Difference between revisions of "Guide To Technomancy ErisEn"
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==Laying Pipes== |
==Laying Pipes== |
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+ | PUT TEXT HERE |
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− | =The Thrusters= |
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− | If you are looking for the [[Supermatter_Engine_ErisEn|Engine Ritual]] you have come to the wrong place! |
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− | The CEV "Eris" is a space ship. It may not look like it, but it is. To fly through space it obviously needs thrusters, these thrusters are maintained by the Technomancers aboard. There are two thruster rooms for both sets of thrusters aboard the ship. For the inevitable Captain who may fly the ship without understanding his ship, your job will be to maintain them. |
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− | [[file:ToThrustersOne.png|left|300px|thumb|Towards Thruster One.]][[file:ToThrustersTwo.png|right|300px|thumb|Towards Thruster Two (Pink Square Indicates Shield and AntiGrav Room.]] |
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− | ==Refueling== |
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− | When the time comes of CEV "Eris" drifting through space, you will need to refuel the thrusters immediately, lest you hear the ominous announcements of Meteor's incoming forever. Before getting started, know the color coding for the following images. |
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− | *Red: Your fuel |
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− | *Light Blue: Main Pump |
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− | *Bright Blue: Vent Pump |
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− | *Pink: Fuel Valve |
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− | [[file:ThrustersOne.png|left|300px|thumb|Thruster One]] |
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− | [[file:ThrustersTwo.png|right|300px|thumb|Thruster Two]] |
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− | Each Thruster room is the same, just switched depending on which side of the ship you are on. To refuel the ship, you simply need to flood plasma into the borosilicate rooms as seen in the images. |
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− | Select your fuel, nominally it is plasma, and wrench the canister to connector port. Then Open the valve (Light Blue) to begin pumping plasma into the mixing chamber. |
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− | You have just refueled the ship. However, always remember to keep the Fuel Valve OPEN (Pink) and it will be indicated as so if there is a green or red light. |
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− | '''Things to Note: You can ignite the fuel for more thrust, and even mix O2 into it, essentially the hotter it is, the more thrust you will obtain. However it is quite unsafe as doing so without knowing how fire works can lead to a plasma leak or worse, the detonation of the Thrusters.''' |
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− | ===Refuelling Plasma Canisters=== |
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− | Whenever you have expended the plasma canisters located in the Thrusters room, you may need to refuel them. To refuel the canisters wrench an empty canister to the Connector Port (Yellow Square). Afterwards, open the valve (Light Red). Then just wait for the canister to be refuelled. |
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− | [[file:FillingCanister.png|300px|thumb|center|Remember to connect the canister before filling!]] |
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− | '''Note: Do not open the canister if it is not wrenched to a connector port unless you want to release plasma into the air''' |
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==Troubleshooting== |
==Troubleshooting== |
Revision as of 11:24, 8 March 2020
Warning: Items marked with a check are verified to work.
Second Warning: Troubleshooting Procedures still being worked on.
Technomancers
The Technomancers and their Exultant were hired by the Captain to maintain the equipment and engine of the CEV "Eris." They were given the engineering section of the ship as their home for the journey. As per the agreement, the Technomancers will keep the ship's hull integrity and power at maximum capacity while repairing any hull breaches with no payment given aside from their salary. However, Technomancers may charge for cosmetic repairs or new additions to the vessel. For more information on the Technomancers, please see The Technomancer League
If you are looking how to set up the engine see this Guide to the Engine
Construction
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.
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.
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
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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
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Light Fixture | 2xSteel Sheets, Cable Coils, Screwdriver | Construction
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Security Camera | Camera Assembly, Cable Coils, Screwdriver, Wrench, Welder | Construction
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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:
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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?