“Engineering
the practical application of DATA and CREATIVITY design, build, & maintain structures, machines, systems, and processes….
It involves solving complex, real-world problems to improve efficiency, functionality, and safety, transforming theoretical knowledge into functional technology.”
These first steps are made with DATA derived from Math & Science
It is most important to follow this to the letter on your INNERMOST defenses.
They are the last line of defense, and must be the most secure.
If this guide seems too dense, read until step k and you should be good
ideals of math & science in design
a. decide what area you would like marines to defend.
b. consider what materials you have & what is nearby
c. don’t plan on receiving supplies- act now on the DATA, be CREATIVE later.
c. imagine all destroyable tiles gone
d. can’t decon = can’t destroy
e. can xenos enter the area? if so,
build a line of defense from nondestroyable tile to nondestroyable tile
f. tend toward strongest material
g. ensure each built defense complements every other in its vicinity
h. invest extra resources to specialize if wise
ie, metal for reinf cade
i. if you do invest, maximize investment to maximize complement
ie build one metal cade, reinf, if boiler gas can affect cade next to it simultaneously, upgrade to reinf
j. if you can’t follow this DATA, get CREATIVE
step b. : ”consider what materials you have & what is nearby”
a metal grill is one of the worst defenses but if used wisely, it does have value.
k. is there a space where the enemy can enter? return to b. repeat until this is false.
Understanding this DATA will better allow you to productively deviate from these rules, freeing you to CREATE instead of building identical cades every shift.
It is IMPORTANT to closely follow the DATA- it prevents IGNORANT CREATIVITY
ie sandbag cade with another sandbag cade in front of it, facing it
SITUATIONALLY you may need to be CREATIVE, to solve or prevent an emergency.
ie building 3 non-folding cades with no exit to fix a breach
1 If you don’t have time to think, follow the DATA, CREATE quickly & EFFICIENTLY
2 If you have time to think but are exposed, follow the DATA, but be CREATIVE.
3 If you are planning well in advance, know the DATA, be CREATIVE.
Metrics to Judge Creativity
IMPORTANCE vs SITUATION
COMMON vs RARE
PREEMPTIVE vs REACTION
LOCATION vs VICINITY
DEFENSE vs MOBILITY
ACCESSIBILITY vs IMPEDIMENT
AESTHETIC vs UTILITY
VISION & LIGHTING
RETREAT & COUNTERSTRIKE
POSITIONING & POTENTIAL
WEAKNESS vs RELIEF
INVESTMENT & MATERIAL
EFFICIENCY & REDUNDANCY
OVERLAP vs COMPLEMENT
SCARCITY and RECYCLABILITY
IMPORTANCE vs SITUATION
When the FOB is under attack, it is the MOST IMPORTANT.
When the FOB has no defenses built, it is the MOST IMPORTANT.
Otherwise is it usually IMPORTANT but not most.
IMPORTANCE is modified SITUATIONALLY
Every FOB Flank is equally IMPORTANT
The MOST IMPORTANT thing you have is Time.
Overbuild flank - waste time.
Recycle overbuild - waste time
run, repair, build - underbuilt flank attacked
COMMON vs RARE
FOB not being attacked is COMMON.
If FOB is LZ1, it is RARE Hijack occurs at LZ2
If something NEW happens, remember that! Even write it down!
Something new is a possibility to keep in mind when you have the TIME to be PRE EMPTIVE
LOCATION vs VICINITY
LZ1 LV FOB is a LOCATION.
Engineering is in its VICINITY.
It is possible but costly to build defenses to guarantee a road from A to B
SITUATIONALLY, this could be the INVESTMENT that wins the round
SITUATIONALLY SE LV LZ1 was breached and you wasted the time & mats
DEFENSE vs MOBILITY
A defense’s DEFENSE is its potential life span
ie Plasteel cade > Metal cade > Reinf Walls w/ cades > Reinf Walls no cades
SITUATIONALLY Reinf Walls > Metal & Plasteel cades has Max DEFENSE
A defense’s MOBILITY hinders or permits marines moving past a safe area to another
ie the ability for marines to leave FOB for Engineering.
wide empty space - max MOBILITY
3 fold plast cades are maximal DEFENSE & MOBILITY.
SITUATIONALLY, 3 metal cades - 0 MOBILITY but is worth the DEFENSE
ACCESSIBILITY vs IMPEDIMENT
ACCESSIBILITY move between layers of defenses or reposition within
IMPEDIMENT is how a defense IMPEDES marine retreat & xeno pursuit
Both neutral. Clogging causes mass casualties
IMPEDIMENT synergizes with chaos
ACCESSIBILITY synergizes with momentum
A fast clean escape means a fast clean pursuit
CREATIVE use can be devastating. example:
- Solaris SW FOB LZ1 flank. Build only one line of weak defense
- When free to, build series of walls with 1-2 empty spaces in caves S
- If xenos attack SW FOB LZ1, they will likely not stop to destroy those walls, possibly using them to recover during siege.
- Ensure the space between the walls & FOB has maximal ACCESS and zero IMPEDIMENT.
- Hide entire marine force by LZ, ready to overwhelm the xenos into retreat
- When they hit the 1-2 tile hole, they will clog
EXAMPLE OF CREATIVITY
WARNING: THE MAJORITY OF ALL PLAYERS, non engineers included, WILL BE UPSET IMMEDIATELY UPON SEEING A CREATIVE SOLUTION
-
FOB is out of mats, you are out of mats
-
Xenos at last cade line
-
Want to impede xenos
-
Don’t want retreat clog
-
Humans are situationally not but in general more mobile than all xenos
-
When Xenos chase the retreat, slower xenos must either destroy these or stop, sidestep continue.
-
You may be able to get enough metal for rods for a grill
-
Think about your placement- give humans time to see the grill and move accordingly
-
This won’t impede faster xenos, but if a T3 has to stop, slash, and continue or stop, sidestep and continue… wasting momentum comes at a high cost to them.
or
-
3 tile space
-
much metal to reinforce for anti-boiler
-
folding cade would be a weakness which renders the metal spent reinforcing useless.
-
so, reinf cade, fold plast cade, reinf cade
-
don’t have enough plasteel? non-fold plast cade.
-
no plasteel? reinf cade, fold metal cade, reinf cade
-
not enough metal? reinf cade, metal cade, reinf cade
-
If there is no scarcity of mats, increase Mobility & Defense in general.
-
If there is scarcity of mats, consider sacrificing one for another.
The following is just pastes of various things I wrote down, from a variety of text files very disorganized, read at your own peril
autolathe & PACMAN should be carried by all MTs & CEs 100% of all rounds
autolathe, PACMAN, Television Set, and Auxiliary Power Storage(or SMES) is the most important group of things for an Engineer to ensure exists on FOB.
-
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—
—
The following is just pastes of various things I wrote down, from a variety of text files very disorganized, read at your own peril -
-
Ideal FOB Design
Ideal Defensive Design vs Ideal Offensive Design and how best to approach marrying these
Generating Power & Best Practices to Ensure Power in Emergencies
The Importance of Repairing, Building, & Improving Pre-existing Lighting
Glass: You thought it was useless???
How Best to Improve Pre-Existing Structures================
120 water
240 acid
4 alum
12 phoron
120 Napalm
350 fills Pyrotech so x3
Thermite Alum Oxygen Iron
Custom Tank u/s
1u 1 tile 1 fuel
2u 2 tile 4 fuel
3u 3 tile 9 fuel
4u 4 tile 16 fuel
5u 5 tile 25 fuel
6u 5 tile 30 fuel
CLF3 Chlorine Fluorine
Methane
1u 3 tile
10u 5 tile
No FF when walking, only on spray
C4 two igniters- can be set on wall, can be shot off, can be removed by hand
C4 Max Fire 120 Ethanol 60 thermite
180u methane No dmg just range/duration
180u Lithium Instant High damage
180u Phoron Hi dmg & range
180u Phosphorous HI dmg hi duration no range
180U table salt no duration no range low dmg
120 table salt 60u lithium
180u C4 Power:
W Fuel 21
Thermite 90 Does not destroy walls
Water Potass 45
Methane 27
Hydrogen 27
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Various Req-Engie ideas
APC Repair Kit:
[h]parts[/h2]
APC frame(steel to build),
power control board,
piece of wire,
[h]tools[/h2]
screwdriver,
crowbar,
wirecutter
Instructions:
[h]1. CHECK APC-[/h2]
if wires cut,
mend wires with wirecutters.
Close interface. Re open-
replace powercell or set auto charge if power available.
[h]2. IF APC REQUIRES REPAIR:[/h2]
[List][]Bash open the broken APC with any tool.
[]Take out the powercell in the APC once the cover is off with an empty hand.
[]Use a Crowbar on the floor tile infront of the APC to pry up the floor tile, revealing the power connection terminal. If there is no terminal, this step can skipped.
[]Use a screwdriver on the APC to unfasten the electronics.
[]Use wirecutters on the APC, cutting the damaged power connection out. If there is no terminal found, this step can be skipped.
[]Use a crowbar on the APC, removing and destroying the damaged power control module.
[]Attach the APC frame to the broken APC
[]Use cable coil on the APC to rewire the floor power connection terminal.
[]Use a power control module on the APC to replace the one previously removed.
[]Use a screwdriver on the APC to secure the new power control module.
[]Put a new powercell in the APC.
[]Use a crowbar on the APC to close the cover.[/List]
Light fixture & Small Light Fixture Kit:
[h]parts[/h2]
Light Fixture,
1 wire,
large light,
[h]tools[/h2]
1 screwdriver
[h]Installation[/h2]
Make sure you are standing on a manmade tile, not dirt.
Make sure the local APC is working & powered.
Make sure Lights on the APC is set to ON.
Make sure you’re facing a manmade wall that’s not invulnerable.
Touch the wall with the light fixture.
Once installed, place 1 wire inside the light fixture.
Screw down the wiring onto the light fixture
Attach the large light bulb to the finished light fixture.
“Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.”“Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.”
enter_powerloader
Soy Sauce -
Nutritious, Nutriment
Ketchup -
Nutritious, Nutriment
Vegemite -
Nutritious, Nutriment
corn oil -
Nutritious, Nutriment
Potato juice -
Nutritious, Nutriment
Hot Cocoa
Nutritious, Nutriment
Temp +1
===================================================================================
Coffee - Tics @ 30u, OD @ 180u, Toxin @ 2, 20% paralyze, 10% .5 Heart Damage
Dizzy @ -5, Drowsy @ -3, Sleepy @ -2,
Temp +1, To
Removes Frost Oil,
Iced Coffe - Coffee
Temp = 0
Space Mountain -
Drowsy @ -7, Sleepy @ -1,
Dr Gibb
Drowsy - 6
Space-Up
Temp = 0
===================================================================================
Carrot Juice - Cure Eye damage, Imidizoline basically
===================================================================================
Doctor’s Delight OD 30u, 2nd OD 50u, Antispasmodic = Slowed, stunned, paralyzed at random
Burn, Brute, Toxin, Oxygen @ -.5,
Dizzy @ -3
Space Milk - No OD,
Brute @ -1(20% chance),
Removes capsaicin, Removes Hot Sauce,
Cafe Latte -
Brute @ -1(20% chance),
Set Sleep 0,
Temp +1,
Soy Latte -
Brute @ -1(20% chance),
Set Sleep 0,
Temp +1,
Milk Shake
Temp -2(Target 0 C)
M.recalculate_move_delay = TRUE
Frost Oil
-6
===================================================================================
Tomato juice No OD,
Burn @ -1(20% chance)
===================================================================================
Orange juice No OD,
Oxygen @ -1(30% chance),
===================================================================================
Lime Juice - No OD,
M.apply_damage(-1*REM, TOX)
Tea = Toxin No OD,
Toxin @ -1(20% chance)
Dizzy -2, Drowsy -1, Sleepy -3,
Temp +1
===================================================================================
===================================================================================
===================================================================================
===================================================================================
Poison Berry Juice No OD
Toxin @ 1,
FIRE
OXIDIZING
8 Intensity per
-3 Duration per
.2 INT Per -.1 Duration Per -.01 Radius Per
Ignite Threshold 4
6+ Makes fire, otherwise only adds stacks
Flowing
2 Range Per
-.05 Int Per .05 Radius Per -.05 Duration Per
Fueling
-3 Intensity Per
8 Duration Per
-.1 Int Per .2 Duration Per .01 Radius Per
#define BURN_LEVEL_TIER_1 10
#define BURN_LEVEL_TIER_2 15
#define BURN_LEVEL_TIER_3 20
#define BURN_LEVEL_TIER_4 25
#define BURN_LEVEL_TIER_5 30
#define BURN_LEVEL_TIER_6 35
#define BURN_LEVEL_TIER_7 40
#define BURN_LEVEL_TIER_8 45
#define BURN_LEVEL_TIER_9 50
#define BURN_TIME_INSTANT 1
#define BURN_TIME_TIER_1 10
#define BURN_TIME_TIER_2 20
#define BURN_TIME_TIER_3 30
#define BURN_TIME_TIER_4 40
#define BURN_TIME_TIER_5 50
PROPERTY_RADIUS = 1 x rabgem ,1 x raduys
/obj/item/ammo_magazine/flamer_tank/custom
name = “M240 custom incinerator tank”
desc = “A fuel tank for use in the M240 incinerator unit. This one has been modified with a pressure regulator and an internal propellant tank.”
matter = list(“metal” = 3750)
flamer_chem = null
max_rounds = 100
max_range = 5
fuel_pressure = 1
custom = TRUE
//tanks printable by the research biomass machine
/obj/item/ammo_magazine/flamer_tank/custom/upgraded
name = “M240 upgraded custom incinerator tank”
desc = “A fuel tank for use in the M240 incinerator unit. This one has been modified with a larger and more sophisticated internal propellant tank, allowing for larger capacity and stronger fuels.”
matter = list(“metal” = 50) // no free metal
flamer_chem = null
max_rounds = 200
max_range = 7
fuel_pressure = 1
max_duration = 50
max_intensity = 60
custom = TRUE
/obj/item/ammo_magazine/flamer_tank/smoke/upgraded
name = “M240 large custom incinerator smoke tank”
desc = “A tank holding powdered smoke that expands when exposed to an open flame and carries any chemicals along with it. This one has been outfitted with an upgraded internal compressor, allowing for larger capacity.”
matter = list(“metal” = 50) //no free metal
flamer_chem = null
custom = TRUE
max_rounds = 150
OXIDIZING
8 Intensity per
-3 Duration per
.2 INT Per -.1 Duration Per -.01 Radius Per
Ignite Threshold 4
6+ Makes fire, otherwise only adds stacks
Flowing
2 Range Per
-.05 Int Per .05 Radius Per -.05 Duration Per
Fueling
-3 Intensity Per
8 Duration Per
-.1 Int Per .2 Duration Per .01 Radius Per
Viscous
Radius x .025
Oxidizing 1 = 3.3 DMG 8 Int, -1 Duration
Viscous = 1 Range
Fueling = -1 Int, 2.6 Duration
Flowing = 2 Range
Napthal Fuel
5, 2, 5 INT DUR RAD
30 DMG, 20 DUR, 5 Range, .5 Radius
1 Fuel Per Tile
Max Pressure 10
Napalm
6 Oxidizing, 7 Fueling, 1 Flowing
19.8 Damage,
8 Duration
2 Range
Sticky Napalm
15 DMG,
50 duration,
5 range
High Combustion
45 Damage
10 Duration
5 Range
B-Gel
2, 5, 7 INT DUR RAD
15 DMG,
50 Duration,
7 Range, .7 Radius
Napalm X
7, 4, 6 INT DUR RAD
40 DMG, 40 DUR, 6 Range, .6 Radius
Chlorine Trifluroride
9 oxidizing, Igniting = 1
29.7 DMG
-9 Duration
Methane
2 Fuel, 3 Viscous, 3 Flowing,
4 Duration,
3 Range,
6 Range
Oxygen
1 Oxidizing, .15 INT,
3.3 DMG
-1 Duration
Thermite
5 Oxidizing, 7 Fueling, 4 Viscous
16.5 DMG -5 Duration
-7 Int 18.2 Duration
4 Range
Welding Fuel
3 Oxidizing, 5 Fueling, 4 Viscous, Range 4, Burn Level 1, Burn Time 1,
10 Damage, 10 Duration, Range 4
Oxidizing Agent
6 Oxidizing
Octogen
2 Oxidizing
6.6 damage, -2 duration
Lithium
1 Oxidizing,
3.3 damage, -1 duration
switch(genetype)
if(“products”)
P.values = list(
(products ? products : 0),
(chems ? chems : 0),
(exude_gasses ? exude_gasses : 0),
(alter_temp ? alter_temp : 0),
(potency ? potency : 0),
(harvest_repeat ? harvest_repeat : 0)
)
if("consumption")
P.values = list(
(consume_gasses ? consume_gasses : 0),
(requires_nutrients ? requires_nutrients : 0),
(nutrient_consumption ? nutrient_consumption : 0),
(requires_water ? requires_water : 0),
(water_consumption ? water_consumption : 0),
(carnivorous ? carnivorous : 0),
(parasite ? parasite : 0)
)
if("environment")
P.values = list(
(ideal_heat ? ideal_heat : 0),
(heat_tolerance ? heat_tolerance : 0),
(ideal_light ? ideal_light : 0),
(light_tolerance ? light_tolerance : 0),
(lowkpa_tolerance ? lowkpa_tolerance : 0),
(highkpa_tolerance ? highkpa_tolerance : 0)
)
if("resistance")
P.values = list(
(toxins_tolerance ? toxins_tolerance : 0),
(pest_tolerance ? pest_tolerance : 0),
(weed_tolerance ? weed_tolerance : 0)
)
if("vigour")
P.values = list(
(endurance ? endurance : 0),
(yield ? yield : 0),
(lifespan ? lifespan : 0),
(spread ? spread : 0),
(maturation ? maturation : 0),
(production ? production : 0)
)
if("flowers")
P.values = list(
(product_icon ? product_icon : 0),
(product_color ? product_color : 0),
(biolum ? biolum : 0),
(biolum_color ? biolum_color : 0),
(flowers ? flowers : 0),
(flower_icon ? flower_icon : 0),
(flower_color ? flower_color : 0)
)
125 Alkysine, 125 Radium, 125 Iron,
Lime: Products(Repeat Harvest) Potency(chems?)
Wheat: Vigor(Quick harvest) Yield, Maturation Time, Production time.
60 Alk 60 Radium Large Beaker
125 Diethylamine
///Initialize() 13 potential slots to block corresponding to seed/proc/mutate and hydroponics/proc/mutate
var/list/mutation_controller = list(
“Plant Cancer” = 0,
“Gluttony” = 0,
“Endurance” = 0,
“Light Tolerance” = 0,
“Toxin Tolerance” = 0,
“Weed Tolerance” = 0,
“Production” = 0,
“Lifespan” = 0,
“Potency” = 0,
“Maturity” = 0,
“Bioluminecence” = 0,
“Flowers” = 0,
“New Chems” = 0,
“New Chems2” = 0,
“New Chems3” = 0,
“Mutate Species” = 0,
)
switch(mut_number)
if(1) //Plant cancer!
lifespan = max(0,lifespan-rand(1,5))
endurance = max(0,endurance-rand(10,20))
source_turf.visible_message(SPAN_DANGER(“\The [display_name] withers rapidly!”))
if(2) //Gluttony!
nutrient_consumption = max(0, min(5, nutrient_consumption + rand(-(degree0.1),(degree0.1))))
water_consumption = max(0, min(50, water_consumption + rand(-degree,degree)))
if(3) //Endurance
endurance = max(10, min(100, endurance + (rand(-5,5) * degree)))
if(4) //Light tolerance
ideal_light = max(0, min(30, ideal_light + (rand(-1,1) * degree)))
light_tolerance = max(0, min(10, light_tolerance + (rand(-2,2) * degree)))
if(5) //Toxin tolerance
toxins_tolerance = max(0, min(10, weed_tolerance + (rand(-2,2) * degree)))
if(6) //Weed tolerance
weed_tolerance = max(0, min(10, weed_tolerance + (rand(-2,2) * degree)))
if(prob(degree*5))
carnivorous = max(0, min(2, carnivorous + rand(-degree,degree)))
lifespan = Glowberry, Nettle, EGG EGGPLANT 75, Apple 55, Ambrosia 60, chanteelle 35, mold 50, amanita 50, tower cap 80, glowshroom 125, harebell 100, grape 50, GRAPE, peanut 55, life span 50, banana 50,
maturation = TOWER CAP 15, glowshroom, plastellium 5, CABBAGE 3, Messa's tear 3, soybean 4, weeds 100, whitebeets lifespan 60, sugarcane 60, sugarcane 3,
watermelon 50, pumpkin 50, lime 55, lemon 55,grass 60, GRASS!!!!! 2, cherry 50, Destroying Angel 12, Maturation 4
production = Chili, Berry, Glowberry, NETTLE, Tomato, eggplant, EGG EGGPLANT 12, Apple 6, Gold Apple 10, Ambrosia 6, LIBERTY CAP 1, Plastellium 6, HAREBELL 1, poppy 6, peanut, POTATO 1,WHEAT 1, rice 1, carrot 1, weeds 1, white beet 6, sugarcane 6 6, watermelon 6, pumpkin 6, lime 6, lemon 6, orange 6, kudzu 6, CHANTERELLE 1,
yield = Chili, Apple, Ambrosia, Amb Deus, Plastellium, Poppy, sunflower, peanut, banana, corn, carrot 5, WEEDS 1, white beet 6, orange 5,
potency = Chili, DEATHBERRY 50, eggplant, CHANTERELLE 1, MOLD 1, Destroying Angel Mushroom 35, glowshroom 30, plastellium, poppy, corn, SOYBEAN 5, WHEAT, rice 5, WEED 1, watermelon 1, orange 5, grass 5, PLUMP 0,
Repeat = Chili, Berry, berryd, berryp, glowberry, poisonb, deathb, nettle, Tomato, eggplant, grape, cabbage, peanut, banana, soybean, sugarcane, watermelon, pumpkin, lime, lemon, orangem, grass, cocoa, cherry,
Rare Chems =
kelo & honey(test!),
Cabbage → Grass → Blood Tomato → Messa’s Tear → Poppy
5 Grow Stage = Nettle, cocoa, cherry,
4 Grow Stage reishi, glowshroom, harebell, messa’s tear, potato, rice, weeds, kudzu,
3 grow stage = chanterelle, liberty cap, poppy, sunflower, corn, carrot, sugarcane, pumpkin,
2 grow stage = grapes, grass,
1 grow stage = CABBAGE
Space Weed
repeat ambrosia plantmatter 1, space drugs 1-8, kelotane1-8-1, bicaridine 1-10-1, toxin 1-10, REPEAT LIFESPAN 60, Production 6, YIELD 6
repeat ambrosia deus plantmatter 1, bicaridine 1-8, space_drugs 1-10
Mushrooms
chanterelle Mushroom 1-25, Lifepan 35, PRODUCTION 1, Yield 5, POTENCY 1,
Reishi, Amanita, PLUMPHELMET POTENCY 0, Secret chem zygacine
Towercap :LIFESPAN 80, MATURATION 15
reishi mushroom 1-50, psilocybin 3-5, amatoxin 3-10 MATURATION 10, Special Chem Zygacine,
liberty cap mushroom 1, STOXIN 3-3, space drugs 1-25, PRODUCTION 1,
amanita mushroom 1, amatoxin 3-3, psilocybin 1-25, LIFESPAN 50, MATURATION 10, Production 5,
destroying angel mushroom 1-50, amatoxin 13-3, psilocybin 1-25, MATURATION 12 POTENCY 35
Mold LIFESPAN 50, MATURATION 10, YIELD !!-1!!
Glowshroom 1-20 Radium, LIFESPAN 120!!, MATURATION 15, POTENCY 30, BIO-LUM, COLOR?,
Plastellium Plasticide 1-10, Lifespan 15, Maturation 5, Production 6, YIELD 6!!!, Potency 20
Flowers
Harebells Plantmatter 1-20, LIFESPAN 100!, PRODUCTION 1,
Poppy bicard 1-18, Plantmatter 1-2, Potency 20, Maturation 8, Production 6, YIELD 6!!!,
Sunflower Lifespan 25, Maturation 6, Growth Stages 3
Nettles
repeat Nettle Plantmatter 1-50, Sulphuric Acid 0-1, Production 6, Lifespan 30
repeat
Deathnettle urishiol 1-50 Plantmatter, No Chem? Maybe repeat?
Miscellaneous
repeat Grape 1-10 fruit, sugar 1-5, Lifespan 50, MATURATION 3!!!, Production 5, Growth Stage 2,
repeat Green grapes Fruit 1-10, Kelotane 3-5, REPEAT
repeat cherries fruit 1-15, cherry jelly 1-15, Lifespan 50, GROWTH STAGE 5,
reoeat Banana 1-10 banana, Lifespan 50, Production 6,
repeat Berry Fruit 1-10 Potency 20
repeat Glow Fruit 1-10, Uranium 3-5 Lifespan 30,
repeat Berry Poison Fruit 1, Toxin 3-5 Secret Chem Thymol
repeat Berry Death Fruit 1, Lexorin 1-3 POTENCY 50
Repeat Chili 3=5 Vegetable , capasacin 1-25, Potency 20
repeat Ice Chili Frost oil 3-5, vegetable 1-50, Maturation 4,
repeat Tomato Vegetable 1-10, Ketchup 1-5 Production 6, Maturation 8
repeat Blood tomato Blood 1-5, Vegetable 1-10
repeat Blue Tomato Vegetable 1-20
repeat Eggplant Vegetable.1-10 Production 6, Potency 20
repeat? Egg Eggplant Vegetable 1-20?,LIFESPAN 75, PRODUCTION 12
repeat Apple Fruit 1-18,Lifespan 55, Production 6, Yield 5,
Poison or Gold Apple
repeat Poison Apple Cyanide 1-10 Cyanide, Repeat, Production 6,
repeat Gold Apple fruit 1-10, 1-5 gold, Maturation 10, PRODUCTION 10, Lifespan 55, Yield 5,
shand bicaridine 0-10, Lifespan 50, MATURATION 3, Production 5,
messa's tear Honest 1-10, Kelotane 3-5, Secret chem Digoxin, Lifespan 50, MATURATION 3!!!, Production 5,
` Corn 1-10 Vegetable, Cornoil 1-5, Maturation 8, Production 6, Potency 20
repeat Cabbage 1-10 vegetable, Secret psoralen chem, Lifespan 50, MATURATION 3!!!, Production 5, GROWTH STAGES 1,
Potato 1-10 vegetable, Maturation 10, PRODUCTION 1!!!,
rice 1-25 plantmatter , rice 1-10, PRODUCTION 1,
repeat Soybean 1-20 Plantmatter, Soymilk 1-10, Maturation 4,
wheat 1-25 Plantmatter PRODUCTION 1,
carrot vegetable 1-20, imidazoline 2-5, Secret Chem Coniine, Phenol, MATURATION 10, PRODUCTION 1, Yield 5,
weeds LIFESPAN 100, Maturation 5, PRODUCTION 1, YIELD 1, POTENCY -1, IMUTABLE -1,
White Beet 0-20 vegetable, 105 sugar, Lifespan, Production 6, YIELD 6,
repeat Sugarcane 4-5 Sugar, Lifespan 60, Production 6, MATURATION 3,
repeat watermelon 1-6 fruit, Lifespan 50, Production 6, POTENCY 1,
repeat pumpkin 1-6 vegetable, Lifespan 50, Production 6,
repeat lime 1-20 fruit, Lifespan 55, Production 6,
repeat lemon 1-20 fruit, Lifespan 55, Production 6,
repeat orange fruit 1-20, Lifespan 60, Production 6, Yield 5, POTENCY 1,
repeat grass GROWTH STAGE 2, Yield 5, !!MATURATION 2!!,
repeat cocoa 1-10 Plantmatterm 4-5 Coco, GROWTH STAGE 5,
5 Grow Stage = Nettle, cocoa, cherry,
4 Grow Stage reishi, glowshroom, harebell, messa’s tear, potato, rice, weeds, kudzu,
3 grow stage = chanterelle, liberty cap, poppy, sunflower, corn, carrot, sugarcane, pumpkin,
2 grow stage = grapes, grass,
1 grow stage = CABBAGE
Glow = Glowberry, glow shroom,
imutable = weeds
spreads = kudzu,
5 Grow Stage = Nettle, cocoa, cherry,
4 Grow Stage reishi, glowshroom, harebell, messa's tear, potato, rice, weeds, kudzu,
3 grow stage = chanterelle, liberty cap, poppy, sunflower, corn, carrot, sugarcane, pumpkin,
2 grow stage = grapes, grass,
1 grow stage = CABBAGE
ALKYAINE-WATER GUARANTEED EVOLVE
Chili > ice chili
Berry > glowbm poisonb, deathb POTENCY,
Nettle > Deathnettle
Tomato > blue tomato, blood tomato
Eggplant > Real Eggplant
Apple > PoisonA, GoldA Production 10
Ambrosia > Ambrosia Deus
Tower Cap > Plump
Chanterelle > Reishi, amanita, plumphelmet,
Reishi > Liberty Cap
Amanita > Destroying Angel
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Almayer,Containment,Containment Hidden,Research,Brig,Alamo,Normandy,Saipan,Morana,Devana,Colony,ARES,Military,Overwatch,Ladder,Mortar,Simulation,Vehicle,Landing Zones,Laser Targets,Combat Correspondent Live
Req TV: Alamo,Normandy,Overwatch,Mortar,Landing Zones,Vehicle,Combat Correspondent Live, Laser Targets, Simulation
#define CAMERA_NET_ALMAYER “Almayer”
#define CAMERA_NET_CONTAINMENT “Containment”
#define CAMERA_NET_CONTAINMENT_HIDDEN “Containment Hidden”
#define CAMERA_NET_RESEARCH “Research”
#define CAMERA_NET_BRIG “Brig”
#define CAMERA_NET_ALAMO “Alamo”
#define CAMERA_NET_NORMANDY “Normandy”
#define CAMERA_NET_SAIPAN “Saipan”
#define CAMERA_NET_MORANA “Morana”
#define CAMERA_NET_DEVANA “Devana”
#define CAMERA_NET_COLONY “Colony”
#define CAMERA_NET_ARES “ARES”
#define CAMERA_NET_MILITARY “Military”
#define CAMERA_NET_OVERWATCH “Overwatch”
#define CAMERA_NET_LADDER “Ladder”
#define CAMERA_NET_MORTAR “Mortar”
#define CAMERA_NET_SIMULATION “Simulation”
#define CAMERA_NET_VEHICLE “Vehicle”
#define CAMERA_NET_LANDING_ZONES “Landing Zones”
#define CAMERA_NET_LASER_TARGETS “Laser Targets”
#define CAMERA_NET_CORRESPONDENT “Combat Correspondent Live”
#define CAMERA_NET_WY “WY”
#define CAMERA_NET_POWER_ALARMS “Power Alarms”
#define CAMERA_NET_ATMOSPHERE_ALARMS “Atmosphere Alarms”
#define CAMERA_NET_FIRE_ALARMS “Fire Alarms”
#define CAMERA_NET_YAUTJA “Yautja”
Alamo Cams
7 Cams
ALM Port
ALM Starboard
ALM Aft
INT Center
INT Port
INT Starboard
INT Aft
EXT Nose
EXT Port
EXT Starboard
EXT Aft
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GUIDE TO CE
LOADOUT
Back: Welder Satchel
a. APOLLO PDA
Lets you bully Working Joes, also useful for annoying people to fill out Maint Reports on their local APOLLO console, and explaining when they file a non-priority report, it makes a beep like what they just heard.
b.Full Size Extinguisher
c.Engineering Kit 1:
1 PACMAN board,
2 Capacitor,
3 Matter bin,
4 Micro-Laser,
5 Power Control Board(APC),
6 Hi Cap Battery,
7 Cable Coil
d. Engineering Kit 2:
1 Autolathe Board
2 Console screen
3 Matter Bin
4 Matter Bin
5 Micro manipulator
6 Signaller
7 Signaller
Belt
Construction Toolbelt
1 Phoron
2 Metal
3 Glass
4 Nailgun
5 Light Replacer
6 Plasteel
If going to FOB, replace Glass with 25 sandbags if you can get 'em
Pockets
Engineer Kit Pouch
7 slots, no tools allowed, permits lots of engineering kit though. I use it to carry different things- like on FOB if I build a lathe, I have somewhere to store flashlights, if I need to build a lathe, it can hold the Lathe board and console screen et al, if I’m helping OT build nades, I can store 7 igniters, signallers, etc and use them to build assemblies faster, extra cable coil, batteries…
Sling Pouch
High Capacity Blowtorch. 80u, but large in size compared to the regular & industrial torch. As it’s one of your most vital tools, especially during FOB siege, it’s worth the investment to guarantee you never lose it- though it’s less worth it if using an industrial blowtorch, and way less useful
Uniform Attachment
Drop pouch
a. M62 Whisper - Small item, pistol with tiny ammo. Your only source of offense outside of a lit torch or building a bat with metal.
b. M62 Whisper mag - Tiny item
c. 500 charge WY Rechargeable battery - Tiny item, for when somehow the battery is lost to an APC but power is running
d. Bar of Soap - Tiny item Let’s you clean almost everything a spray bottle can clean. Use on floor to clean floors, drop items on floor to clean them.
e. Chief Engineer Stamp - Tiny item, you will never need this, but on the off chance someone asks you to sign something, BAM show them that you in fact have a cool and important job.
f. Beverage Container - Small item, fill it with Unga(or if Fancy, get a Doc to fill it with equal parts Kelo, Derma, and Oxycodone- for surviving Boiler acid gas on FOB)
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Reigniting C4
30u sugar
30u phosphorous
30u potassium
30u welding fuel
120u sugar
120u phosphorous = 4 vials
120u potassium
Sealant C4
60u foaming agent bottle 30u lithium + hydrogen
30u polytrinic vial
90u aluminum bottle, vial
240u foaming 120u lithium + hydrogen
120u poly
270u alum
x4 C4
120u welding fuel
120u large beaker sugar
120u large beaker phosphorous
120u large beaker potassium
x4 C4
LIGHT FLARES
M40 30/30/30/30 Alum=Sulf/Alum-Sulf/Potass/Potass
M15 60/60/60 Aluminum Sulphur Potassium 180
C4 " " " " "
Rocket " " " "
Mortar 60/60/60/60 Alum/Sulph/Potass
Healing Nade
30 tomato 30 orange 15 tea 15 sugar 15 phosphorous 15 potassium
“Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.”“Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.”
Pick-up barbed-wire\nPick-up brown-briefcase\nPick-up Camera-Assembly\nPick-up metal-sheets\nPick-up metal-rod\nPick-up basketball\nPick-up light-fixture-frame\nPick-up small-light-fixture-frame\nPick-up Glass\nPick-up Reinforced-Glass\nPick-up Glass-Shards
verb: enter_powerloader
AutoLathe Idle Power 10 Active 100
Holds 30,000 Metal & 2,000 Glass
Fuel Cell Refiller
15,000 active power
QUICK_EQUIP_PRIMARY\nPick-up Camera-Assembly\nPick-up metal-sheets\nPick-up metal-rod\nPick-up basketball\nPick-up barbed-wire\nPick-up light-fixture-frame\nPick-up small-light-fixture-frame\nPick-up Glass\nPick-up Reinforced-Glass\nPick-up Glass-Shards\nQuick_Equip
Engineering - Cut off power & equipment on the APCs throughout Almayer to save on electricity.
Cellrate:
.006 aka
1000w/1kw, 6w/.006kw per tick removed from cell.
10,000w/10kw, 60w/.06kw per tick removed from cell.
100,000w/100kw, 600w/.6kw per tick removed from cell.
1,000,000w/1,000kw, 6,000w/6kw per tick removed from cell.
Chargelevel:
.001 aka
.1% of total cell charge per second, aka 1,000 seconds CAP to fully charge a cell.
Are showers movable? Extinguish mobs, so acid cure
Snoke extinguishes fire
1 KW to charge APC battery?
Load slowly refills- it appears as though ‘batteries are not charging’
Total Power is instant to change however- set SMES to 50 kw and all APCs on a Powernet will share that 50 kw evenly
Almayer Total Load: 448kw, 448,000
Engineer Reactor Core Room APC Load: 2.01kww
a
Large Light Fixture: 82w Brightness 9
Small Light Fixture 42w - Idle Power 2w, Active 40w Brightness 4
Heavy-Duty Cell Charger
Idle Power: 5w Acive(charging): 40,000(2 max PACMAN, 4 1/2 PACMAN, 8 PACMAN @ 5 output)
Recharger
Idle Power: 4w Acive: 15,000
SMES
Will Power Powernet
Will NOT power local first.
Capacity: 5,000,000
You can move a SMES, but its Coil you must drago to your destination, albeit inside a crate
Make Shift PSU- SMES Substitute
-Can overcharge up to 150%.
=Every charge over 114 is dangerous.
=At first EMP chances, that wipe out the PSU battery, SMES batteries, APC batteries, high capacity cells, etc.
140-150% are two dangerous checks for whether it will explode with two different sized explosions.
=5x Capacitors will allow it 150kw Output/Input. Default is 50kw Ouput/Input.
Variants:
1 rating
Capacity 120w
3x Potato Cell 100 rating(4,000cap 1x)
Capacity: 12,000w
3x W-Y rechargeable mini-battery 500 Rating(20,000cap 1x)
Capacity 60,000w
3x Low-Capacity 1,000 Rating(40,000cap 1x)
Capacity: 120,000
Plus 2x High Capacity & 5 Capacitors Capacity: 920,000
2x W-Y Rechargeable 500 Rating
1x High-Capacity 10,000 Rating
Capcity: 440,000
3x High-Capacity 10,000(400,000cap 1x) Rating Capacity: 1,200,000w
1x Super-Capacity 20,000 Rating
1x High-Capacity 10,000 Rating
1x W-Y Rechargeable mini-battery 500 Rating
Capacity: 1,220,000
3x Super-Capacity 20,000 Rating
Capacity: 2,400,000w
x
20,000 rating cell 20kw/s 100x cycles (2,000,000w cap)
10,000 rating cell 10kw/s 100x cycles (1,000,000w cap)
1,000 rating cell 1,000w/s 100x cycles (100,000w cap)
500 rating cell 500w/s 100x cycles (500,000w cap)
100 rating potato cell, 100w/s 100x cycles (10,000w cap)
Single S-52 fusion reactor -
50,000kw .5kw Per 1% when cold starting
Three S-52 fusion reactors
150,000kw
Six S-52 fusion reactors
300,000kw
Twelve S-52 Fusion reactors
600,000kw
Eighteen S-52 Fusion reactors(Max)
900,000kw
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Refresh Close
Total power: 1.648 MW
Approx load: 235.97 kW
Area Eqp. Lgt. Env. Load Cell
Under Deck Vehi 749W F
Under Deck Hang 1355W F
Under Deck 1344W F
Under Deck Carg 1557W F
The Pilot’s Bunks 1998W F
The Lower Deck Weapon Contr 1595W F
The Lower Deck Weapons Cont 294W F
The Lower Deck Starboard-Bo 304W
F
The Lower Deck Starboard Um 311W F
The Lower Deck Starboard Af 246W F
The Lower Deck Starboard-Af 457W F
The Lower Deck Starboard-Af 519W F
The Lower Deck Starboard Ex 521W F
The Lower Deck Starboard-Fo 427W F
The Lower Deck Starboard-Fo 727W F
The Lower Deck Starboard Fo 82W F
The Lower Deck Starboard Po 1282W F
The Lower Deck Starboard-Mi 779W F
The Lower Deck Starboard-Mi 1517W F
The Lower Deck Vehicle Crew 511W F
The Lower Deck Vehicle Stor 1067W F
The Lower Deck Port-Aft Hal 517W F
The Lower Deck Port-Aft Hul 524W F
The Lower Deck Port-Bow Hul 262W F
The Lower Deck Port Aft Sta 246W F
The Lower Deck Port Fore St 169W F
The Lower Deck Port-Fore Ha 802W F
The Lower Deck Port-Fore Hu 472W
The Lower Deck Port-Midship 420W F
The Lower Deck Port-Midship 1758W F
The Lower Deck Port Extende 666W F
The Lower Deck Port Point D 1194W F
The Lower Deck Port Umbilic 316W F
The Lower Deck Conference O 1556W F
The Lower Deck Cryo Cells M 89W F
The Lower Deck Cryo Cells 886W 98% F
The Lower Deck Construction 505W F
The Lower Deck Engineering 2199W F
The Lower Deck Engineering 1974W F
The Lower Deck Deployment W 867W F
The Lower Deck Gym 960W F
The Hangar 3443W F
The Flight Office 2987W F
The Hangar Panic Room 1268W F
The Ordnance Workshop 1844W F
The Medical Chemical labora 620W F
The Medical Locker Room 963W F
The Medical Lower Lobby 1700W F
The Medical Cryogenics Tube 142W F
The Medical Lower Medbay 4042W F
The Medical Operating Room 718W F
The Medical Operating Room 718W F
The Medical Operating Room 728W F
The Medical Operating Room 728W F
The Lounge 2932W F Kitchen
The Support Crew Cryogenics 672W F
The Requisitions 5353W F
The Lower Deck Senior Enlis 647W F
The Briefing Area 7825W C
The Alpha Bravo Equipment P 970W F
The Charlie Delta Equipment 970W F
The Squad Bravo Preparation 2729W F
The Squad Delta Preparation 2287W F
The Squad Alpha Preparation 2307W F
The Squad Charlie Preparati 2352W F
The Engine Reactor Core Roo 1931W 100% F
The Lower Deck Stern Hull 294 F
The Lower Deck Stern Point 813W F
The Middle Deck Maintenance 94W F
The Astronavigational Deck 2266W F
Middle Deck - Hangerbay Catwa 1891W F
The Middle Deck Maintenance 645W F
The Middle Deck Maintenance 813W F
Middle Deck - Medical Catwalk 2407W F
The Upper Deck Starboard Fo 164W F
The Upper Deck Port Fore St 328W F
The Middle Deck Maintenance 574W F
Middle Deck - Briefing Catwal 1459W F
The Middle Deck Maintenance 2133W F
Middle Deck - Requisition Cat 3186W F
The AI Core 14759W C
The Lower Deck Stairs Hull 328W F
The Upper Deck Port Aft Sta 328W F
The Middle Deck Maintenance 677W F
The Middle Deck Maintenance 1130W F
Middle Deck - Engineering Cat 2784W F
The Middle Deck Maintenance 552W F
The Brig Execution Room 266W F
The Brig Execution Storage 94W F
The Brig Perma Cells 1696W 98% F
The Brig Interrogation Room 103W F
The Brig Evidence Storage 89W F
The Brig Processing and Hol 3699W F
The Brig Armory 253W F
The Brig Starboard Hallway 701W F
The Brig Medical 330W F
The Brig General Equipment 807W F
The Brig Cells 2532W F
The Brig Lobby 273W F
The Brig Warden Office 1482W F
The Brig Cryo Pods 214W F
The Brig Chief MP Office 1288W F
The Upper Deck Starboard-Bo 445W F
The Upper Deck Port-Bow Hul450W F
The Brig MP Bunks 304W F
The Brig CiC Hallway 1829W F
The CIC Conference Room 1733W F
The Upper Deck Port Missile 1419W F
The Upper Deck Starboard Mi 1501W F
The Upper Deck Synthetic St 479W F
The Commanding Officer’s Bu 2491W F
The Staff Officer Bunks 1562W F
The Combat Information Cent 8662W F
The Secure Command Hallway 1350W F
The Upper Deck Port-Fore Hu 862W F
The Upper Deck Starboard-Fo 723W F
The Executive Officer’s Bun 1409W F
The Upper Deck Auxiliary Su 1506W F
Starboard-Fore Lifeboat Fuel 1560W 98% F
Port-Fore Lifeboat Fuel Pump 1521W F
The Captain’s Mess 482W F
The Upper Deck Fore Hallway 2071W F
The Upper Deck Mess Mainten 429W F
The Upper Deck Port-Fore Ma 126W F
The Morgue 1499W F
The Upper Deck Starboard-Fo 426W F
The Medical Upper 2737W F
The Storage Room 87W F
The Medical Research hydrop 1172W F
The Corporate Liaison Offic 2992W F
The Starboard Garden 855W F
The Medical Research labora 3080W F
The Basketball Court 582W F
The Upper Deck Port-Midship 679W F
The Almayer Chapel 766W F
The Upper Deck Starboard-Mi 341W F
The Medical Research contai 1060W F
The Medical Research contai 513W F
The Upper Deck Officer’s St 923W F
The Upper Deck Starboard Ha 458W F
The Upper Deck Midship Hall 2242W F
The Upper Deck Port Hallway 540W F
The Upper Deck Port-Midship 312W 98% F
The Upper Deck Officer Cafe 607W 98% F
The Upper Deck Starboard-Mi 319W 98% F
The Intelligence Officer’s 1267W 98% F
The Computer Lab Secure Sto 1964W 98% F
The Upper Deck Computer Lab 2297W 98% F
Starboard-Aft Lifeboat Fuel P 671W 98% F
Port-Aft Lifeboat Fuel Pump 671W 98% F
The Upper Deck Telecommunic 13981W 98% F
The Upper Deck Starboard At 181W 98% F
The Upper Deck Combat Corre 549W 98% F
The Upper Deck Port-Aft Mai 126W 98% F
The Upper Deck Starboard-Af 1109W 98% F
The Upper Deck Laundry Room 146W 98% F
The Upper Deck Starboard-Af 863W 98% F
The Upper Deck Port-Aft Hul 941W 98% F
The Upper Deck Engineering 3208W 98% F
The Upper Deck Chief Engine 1479W 98% F
The Upper Deck Starboard En 2194W 98% F
The Upper Deck Port Enginee 1290W 98% F
The Upper Deck Aft Hallway 1128W 98% F
The Lifeboat Docking Port 2962W 98% F
The Upper Deck Starboard-St 295W 98% F
The Upper Deck Port-Stern H 43W 98% F
Total usage (demand): 228.82 kW (228.82 kW)