Found in: Nearly everywhere Used for: Laying electrical wires, building things that use electricity Strategy: Wire is a resource, and can be used in many constructions and to lay down power lines. Make sure all APCs are connected to the main lines with wires, or you'll have black outs.
Comes in many fun colors. Can be laid down on the plating to distribute electrical power, read the guide to wiring to see how. Almost all machines require wires, including the singularity engine. Make sure you don't touch wires on the ground without insulated gloves.
By right clicking, you can turn the wires into ghetto restraints to tie someone down, but only takes 30 seconds to get out of.
Can be recharged in a Cell Charger. Comes in four varieties:
Standard (1 kW)
High-Capacity (10 kW)
Super-Capacity (20 kW)
Hyper-Capacity (30 kW)
Found in: Nearly everywhere Used for: Opening airlocks, breaking things. Strategy: If the power goes out on the station, you will need a crowbar to open doors. Otherwise it's just for breaking things.
The crowbar can pry open things or pry closed things and is used in deconstructing objects like computers and airlocks. It will open powered down doors and fire doors. You can use it to remove floor tiles, especially useful when they are damaged or you believe wires have been cut. Comes in two flavors, gunmetal grey and robust red.
A simple, but often needed tool. Everything from APCs to windows to computers can be unscrewed. Grilles can be unscrewed and pulled away instead of broken. A screwdriver to the eyes is a dangerous weapon.
More or less an undo tool with wires. Can be used to disable cameras, and needed to take apart most machines. Can also be used to deconstruct grilles instantly.
Found in: Nearly everywhere Used for: Deconstruction, attaching bolts Strategy: Wrenches are usually used to take things apart, like wall girders, or tables. Only the emitters and computers use them in construction stages. They either fasten bolts, or take apart bolts.
This tool is used more to take the station apart than to put it together. Most departments need one to secure some machine or another.
Found in: Auxiliary Tool Storage, Engineering, EVA, Primary Tool Storage, R&D, Robotics Used for: Sealing airlocks, construction and deconstruction. Fighting aliens. Strategy: You can cut all manner of things apart, from lockers (open locker, click while lit) to walls. OR, You can weld shut doors and lockers. It is useless when out of fuel.
A must have for engineers. Most modifications you make to the station will require this tool. It does have an open flame, so it will light everything from cigarettes to plasma. Use it as a weapon against weeds and vines. Don't refuel it when lit unless you want an explosion. Be sure to use eye protection unless you like slowly going blind.
You can get an industrial version with double fuel capacity from the welding lockers from Engineering, ordering one from Cargo or from a hacked vending machine.
Used for hacking Airlocks, APCs, autolathes, mulebots, vending machines, and nearly anything else with a panel. See the guide to hacking for more information.
Found in: Toolboxes Used for: Scanning the air Strategy: If you ever needed a complex readout about your current atmosphere, this is the tool for you.
Can be used to scan the atmosphere, and shows you what's inside a Canister or a pipe. The analyzer can also be added to an unscrewed security camera to upgrade it to an X-ray camera, and will prove invaluable in the case of a anomaly.
Otherwise, made practically worthless by the PDA Air Scanner.
Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, and make cloaked people flicker. You can put it in your belt, or leave them lying all over the place.
Found in: Engineering Used for: Painting airlocks Strategy: Put a toner in it and use it on an airlock and select how you want it to look
An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob.
Found in: Engineering, Solars, AI Chamber, Mining Station, Telecommunications Used for: Storing and distributing power Strategy: Set an input (must be lower value than the input from wire, otherwise nothing goes in!), set on output (preferably smaller than the input so something will actually be stored in the cell), and watch the station flourish!
Huge cell/battery for power distributing purposes. Maximum capacity 5 megawatts.
Left lights represent how much of the SMES is loaded.
The top right light shows the input power status. If it's off = none, red = on but receiving no power, blinking yellow = receiving power and loading.
The middle right light shows the output power status. If it's off = not outputting power, green = outputting power. Guide to building a SMES.
Found in: Maintenance Used for: Rerouting power Strategy: Switch off when you want to disconnect a department from the main grid, switch back on when needed.
Large machine with heavy duty switching circuits used for advanced grid control.
When switched on connects two adjacent wires through itself. Switching it off disconnects them.
When on, yellow with green lights on the top. When off, grey with red lights on the top.
APC Area Power Controller
Found in: Every room with power Used for: Controlling the power for a sector on the station. Strategy: Have power equipment access, swipe your ID on it to unlock it and choose your action.
Actions available on the APC:
Main Breaker: On/Off - Toggles power to the room
Equipment: Auto/On/Off - Toggles power to computers, doors, and other electronic equipment.
Lighting: Auto/On/Off - Toggles power to lighting in the area.
Environmental: Auto/On/Off - Toggles power to the ventilation in the area, as well as the Air Alarm.
Cover Lock: Engaged/Disengaged - Provides a cover to protect the battery.
Remember, 'Auto' power settings slowly cuts off each breaker when power runs low in this order: <30 % = Equipment off, <15% = Lighting and Environment off.</b>
Replacing the APC's Battery:
To replace the APC battery, you need an ID with sufficient access to unlock the APC itself.
Swipe ID with power equipment access to unlock the interface.
These will drain power directly from the room's APC unit to recharge Power Cells. Beware with high capacity cells, as they will drain the room's APC completely. Can be secured and unsecured using a wrench.
Found in: Engineering Secure Storage, Engine, more can be ordered from Cargo Used for: To power up the shields containing the Singularity Strategy: Ensure it has a powered wire under it, wrench and weld it in place and turn it on. Lock with ID if needed
A heavy duty industrial laser. Shoots non-stop when turned on. There are four at the engine, powering up the Field Generators with laser shots.
Emitter are also useful as a weapon, if your target stand still long enough for you to set it up. (Hint: Blobs don't move.)
An energy shield used to contain hull breaches. All space tiles within a 2 square radius will be blocked off with a shield.
Found in: Teleporter, Xenobiology, more can be ordered from Cargo Used for: To seal in/out aliens and such Strategy: Wrench it in place
Creates a barrier between two Shield Generators.
Found in: Gravity Generator Room Used for: Creating gravity to the station Strategy: If broken, fix it with a screwdriver, welding tool, 10 units of plasteel and then a wrench.
Provides sweet sweet gravity when enabled. Provides sweet sweet anger when not. When powered, and toggled on, it will charge until 100%, which will then enable the gravity. If it isn't powered, via the APC on the environment channel, or it is toggled off then it will discharge until it hits 0%; which will then disable the gravity. While charging/discharging, the generator will emit a lot of radiation so make sure you wear a radiation suit.
Gas Turbine Generator and Compressor
Found in: MetaStation Used for: Creating power through a contained small fire Strategy: Make inferno fire to compressor-side, turn Gas Turbine Generator on, open the turbine-end to space so fire moves through the machine to generate power. Higher airflow and temperature makes more power.