Difference between revisions of "Guide To Technomancy ErisRu"
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+ | Все Техноманты должны знать, как строить и ремонтировать корабль. Этот раздел даст вам знания о строительстве, деконструкции и ремонте для любого, даже самого скромного бродяги, чтобы изучить основы Техномантии. |
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− | 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. |
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+ | Чтобы открыть меню крафта, нажмите на материалы в ваших руках (Сталь, Пласталь и т. д.), И вам будет предоставлено новое окно с информацией о том, какие ресурсы вам понадобятся для строительства какого элемента, будь то стены или воздушные шлюзы. |
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− | 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. |
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==Machines== |
==Machines== |
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Revision as of 12:34, 9 June 2020
Внимание: предметы, отмеченные чеком, проверяются на работоспособность.
Второе предупреждение: процедуры устранения неполадок все еще прорабатываются.
Техномант
Техноманты и их Вождь были наняты капитаном для обслуживания оборудования и двигателя CEV "Эрис" - Они получили инженерную секцию корабля в качестве своего дома для путешествия. В соответствии с соглашением, Техноманты будут поддерживать целостность корпуса корабля и ЭнергоСнабжение на максимальной мощности, также ремонтировать любые пробоин корпуса без каких-либо выплат, кроме их зарплаты. Однако Техноманты могут взимать плату за косметический ремонт или новые дополнения к судну. Для получения дополнительной информации о Техномантов, см. Лига Техномантов
Если вы ищете как настроить Супер Материю смотрите это Гайд на СМ (Супер Материя)
Construction
Все Техноманты должны знать, как строить и ремонтировать корабль. Этот раздел даст вам знания о строительстве, деконструкции и ремонте для любого, даже самого скромного бродяги, чтобы изучить основы Техномантии.
Чтобы открыть меню крафта, нажмите на материалы в ваших руках (Сталь, Пласталь и т. д.), И вам будет предоставлено новое окно с информацией о том, какие ресурсы вам понадобятся для строительства какого элемента, будь то стены или воздушные шлюзы.
Machines
Useful Machines
This section is for explanation of the devices located in the engine room. These are the shield generator, emergency shield projector, and emitters.
- 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.
- 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.
- 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.
- Radiation Collection Array: Used to collect energy from radiation Currently has no use
Wall Mounted Devices
Wall Mountings | ||
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Construction | Requires | |
Power APC | 2xSteel Sheets, Power Cell (5000L), Wrench, Cable Coils, Screwdriver, Crowbar, Power Control Circuit Card | Construction
Deconstruction
|
Air Alarm | 2xSteel Sheets, Cable Coils, Screwdriver, Air Alarm Electronics Circuit Board | Construction
Deconstruction
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CURRENTLY BROKEN Fire Alarm | 2xSteel Sheets, Cable Coil, Screwdriver, Fire Alarm Electronics | Construction
Deconstruction
|
Light Fixture | 2xSteel Sheets, Cable Coils, Screwdriver | Construction
|
Security Camera | Camera Assembly, Cable Coils, Screwdriver, Wrench, Welder | Construction
|
Wall-mounted Sign | Screwdriver | Use screwdriver to place on wall or remove. |
Structural
Flooring
Walls
Glass
Airlocks
Airlocks & Doors | ||
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Construction | Requires | |
Airlock | 4xSteel,1xReinforced Glass, Screwdriver, Wrench, Cable Coils, Airlock Electronics | Construction
Deconstruction
If the airlock is unpowered and the bolts are down:
|
Emergency Shutter | 4xSteel, Wrench, Cable Coils, Airlock Electronics | Construction
Deconstruction
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Window Door | 5x,4x ,,,,,File:Circuitboard.png | Construction
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Laying Pipes
PUT TEXT HERE
Troubleshooting
As with many things, they break and it is always best to have an idea on how to repair them. This section will go over some basic trouble shooting methods for specific things that technomancers may experience through their shift.
- Thrusters malfunctioning
- If you are not receiving fuel or if your ship is not burning, check the valves to each thruster and make sure they're open
- Make sure you are sending plasma into the thrusters
- Engine malfunctioning or deliminating
- Check for loose cooling pipes or damaged ones.
- If you are running a plasma loop, make sure the emitter is on and no other gas but plasma is in the SM chamber.
- Space the SM core. (Note: Turn off the shields before spacing the SM core, or you will end up blowing up the entire engine area of the ship.)
- Broken airlocks
- Use a crowbar on the damaged airlock to remove the broken electronics, then proceed to replace the electronics with new ones.
- Hull Breaches
- Contain the breach before you begin work, use inflatables to create a small wall and door for you to access freely or use the shield projectors. Otherwise you may risk making the breach affect multiple areas of the ship.
- Gravity Generator Damaged
- Use a welder on the gravity generator to repair it.
- Shield Generator Damaged or Destroyed
- You are currently out of luck!
- Repairing APC
- If an APC appears to be malfunctioning, you can replace the electronics or disassemble the APC and reassemble to repair the issues if the electronics are still intact.
Experimenting
This section of the wiki is simply for those contributing to their discoveries, be they setting up the singularity generator or building a mining outpost on the asteroid. They are player created guides and not official, so experimenting with these are at your own risk. But what is a technomancer without risk?