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{{Job_Header
{{Imported Page}}
|department=Engineering
{{Role infobox|department=[[Engineering]]|image=Station Engineer.png|title=Station Engineer|access=Engineering, External, Maintenance|difficulty=Medium|duties=Maintain and fix the station. Make sure the power doesn't go out. Perform renovations.|supervisors=[[Chief Engineer]]|subordinates=[[Technical Assistant]]|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]]|radio=* {{rch|common}}
|img=[[File:Engineer.png|128px|middle]] <!-- TODO: Replace this with an actual engie image. -->
* {{rch|eng}}}}
|title=Station Engineer
|access=Engineering, External, Maintenance
|difficulty=Medium
|duties=Maintain and fix the Station, make sure the power doesn't go out.
|supervisors=[[Chief Engineer]]
|subordinates=None
|guides=[[Construction|Guide to construction]], [[Power|Guide to Power]]
}}


The station engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and stopping hull breaches (spaced areas).
Station Engineer is a job in the [[Engineering]] department.


== Starting out ==
The Station Engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and fixing hull breaches (spaced areas), as well as setting up and maintaining a power source for the station.


Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. Next equip your hardsuit and hardsuit helmet <s> although you technically don't need the helmet since for some reason the suit alone protects against space </s>. It's also recommended that you take a t-ray scanner to be able to see the cables (remember to turn it on by using it in your hand) and a stack each of Lv (Low-voltage), Mv (Medium Voltage) and Hv (High-Voltage) wires in case of a localized power outage. You could take half a stack of metal and glass, however they are better reserved for common usage (so don't keep them in your backpack unless you know you are going to use them soon).
== Starting Out ==


== Power 101: Generating power ==
Head to the nearest engineering locker and open it. You'll need the {{item|insulated gloves}} in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a {{item|t-ray scanner}} for checking under-floor pipes and cables, a gas analyzer to check local atmospheric conditions, and a stack each of {{item|LV}}, {{item|MV}}, and {{item|HV}} in case of power outages. You could take half a stack of metal and glass, but they are generally better reserved for usage across the department, so don't keep them in your backpack unless you are going to use them soon.
''Main article: [[Power|Guide to Power]]''


=== The Antimatter Engine Reactor ===
== Power ==
''Main article: [[Power]]''


(Copied from the [[Power|Guide to Power]])
As an engineer, one of your primary responsibilities is generating power. This is absolutely essential to keeping a well-functioning space station from descending into darkness, chaos, and <s>spess monotheism worshipping the Chief Engineer</s> villainy.


The Antimatter Engine Reactor (usually called AME) is the main source of power in the station. First grab the AME parts from the ''Packaged antimatter reactor crate'' and place them in a rectangle/square formation (note that the square/rectangle must be of at least 3x3, otherwise it won't work).
The first thing Station Engineers need to do in every shift is set up the [[Power#Antimatter_Engine|Antimatter Engine (AME)]]. Next, the [[Chief Engineer]] should provide direction on what types of permanent power generation should be set up, as the AME will not keep the station powered for a full shift. Once the station is running on permanent power, Station Engineers may move on to fix the [[Power#Solar_Power|solar panels]] but this is optional.


Take your multitool from your belt and click on each one of the AME parts. This will unpack them and spawn an unpassable, indestructible AME shielding. Now open the ''antimatter control unit crate'' which will release an AME Controller. Drag it near the generator a wrench it. Now take an AME fuel jar from the ''antimatter containment jar crate'' and place it in the AME Controller.
== Fixing Hull Breaches ==
When an area gets bombed or dismantled and exposed to space, its atmosphere is almost instantly sucked out into the void. Squishy players of various species need that atmosphere not only to breathe, but also to prevent parts of their body from boiling and bruising.<ref>see cold and asphyxiation in [[Health#Damage_Types|damage types]]</ref>


Open the AME Controller menu and click on "Toggle injection" bellow the "Engine Status:" text. If the AME and the AME Controller light up then it's currently generating power. Increase the injection amount to be double of the amount of cores; for example: if you have 2 cores click on "Increase" until the "Injection ammount:" reaches 4. The AME should be making "bonks" every now and then.
=== Equipment ===
You should have an {{item|engineering hardsuit}}, {{item|magboots}}, and an {{item|oxygen tank}} before entering a spaced compartment - that equipment is available in engineering lockers. A {{crowbar}}, {{item|gas analyzer}}, {{item|holofan}} or {{item|inflatable door}}, {{item|t-ray scanner}}, and {{item|RCD}} are optional but greatly speed up repairs. The materials typically needed for hull breach repairs are {{item|steel}}, {{item|glass}}, and [[Power#The_Power_Hierarchy|all three types of wires]].


<div><ul>
=== Entry ===
<li style="display: inline-block;"> [[File:AME_setup_example1.png|thumb|none|A sample layout of a 3x3 AME]] </li>
A {{item|holofan}} or {{item|inflatable door}} can be used on the airlock to a spaced compartment before opening it to prevent pressure drops in adjacent compartments. If you don't have one, evacuate nearby crewmembers before opening the airlock to prevent pressure-related injuries. If power to the doors has been disrupted, you may need the crowbar to open the airlock. Remember to close the airlock behind you.
<li style="display: inline-block;"> [[File:AME_completed_example1.png|thumb|none|What the AME should look like at the end]] </li>
</ul></div>


=== The Solar Panels ===
=== Lattice and Hull Plating ===
(Copied from the [[Power|Guide to Power]])
If there are empty tiles where you can see freely into space, open the [[Construction|Crafting menu (default G)]] and make metal rods from steel sheets and click on the empty spaces to add lattice. To seal against the void of space below, click on the lattices with steel sheets to plate the hull.


Solar power is a passive means of generating power. A solar array is made up of a number of solar panels, a single solar tracker device and a solar control computer (console) nearby to properly control and manage the panels.
=== Walls and Windows ===
Once the lattice and hull has been built, you will need to seal any lateral breaches due to missing and damaged walls or windows. Wherever these lateral holes are, you should have placed plating beforehand.  


Most if not all solar arrays start off not connected to the station, and need to be connected via HV cables underneath each panel and connected back to the station. Once connected, use the solar control computer to change the angle and speed of tracking for the panels as shown below:
To construct walls, open your Crafting menu again and search for "wall". Select it to see it's instructions, then hit "Place Construction Ghost". A blue planning grid will overlay your screen and you will be able to place planning ghosts. Simply click each tile that you need to build a wall on to place ghosts. When you're done, right click to exit the planning mode. The ghosts will remain - use steel sheets on them to first construct girders, then use steel sheets on the girder to complete it.


[[File:Solar 1.PNG|400px]] [[File:Solar 2.PNG|400px]]
Alternatively, an {{item|RCD}} allows you to quickly rebuild walls and windows (including reinforced ones) without needing other tools or materials.


Notice the graph on the right has a T shaped white line and a yellow / golden line. The aim is to alter the panel angle (white T line) to match the sun angle (yellow line). Some experimentation might be needed to setup the angular velocity correctly so that the lines stay in sync and generate maximum wattage.
Windows work similarly with the caveat that you should probably use reinforced glass to make reinforced windows (from the crafting menu). Reinforced glass can be crafted by hand using metal rods and glass - in a pinch, you can re-form any broken shards of glass nearby using a lit welder to create new glass sheets and rods.


A typical panel near max output will produce 1500W (1.5kW). This would be enough to power roughly 1 machine and 1 computer (this figure may change as balance changes are made).
=== Further Repairs ===
If all has gone well, the area should now be <s>safe</s> safer. Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.


=== The Singularity ===
Depending on the cause of spacing (mainly, whether there was an explosion or not), lights, doors, and machines may still be unpowered. If the [[Power|power]] is not on, check if the nearby substation is connected to HV and MV networks, and if so whether the MV connections to APCs are still powered.
(Copied from the [[Power|Guide to Power]])


The singularity is one of the most well known and potentially dangerous forms of generating power in SS14. It uses a particle accelerator to fire high energy particles at a singularity generator to spawn a singularity. The singularity then pulses radiation which is absorbed by radiation collectors around it's perimeter.
You will want to make sure that any [[Pipes_and_vents|pipes]] leading to [[Pipes_and_vents#Vents|vents]] and [[Pipes_and_vents#Air_Scrubber|scrubbers]] are intact, otherwise the air may not be breathable.  


The singularity must be kept inside a containment field setup with emitters, otherwise if not contained the singularity will consume matter like a black hole and grow to a massive state. If starved of particles or matter, the singularity will slowly shrink until it collapses so once the singularity is of the correct size, it's wise to turn down the particle accelerator to a lower power setting to prevent it growing out of hand.
Work with the Science department to [[Construction|rebuild]] any destroyed machines, such as computer consoles.


The largest size singularity before you risk it breaking loose can generate between 1.4 and 1.6 MW with 24 radiation collectors. This value is verty likely to change and will even change depending on the layout of your engine (radiation falls off over distance so closer collectors will net more power). In future, radiation collectors will also require plasma tanks to function and will run out over time.
== Things To Keep In Mind ==
* Communicating with other engineers to delegate tasks will keep a station powered and intact. Use your radio to divide work and listen to command roles.
* If Engineering is understaffed and no Chief Engineer is on shift, ask the captain for help with setting up permanent power for the station.
* Learn from and teach your fellow engineers! You don't know what you don't know, but others might (and vice versa).


<!-- === The Suppermatter === (whenever it gets implemented) -->
{{Role Navbox}}


== Fixing hull breaches ==
[[Category:Roles]]
TBA
[[Category:Engineering Roles]]
 
[[Category:Guides]]
<!-- == Power 201: Knowing how does power work ==
 
=== The Cable Hierarchy ===
TBA
 
=== "Oh god we have no power" ===
TBA
 
=== Creating your power grid ===
TBA
 
== Things to keep in mind ==
TBA
Probably should get moved to the guide to power -->
 
[[Category:Jobs]]

Latest revision as of 17:23, 30 October 2026

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Undefined Department


Station Engineer

Superiors: Chief Engineer
Difficulty: Medium
Guides: Guide to Construction, Guide to Power, Guide to Atmospherics
Access: Engineering, External, Maintenance
Duties: Maintain and fix the station. Make sure the power doesn't go out. Perform renovations.
Subordinates: Technical Assistant
Radio:* common

  • eng


Station Engineer is a job in the Engineering department.

The Station Engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and fixing hull breaches (spaced areas), as well as setting up and maintaining a power source for the station.

Starting Out

Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a t-ray scanner for checking under-floor pipes and cables, a gas analyzer to check local atmospheric conditions, and a stack each of LV, MV, and HV in case of power outages. You could take half a stack of metal and glass, but they are generally better reserved for usage across the department, so don't keep them in your backpack unless you are going to use them soon.

Power

Main article: Power

As an engineer, one of your primary responsibilities is generating power. This is absolutely essential to keeping a well-functioning space station from descending into darkness, chaos, and spess monotheism worshipping the Chief Engineer villainy.

The first thing Station Engineers need to do in every shift is set up the Antimatter Engine (AME). Next, the Chief Engineer should provide direction on what types of permanent power generation should be set up, as the AME will not keep the station powered for a full shift. Once the station is running on permanent power, Station Engineers may move on to fix the solar panels but this is optional.

Fixing Hull Breaches

When an area gets bombed or dismantled and exposed to space, its atmosphere is almost instantly sucked out into the void. Squishy players of various species need that atmosphere not only to breathe, but also to prevent parts of their body from boiling and bruising.<ref>see cold and asphyxiation in damage types</ref>

Equipment

You should have an engineering hardsuit, magboots, and an oxygen tank before entering a spaced compartment - that equipment is available in engineering lockers. A Template:Crowbar, gas analyzer, holofan or inflatable door, t-ray scanner, and RCD are optional but greatly speed up repairs. The materials typically needed for hull breach repairs are steel, glass, and all three types of wires.

Entry

A holofan or inflatable door can be used on the airlock to a spaced compartment before opening it to prevent pressure drops in adjacent compartments. If you don't have one, evacuate nearby crewmembers before opening the airlock to prevent pressure-related injuries. If power to the doors has been disrupted, you may need the crowbar to open the airlock. Remember to close the airlock behind you.

Lattice and Hull Plating

If there are empty tiles where you can see freely into space, open the Crafting menu (default G) and make metal rods from steel sheets and click on the empty spaces to add lattice. To seal against the void of space below, click on the lattices with steel sheets to plate the hull.

Walls and Windows

Once the lattice and hull has been built, you will need to seal any lateral breaches due to missing and damaged walls or windows. Wherever these lateral holes are, you should have placed plating beforehand.

To construct walls, open your Crafting menu again and search for "wall". Select it to see it's instructions, then hit "Place Construction Ghost". A blue planning grid will overlay your screen and you will be able to place planning ghosts. Simply click each tile that you need to build a wall on to place ghosts. When you're done, right click to exit the planning mode. The ghosts will remain - use steel sheets on them to first construct girders, then use steel sheets on the girder to complete it.

Alternatively, an RCD allows you to quickly rebuild walls and windows (including reinforced ones) without needing other tools or materials.

Windows work similarly with the caveat that you should probably use reinforced glass to make reinforced windows (from the crafting menu). Reinforced glass can be crafted by hand using metal rods and glass - in a pinch, you can re-form any broken shards of glass nearby using a lit welder to create new glass sheets and rods.

Further Repairs

If all has gone well, the area should now be safe safer. Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.

Depending on the cause of spacing (mainly, whether there was an explosion or not), lights, doors, and machines may still be unpowered. If the power is not on, check if the nearby substation is connected to HV and MV networks, and if so whether the MV connections to APCs are still powered.

You will want to make sure that any pipes leading to vents and scrubbers are intact, otherwise the air may not be breathable.

Work with the Science department to rebuild any destroyed machines, such as computer consoles.

Things To Keep In Mind

  • Communicating with other engineers to delegate tasks will keep a station powered and intact. Use your radio to divide work and listen to command roles.
  • If Engineering is understaffed and no Chief Engineer is on shift, ask the captain for help with setting up permanent power for the station.
  • Learn from and teach your fellow engineers! You don't know what you don't know, but others might (and vice versa).

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