Engineering items

# Items

By using wires in hand, you can craft layer bridges or File:Cablecuffs.png, which are ghetto restraints used to tie someone down.

* File:Powercell.png Standard (1 kW)
* File:Power cell.png High-Capacity (10 kW)
* File:Supercell.png Super-Capacity (20 kW)
* File:Hypercell.png Hyper-Capacity (30 kW)
* File:Bluespace Power Cell.gif Bluespace (40kW)

# Tools

Use this tool in hand to open a radial menu, where you can choose mode and change many settings, such as airlock access, airlock type and window type.
* Build Floors (2 Ammo)
* Build a Wall (16 Ammo)
* Build a wall on top of a girder (8 Ammo)
* Build a Grille (4 Ammo)
* Build a Window (8 Ammo)
* Build a Reinforced Window (12 Ammo)
* Build an airlock (16 Ammo)
* Deconstruct a girder(13 Ammo)
* Deconstruct a wall(26 Ammo) (Can't deconstruct reinforced walls, unless it's a cyborg or mech RCD)
* Deconstruct a floor tile into space(33 Ammo)
* Deconstruct a grille(4 Ammo)
* Deconstruct a window(8 Ammo)
* Deconstruct an airlock(32 Ammo)

Can be loaded with Compressed Matter Cartridges and regular metal and glass sheets. One Cartridge holds 40 units, with 160 being the maximum. Be forewarned that changing RCD mode can cause it to emit sparks, which can cause fires in plasma-rich environments.
It also can robust the shit out people. Or AIs, if needed.

* **Can be upgraded** with an *RCD advanced design disk*, which can be printed from the engineering protolathe after research. This lets the RCD create:
	+ Wired/wrenched machine frames File:Wired Frame.png
	+ Computer frames
	+ Simple circuits, which contain the designs for firelock, air alarm, fire alarm, apc circuits and basic power cells. These work the same as the engineering cyborg's Electroadaptive Pseudocircuit.
* **Can also be upgraded** with an *Advanced RCD silo link upgrade*, which can be printed from the engineering protolathe after research. With this upgrade, the RCD can be used on an Ore Silo to permanently link it. Afterwards, use the radial menu of the RCD to select an option there which makes it pull materials directly from that silo. It can be toggled back to using its internal storage at any time.

It can dispense:
* Pipes
* Manifolds
* Manual Valves
* Digital Valves
* 4-Way Manifolds
* Layer Manifolds
* Connectors
* Unary Vents
* Gas Pumps
* Passive Gates
* Volume Pumps
* Scrubbers
* Injectors
* Passive Vents
* Meters
* Gas Filters
* Gas Mixers
* Heat Exchange Pipes
* Heat Exchange Manifolds
* Heat Exchange 4-Way Manifolds
* Heat Exchange Junctions
* Unary Heat Exchange Pipes
* Disposal Pipe
* Disposal Junction
* Disposal Y-Junction
* Disposal Sort Junction
* Disposal Trunk
* Disposal Bin
* Disposal Outlet
* Disposal Chute
* Transit Straight Tube
* Transit Straight Tube With Crossing
* Transit Curved Tube
* Transit Diagonal Tube
* Transit Diagonal Tube With Crossing
* Transit Junction
* Through Tube Station
* Terminus Tube Station
* Transit Tube Pod

**Alt-click the RPD to toggle autowrenching on and off.**

* Permanent Light Collection: The RLD can attach lights to the floor or to the wall. These lights will burn forever as long as the APC in the room is powered.
* Light Launcher: The RLD launches glowsticks at a distance
* Deconstruct: Tears apart wall/floor lights

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.

Otherwise, made practically worthless by the PDA Air Scanner.

# Equipment

**Remember:** Wire connected to the floor terminal = power input. Wire under the SMES = power output.
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 an SMES.

* *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.

***Replacing the APC's Battery:***
To replace the APC battery, you need an ID with sufficient access to unlock the APC itself.
1. File:Id regular.png Swipe ID with *power equipment* access to unlock the interface.
2. Open the panel and disengage the cover lock.
3. Use a crowbar on the APC to open the cover.
4. File:Hud-hands.gif Take the battery out with a free hand.
5. File:Power cell.png place in the new battery.
6. Close the cover again with your crowbar.
7. Re-engage the cover lock.
8. File:Id regular.png Swipe ID to secure the interface.

File:APC emagged.gifIf an APC looks like this (blue with blinking red lights), it's either emagged or the AI is malfunctioning.
Guide to building an APC.
Guide to hacking an APC.

Guide to building a P.A.C.M.A.N.-Type Portable Generator.

Guide to building a S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator.

Guide to building a M.R.S.P.A.C.M.A.N.-Type Portable Generator.

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.)
You can also slot in a custom energy weapon to be fired, instead of default emitter beams. Simply open the panel and insert the gun.

Guide to hacking the Particle Accelerator.