There should be a small room in the bottom left of the Requisitions Department, in there there is a vendor on the left side of the wall, below the autolathe called the “ColMarTech Surplus Uniform Vendor” that can dispense almost any encryption key Marines may need.
It’s helpful to know that while you may issue orders to marines, they are also players just like you and either have a mind of their own, or simply see something that you do not groundside. Try calling the SL (or an FTL god forbid the SL didn’t take a radio backpack) you are watching to rally their men and move them where they are needed.
You should have an ability at the top left of your screen that looks like a green pool with resin around it, if you click that and middle click somewhere, you can build anything from a core (if there is none) to a pylon or even egg morpher. These construction nodes however usually need about a 3x3 empty space to place them.
ANFO is a volatile chemical that can catch fire if you do not mix it at the right ratio. You should mix it in batches of 60 at most, which would mean 60u Ammonium Nitrate and then 30u of Welding Fuel per pour and NO MORE.
There are different items of intel that behave differently. Paper/Progress Reports can be read freely and will give you information on how to read certain folders, and occasionally disks. Folders can only be read if you already have the aforementioned knowledge of how to read the specific ones. Folders can give you intel on things from disks to manuals. Disks are a bit more tricky as you need to have their encryption code to process them, you can do this by checking all your known Intel by going to your IC tab at the top of your screen, then finding a button that says “View Intel Objectives”. This will show you all folders, disks, manuals, etc. known to you. If you click the tab that should say “Disks”, it will show all known disks and their encryption codes, at this point you grab a disk, hit the disk reader (green computer looking thing) with it and paste in your key. After about a minute or so, the computer will spit the disk out and the name of it will update to reflect it. Manuals are a bit more simpler, you read them and you can gain knowledge of items groundside that you are meant to retrieve, from health scanners to autopsy scanners. These are marked by serial numbers and will be automatically processed when they are on the ship and known about.
Depending on which LZ you are at, you could be closer or farther away to it. If you are at LZ1 - Mining Aerodrome, then you only need to go directly east from your LZ. If you are at LZ 2 - Ice Fields, you will have to travel a bit farther North East. Once you are in the actual main outpost building, if you see bright yellow markings on the floor, you are in the right area. Just go to the north eastern section of the yellow area until you see SMESs and Reactors, then you are in Colony Engineering.
Most players are usually using what are known as “macros” or simply just custom keybindings. I would highly recommend giving a read to Macros and Hotkeys - CM-SS13 - Wiki as they will tell you just about everything you need to know about macros and/or keybindings.
According to server rules, killing other marines without proper escalation (punching against punching, guns against guns, etc.) is not allowed. You may however try and ahelp by using the F1 key or through the Admin Tab.
You can do this by using the synthesis simulator. You generally first need to scan a chemical that already has the Bonemending Property in the XRF Scanner, you get these by people bringing you groundside vials or upgrading your clearance level. After that you can open the simulator and click CREATE, then BNM. If you want a higher level then you may click Set LEVEL. Once you are ready, you create a name for it then click SIMULATE.
Marines may usually prefer folding barricades in a location because if there are none, then if they need to push up, then they need to dismantle the barricade, wasting time. Folding Barricades allow easy access for only Marines in and out of the line.
If you are certain it has power and the cell is charged, use a screwdriver on the APC and mend the power wire if it is cut using wirecutters.
Inform Admins to reset their name, and ask them if they need any help getting set up and learning mechanics.
Resin Hole is an ability Carriers can use to place a hole that you can hide huggers inside of, boilers may also spray acid into the hole so that any Marine that steps on it gets hugged/burnt. You can hide these holes under just about anything on the ground from corpses to crates and metal, get creative!
SEAs are allowed to take up arms to defend their ship, assuming there are absolutely no MPs and we win the fight, I would ask whomever the aCO is to deputize someone to manage the new inmates.