
		<updated>2020-07-04T06:46:23Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Minor change to a tip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = TechnomancerFancy.png&lt;br /&gt;
|jobtitle = Technomancer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Technomancer Exultant and Captain&lt;br /&gt;
|duties = Start the engines, and keep the ship from falling apart.&lt;br /&gt;
|guides = [[Guide_To_Technomancy_ErisEn|Guide To Technomancy]], [[Supermatter_Engine_ErisEn|Guide to SuperMatter]]&lt;br /&gt;
|quote = Please deconstruct the window next time instead of breaking it.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The humble Technomancer is the maintainer of the ship. Hardy, and savvy, these folks are called upon to supervise and maintain the organs and lifeblood of the ship: the extensive power net and piping system, the shields and thrusters, as well as the generation of power using an SM crystal. Their leader is the [[Technomancer_Exultant_ErisEn|Technomancer Exultant]], but usually he will work alongside with his fellows and share the burdens of keeping the Eris afloat.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your first priority will be to set up the [[Supermatter_Engine_ErisEn|SuperMatter engine]]. Refer to the guide for a full description of the process. The engine is extremely important to game progression; after the round starts, without it the power will wane in about 40 minutes causing power outages across the station.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your second priority should be upgrading the SMES units and setting up the shields to cover the area around the Eris.This process is also described in the [[Supermatter_Engine_ErisEn#Notes|SuperMatter Guide.]] If this isn’t done, the ship is vulnerable to asteroids, foreign fauna, and outside breaching. A decent sized asteroid will make some areas of the ship uninhabitable, not to mention killing anything that's unlucky enough to be standing under it. The shields will absorb these blows as long as they are charged enough.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Third priority should be refueling the thrusters. This is described in the [[Guide_To_Technomancy_ErisEn|Guide to Technomancy.]]&lt;br /&gt;
You will want to do this if the Captain decides to travel to somewhere during the round. Make sure you keep an eye on how much fuel is left during travel. This is important if you actually want to travel somewhere without setting the ship adrift with no way to propel itself, usually running into asteroid fields.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If these things are all done and take care of, you can rest easy. Just remember that things usually don't stay undamaged for long and you might be called on to do repairs or troubleshoot problems with the ship.&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
*A useful basic setup for the shield: Hyperkinetic Projectiles for meteors, Hull Shielding obviously, Multi-Dimensional Field Warp, to protect maint, Photonic Dispersion to keep lasers from breaching the hull, Humanoid Lifeforms to keep serbians to their own space, Unknown Lifeforms to keep karp out, and finally Atmospheric Containment to keep those damn roaches from venting maint.&lt;br /&gt;
*You have an advanced tools disc available to you in the Engineering lathe room.&lt;br /&gt;
*There are many rooms aboard the Eris that have been abandoned to the roaches. Maybe there is rebuilding potential there?&lt;br /&gt;
*You can order many things from cargo to help you with your work, or personal projects. Check the Supply Console, in the Engineering section.&lt;br /&gt;
*Experiment. If you feel comfortable with how the ship works, and how its systems fit together; feel free to try your own set ups and builds for the Engine and other ship systems.&lt;br /&gt;
=Further Reading=&lt;br /&gt;
[[Lore_basics_ErisEn#Technomancers_League| See Basic Technomancer lore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Technomancer_ErisEn&amp;diff=3379</id>
		<title>Technomancer ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Technomancer_ErisEn&amp;diff=3379"/>
		<updated>2020-07-04T06:37:54Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Some edits to readability and guide placement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = TechnomancerFancy.png&lt;br /&gt;
|jobtitle = Technomancer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Technomancer Exultant and Captain&lt;br /&gt;
|duties = Start the engines, and keep the ship from falling apart.&lt;br /&gt;
|guides = [[Guide_To_Technomancy_ErisEn|Guide To Technomancy]], [[Supermatter_Engine_ErisEn|Guide to SuperMatter]]&lt;br /&gt;
|quote = Please deconstruct the window next time instead of breaking it.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The humble Technomancer is the maintainer of the ship. Hardy, and savvy, these folks are called upon to supervise and maintain the organs and lifeblood of the ship: the extensive power net and piping system, the shields and thrusters, as well as the generation of power using an SM crystal. Their leader is the [[Technomancer_Exultant_ErisEn|Technomancer Exultant]], but usually he will work alongside with his fellows and share the burdens of keeping the Eris afloat.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your first priority will be to set up the [[Supermatter_Engine_ErisEn|SuperMatter engine]]. Refer to the guide for a full description of the process. The engine is extremely important to game progression; after the round starts, without it the power will wane in about 40 minutes causing power outages across the station.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your second priority should be upgrading the SMES units and setting up the shields to cover the area around the Eris.This process is also described in the [[Supermatter_Engine_ErisEn#Notes|SuperMatter Guide.]] If this isn’t done, the ship is vulnerable to asteroids, foreign fauna, and outside breaching. A decent sized asteroid will make some areas of the ship uninhabitable, not to mention killing anything that's unlucky enough to be standing under it. The shields will absorb these blows as long as they are charged enough.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Third priority should be refueling the thrusters. This is described in the [[Guide_To_Technomancy_ErisEn|Guide to Technomancy.]]&lt;br /&gt;
You will want to do this if the Captain decides to travel to somewhere during the round. Make sure you keep an eye on how much fuel is left during travel. This is important if you actually want to travel somewhere without setting the ship adrift with no way to propel itself, usually running into asteroid fields.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If these things are all done and take care of, you can rest easy. Just remember that things usually don't stay undamaged for long and you might be called on to do repairs or troubleshoot problems with the ship.&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
*A useful basic setup for the shield is to set it to expand around the ship, block meteors, Unknowns, humanoids, and keep gases inside the ship. The more power consuming options are mostly for if you know serbs are coming, or you have a lot of power eccsess.&lt;br /&gt;
*You have an advanced tools disc available to you in the Engineering lathe room.&lt;br /&gt;
*There are many rooms aboard the Eris that have been abandoned to the roaches. Maybe there is rebuilding potential there?&lt;br /&gt;
*You can order many things from cargo to help you with your work, or personal projects. Check the Supply Console, in the Engineering section.&lt;br /&gt;
*Experiment. If you feel comfortable with how the ship works, and how its systems fit together; feel free to try your own set ups and builds for the Engine and other ship systems.&lt;br /&gt;
=Further Reading=&lt;br /&gt;
[[Lore_basics_ErisEn#Technomancers_League| See Basic Technomancer lore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3371</id>
		<title>Technomancer Exultant ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3371"/>
		<updated>2020-07-04T06:27:56Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Technomancer exultant.png&lt;br /&gt;
|jobtitle = Technomancer Exultant&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Keep the ship powered, the engines fueled, and the lights replaced.&lt;br /&gt;
|guides = [[Guide_To_Technomancy_ErisEn|Guide To Technomancy]], [[Supermatter_Engine_ErisEn|Guide to SuperMatter]]&lt;br /&gt;
|quote = If you even say the phrase eject the SM again, I will feed you to it.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The Technomancer Exultant is the leading engineer aboard the Eris. He supervises and maintains the organs and lifeblood of the ship: the extensive power net and piping system,the shields and thrusters, as well as the generation of power using an SM crystal. His job is to make sure everything works, and to fix it if it gets broken. He is the de facto leader of the Technomancers; a tight knit group of free thinking engineers, mechanics, roboticists and architects. They were hired to reside upon the Eris and maintain it at full efficiency during its many travels.&lt;br /&gt;
=Guide=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
As the Exultant, your first priority will be to set up the [[Supermatter_Engine_ErisEn|SuperMatter]] engine. Refer to the guide for a full description of the process. The engine is extremely important to game progression; after the round starts, without it the power will wane in about 40 minutes causing power outages across the station.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your second priority should be upgrading the SMES units and setting up the shields to cover the area around the Eris. This process is also described in the [[Supermatter_Engine_ErisEn#Notes|SuperMatter Guide.]] If this isn’t done, the ship is vulnerable to asteroids, foreign fauna, and outside breaching. A decent sized asteroid will make some areas of the ship uninhabitable, not to mention killing anything that's unlucky enough to be standing under it. The shields will absorb these blows as long as they are charged enough.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Third priority should be refueling the thrusters. This is described in the [[Guide_To_Technomancy_ErisEn|Guide to Technomancy.]] &lt;br /&gt;
You will want to do this if the Captain decides to travel to somewhere during the round. Make sure you keep an eye on how much fuel is left during travel. This is important if you actually want to travel somewhere without setting the ship adrift with no way to propel itself, usually running into asteroid fields.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If these things are all done and take care of, you can rest easy. Just remember that things usually don't stay undamaged for long and you might be called on to do repairs or troubleshoot problems with the ship.&lt;br /&gt;
=Tips=&lt;br /&gt;
*You have Blueprints of the Ship available to you. This means you can rename all the rooms aboard. Feel free to give the ship your own flair by re-naming the areas you think need it most. The names will be used for all announcements regarding those rooms, and be changed in the camera and map systems.&lt;br /&gt;
*Your advanced hardsuit is a powerful piece of tech, that provides good radiation protection and supports many modules.&lt;br /&gt;
*The Hatton device found in your locker is a powerful instant breaching tool, that can breach even the strongest of shutters, airlocks, and walls.&lt;br /&gt;
*There are many rooms aboard the Eris that have been abandoned to the roaches. Maybe there is rebuilding potential there?&lt;br /&gt;
*You can order many things from cargo to help you with your work, or personal projects. Check the Supply Console, in the Engineering section.&lt;br /&gt;
*Experiment. If you feel comfortable with how the ship works, and how its systems fit together; feel free to try your own set ups and builds for the Engine and other ship systems.&lt;br /&gt;
=Further Reading=&lt;br /&gt;
[[Lore_basics_ErisEn#Technomancers_League| See Basic Technomancer lore]]&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3370</id>
		<title>Technomancer Exultant ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Technomancer_Exultant_ErisEn&amp;diff=3370"/>
		<updated>2020-07-04T06:24:22Z</updated>

		<summary type="html">&lt;p&gt;Thescout: Added guides, and a link to the technomancer lore page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Technomancer exultant.png&lt;br /&gt;
|jobtitle = Technomancer Exultant&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Keep the ship powered, the engines fueled, and the lights replaced.&lt;br /&gt;
|guides = [[Guide_To_Technomancy_ErisEn|Guide to Technomancy]], [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|quote = If you even say the phrase eject the SM again, I will feed you to it.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The Technomancer Exultant is the leading engineer aboard the Eris. He supervises and maintains the organs and lifeblood of the ship: the extensive power net and piping system,the shields and thrusters, as well as the generation of power using an SM crystal. His job is to make sure everything works, and to fix it if it gets broken. He is the de facto leader of the Technomancers; a tight knit group of free thinking engineers, mechanics, roboticists and architects. They were hired to reside upon the Eris and maintain it at full efficiency during its many travels.&lt;br /&gt;
=Guide=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
As the Exultant, your first priority will be to set up the [[Supermatter_Engine_ErisEn|SuperMatter]] engine. Refer to the guide for a full description of the process. The engine is extremely important to game progression; after the round starts, without it the power will wane in about 40 minutes causing power outages across the station.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your second priority should be upgrading the SMES units and setting up the shields to cover the area around the Eris. This process is also described in the [[Supermatter_Engine_ErisEn#Notes|Supermatter Guide.]] If this isn’t done, the ship is vulnerable to asteroids, foreign fauna, and outside breaching. A decent sized asteroid will make some areas of the ship uninhabitable, not to mention killing anything that's unlucky enough to be standing under it. The shields will absorb these blows as long as they are charged enough.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Third priority should be refueling the thrusters. This is described in the [[Guide_To_Technomancy_ErisEn|Guide to Technomancy.]] &lt;br /&gt;
You will want to do this if the Captain decides to travel to somewhere during the round. Make sure you keep an eye on how much fuel is left during travel. This is important if you actually want to travel somewhere without setting the ship adrift with no way to propel itself, usually running into asteroid fields.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If these things are all done and take care of, you can rest easy. Just remember that things usually don't stay undamaged for long and you might be called on to do repairs or troubleshoot problems with the ship.&lt;br /&gt;
=Tips=&lt;br /&gt;
*You have Blueprints of the Ship available to you. This means you can rename all the rooms aboard. Feel free to give the ship your own flair by re-naming the areas you think need it most. The names will be used for all announcements regarding those rooms, and be changed in the camera and map systems.&lt;br /&gt;
*Your advanced hardsuit is a powerful piece of tech, that provides good radiation protection and supports many modules.&lt;br /&gt;
*The Hatton device found in your locker is a powerful instant breaching tool, that can breach even the strongest of shutters, airlocks, and walls.&lt;br /&gt;
*There are many rooms aboard the Eris that have been abandoned to the roaches. Maybe there is rebuilding potential there?&lt;br /&gt;
*You can order many things from cargo to help you with your work, or personal projects. Check the Supply Console, in the Engineering section.&lt;br /&gt;
*Experiment. If you feel comfortable with how the ship works, and how its systems fit together; feel free to try your own set ups and builds for the Engine and other ship systems.&lt;br /&gt;
=Further Reading=&lt;br /&gt;
[[Lore_basics_ErisEn#Technomancers_League| See Basic Technomancer lore]]&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Thescout</name></author>
	</entry>
</feed>