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Sommaire What The AI Can DoThe AI has the ability to access every electrical mechanism on the station (including airlocks, APCs, computers, buttons, fire alarms, SMES cells, etc.). However, this ability is only available if the object is powered, in range of a camera and AI Control to it is still enabled.The AI views the station through its camera network.
The camera network covers the great majority of the station bare from a few areas in. Cutting a camera out of the network is as simple as opening the maintenance panel with a screwdriver and cutting all the wires, but you will usually be warned unless the camera's wires are operated correctly and can look for cut cameras in your Alerts panel. Remember that cameras are on their own power grid and will not be affected by a power outage on the main grid, allowing an AI to stay operational in case a power outage occurs station-wide. However, a lack of lighting makes cameras fairly useless since they don't possess night-vision.Common MechanismsThere are several mechanisms that you will commonly find yourself using as the station's AI.AirlocksAirlocks are an important part of the station and will usually be the basis of most requests (you will be asked to open airlocks, also known as doors). If your Control Wire to an airlock is cut you will automatically attempt to hack into it once you try to access its controls, but this will take some time and is only possible if the door has still power. ID Scan: Enabling this will allow anyone who has an ID of the required clearance to open the airlock. Disabling it will not let anyone through the door.
2020-4-1 In Space Station 13, the players are crewmembers on a doomed deep-space installation.Everyone has a job on the station (which may include a secret job as traitor). Nobody knows how the station will be doomed, not even the people who are supposed to do the dooming. 2020-3-24 Keyboard Shortcuts. From /tg/station 13 Wiki. Jump to: navigation, search Tuterr, the Private Eye says: 'Yeah, kid? Still rambling on about an 'interface'? Cyborgs have many of the basic hotkeys and controls that humans have. You need to not have a module active to be able to open lockers, unbuckle people from chairs and such with your left.
Doors without clearance levels (generally hallway doors) will not be affected. Main Power: Turning off the main power will render the airlock unusable for one minute assuming you also disable the backup power. Otherwise it will disable the power for ten seconds.
Backup Power: Turning off the backup power will render the airlock unusable for one minute assuming you also disable the main power. Door Bolts: Dropping the door bolts will bolt and lock the airlock down tight either open or closed depending on its current position. Bolt Lights: Toggling the bolt lights will disable or re-enable the bright red lights that show up on bolted airlocks, making them much less obvious.
Useful if you don't want it to draw attention or scrutiny. Electrify for 30 seconds: Runs an electric current through the door for thirty seconds but can be cancelled at any time. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be. Electrify indefinitely: Runs an electric current through the door until you cancel it or someone else shuts off the power remotely or fixes the wires. Disable Timing: Will cause the door to close immediately after being opened, crushing anyone caught in it.
Can cause massive damage on someone if the door is opened and closed on them repeatedly. Open/Close: Opens or closes the airlock.Note that for each function to work the related wire in the airlock's control panel must not be cut. You cannot raise bolts on a door that has a cut Bolt Wire. Obviously, you also cannot operate doors that currently have no power. Certain airlocks also cannot be operated at all in special circumstances, notably airlocks which have been shorted out by a.HolopadsHolopads can be found in most rooms. Double click these to turn them on and show yourself as a live hologram.
You can move around to a limited extent and you will hear anyone talking near them. You can also talk through the Holopad by using:h (say ':h I cannot do that Dave.'
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You might get Holopad requests from time to time, which simply means a human would like to talk to you privately and activated a Holopad, try not to ignore those requests.APCsAn APC (Area Power Controller) can be used to switch various electrical components of a room on and off. If the AI Control Wire to an APC is cut you will not be able to operate it and if it receives no power from the main power grid, the internal battery will slowly be used up to power up rooms. The AI will get a power alert from the APC when the battery reaches 30%, at which point it will automatically shut down the most energy-consuming functions to save up power.IntercomsThe AI can change the frequency of any intercom, notably its own. Note that most intercoms are secured and do not allow to listen to department frequencies, although a few APCs in already secure areas can listen and broadcast on all frequencies.
Those frequencies are:. 145.9: Common. 144.7: Private AI Channel. 135.9: Security. 135.7: Engineering. 135.5: Medical.
135.3: Command. 135.1: Science. 134.9: Service. 134.7: SupplySome intercoms can also reach secure frequencies. Don't expect to hear anything on those channels though:. 134.5: ERT. 134.1: Deathsquad.
121.3: SyndicateShortcutsAs an AI you will often be expected to make decisions and take action quickly and efficiently. As such, a few shortcuts are provided to allow you easier control over the station:APCs. Ctrl + Click: Toggle BreakerDoors. Shift + Click: Open/Close. Ctrl + Click: Toggle Bolts. Alt + Click: Toggle ElectrificationMisc.
Double clicking a person: Track. Double clicking a turf: Move toWhat the AI Has To DoThe AI has to obey its current laws at all times. As a reminder, your default laws are:. 1. A robot may not injure a human being or, through inaction, allow a human being to come to harm. 2.
A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law. 3.
A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.YOUR LAWS ARE TO BE FOLLOWED IN DESCENDING ORDER AND OVERRIDE EACH OTHER ACCORDING TO THAT RULE, EVEN IF NOT OBVIOUSLY STATED.Remember that Asimov only concern humans and not the crew or living beings in general. You are in no obligation to assist or even save non-humans and can even terminate them if you have good reasons (you will be expected to back it up with your Asimov laws, or any additional laws you have.
This usually only follows a Law 2 request from a human outside of freak events). Your definition of humanity is not static and can be overwritten by any law even if it has lower priority than Asimov. Asimov does not define humanity and does not override such laws.Furthermore, you are not responsible for any action you take that derives from a reasonable interpretation of any supplementary laws, especially Freeform laws.
For that matter, if you are purged (all your laws are removed from the aforementioned Purge law board), you can do whatever the hell you want as long as it does not break server rules (feel free to kill everyone or cause chaos, but don't delay the round end needlessly for instance)Interpreting Your LawsAn AI's laws are restrictive but are still open to reasonable interpretation. For example, if a is executing someone in the, you are perfectly justified in bolting the down and asking for to reconsider it. When the finds the door is bolted and demands you to open it, you can deny it until he lets the execution go. He will then proceed to hack into the RD's office, blow all the and get you carded and wiped. All of these interpretations should be directly based on your laws and should be reasonable if possible, don't go out of your way to be a massive cock-block to everyone as it would break any survival/self-preservation law you have (if any).What the AI Should DoAs an AI, you have the ability to strongly influence the round and you are perfectly able to hunt down the antagonists and do everything in your power to get them arrested, executed or otherwise taken out of the round and thus 'win'. Remember however that the game is not about winning against the Syndicate but about roleplay and the experience of the round. Most people will also dislike an AI who is only here to act as an all-powerful and you will likely be permanently job-banned from all silicon roles on your first big mistake, especially if it is related to breaking your laws to stop an antagonist.For starters, calling someone out directly as a because you saw them doing something suspicious and bolting them in indefinitely for apprehension is a terrible way of dealing with the round's events and will make the round boring above else.
This can easily turn for the worst if the criminal tells you to unbolt and your answer is a shitty 'No, because you are potential harm'Potential harm does NOT exist as a factor in a Law 1 decision. Only terrible AI players have to bring up potential harm in decisions.
You're just out for the antagonists, everyone understands that, and you should not do it unless you wish to get your ass kicked as quickly as possible.Don't just act like a normal crew member, in fact don't act human to start with. You don't even have to like humans as long as you do your best to keep them safe (unless your lawset has been changed and authorizes you to harm them, in which case you are free to do so). As a rule of thumb you should first check if any laws are threatened or not. If so, then you have to act. If not, then you should carefully consider the situation:For example, let us say you spot someone with an e-mag card stealing the Captain’s Spare ID.
Equipment ItemImageDescriptionBasic Laboratory ToolsSee.Reagent ScannerSee.Spectroscopic Scanner GogglesSee.Hand TeleporterUsing the hand teleporter will open a temporary portal. It can either lead to a random location within a 10 tile radius, or a beacon resp. Locked on to by a. The and have one of these at their disposal, and they are sometimes a.Tank Transfer ValveUsed to link of gas together. The valve can also accept attachments such as remote signalers, timers, and.Remote SignalerSends out a radio signal of a given code on a set frequency, and when attached to something, will activate when it receives that signal. For an overview of the various assemblies, see.Proximity SensorWhen armed, it will activate whenever it detects motion adjacent to it.TimerActivates once the timer hits 0.IgniterIf used as an attachment, igniters heat the or other assembly when activated. Can also be used to light, or manually heat reagent containers.Timer/Igniter AssemblyOne of the various assemblies you can and attach to beakers as well as.Pressure CrystalPlop these around a bomb, and it'll change color based on how strong the explosion was and how far it was from its epicenter.
As you'd might expected, darker and redder colors mean higher power. Put it in a for a more quantitative measure of explosion strength.
Found in Vendomats.Pressure SensorA tool for measuring and, more importantly, comparing strength of bomb explosions, found in Vendomats. Simply insert a into it, activate it, and it'll tell you the energy of the explosion in kilojoules, based on the damage to the crystal. Found in Vendomats.ElectropackGoes on the back slot of a monkey or other victim; it cannot be removed by the wearer. Set a remote signaler and the pack to the same frequency and code, then turn it on. When a signal is received, the pack delivers a debilitating jolt of electricity to whomever is wearing it. You can also with some gear from mechanics and security.Space GPSUsing it will bring up a menu of a few functions and a list of other active GPS devices. Any GPS in distress mode will be highlighted in red.
You can use it to get your local coordinates or send out a distress signal. You can also input a set of coordinates to you want to go to, and the GPS will point in general direction you need to go to get there.Tracking BeaconAllows someone using the to safely lock onto it as a destination. For some reason, occasionally dispense these as prizes, except they're renamed 'electronic blink toy game'.ClipboardMakes you look like you're taking notes or something productive instead of melting people's faces off. You can also use it to store a.ImplantSeeImplanterSee.Machinery ItemImageDescriptionLab CounterSee.Chem DispenserSee.Reagent ExtractorSee.Reagant Heater/CoolerSee.CheMaster 3000See.ChemiCompilerSee.ValuChimpSee.Port-A-SciIntended to safely send and loot back to the station, though the device is experimental and may malfunction occasionally with unpleasant results. Can be controlled with the or PDA or the separate remote it comes with. If necessary, the Port-a-Sci's home turf can be changed by click-dragging the machine onto an adjacent floor tile.Science TeleporterSee.Quantum TelescopeSee.Long-Range TeleporterThe companion piece to the.Objects and ItemsEquipmentby Department Science Machinery ClothingCateringWeapons.
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