Difference between revisions of "Standard Operating Procedure (Guild)"

From Sojourn
(Guild SOP starting entry)
 
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* In case of atmospheric issue, including fire, seal the area, make inflatable airlocks on the access to it and move any item that can negatively affect repairs out of the area (plasma canisters, welder tanks and others).
 
* In case of atmospheric issue, including fire, seal the area, make inflatable airlocks on the access to it and move any item that can negatively affect repairs out of the area (plasma canisters, welder tanks and others).
  
(pertinent links to repairs here, like the build guide)
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[[Construction|How to do basic repairs and instructions of how to make walls, objects, or APCs can be found here.]]
  
 
== Fulfilling & Handling Desk Orders ==
 
== Fulfilling & Handling Desk Orders ==

Revision as of 02:05, 9 March 2023

Guild Standard Operating Procedure

Power generation/distribution

It is the duty of the Artificer's Guild to provide power and distribute it across the colony accordingly, how this power is generated is a choice of the Guild Master, or any Adept in it's absence.

(links to guides on how to make power and safe RCON setup)

Like any service provided by the Artificer's Guild, power is not given freely, other factions are charged automatically and the money is send to the headquarters account, in case a faction utilizes way more power than they do normally, this extra power may be charged and put entirely into the company's account.

(cue a centered table of the faction and how much power they use on average, Marshals use 70kw tops, soteria science is usually a bit below 100kw if genetics is being used, each lonestar/hallway/outpost substation never uses more than 50kw(unless soteria is making bombs, then it's 150kw or less), the only one that REALLY needs to be checked is the medical substation under heavy use, default is set to 200kw, but I doubt that much is needed, even with cryo and stuff)

Artificer's Guild is reserved to cut power to other locations on the following occasions:

  • Lack of payment for service provided after 15 minutes of the debt being informed to the debtor, case debt is paid, power should be restored.
  • An approved permission given from the high council.
  • Illegal experiments occurring that have already been warned to be stopped by the Marshals

Once one of those criteria has been achieved, the people affected by the power cut should be informed when and why the power has been cut. Evidence of the reason for the power cut should be provided to Marshals case they request it.

Shield Generator Operations

Another duty of the Artificer's Guild in the upper colony is to maintain the operability of the shield, while being less important than producing and distributing power, this task is also essential. Upgrades and utilizing alternative sources of power to maintain the shield are recommended, since this equipment can be a drain to the power lines if incorrectly tuned.

Operating the Shield is a joint task of Blackshield and Artificer's Guild, the first determining when to activate and how, while the second makes sure the shield is doing what is requested. The shield is to be kept turned off by default, context being key in activating or changing what will the shield block.

(link to a guide for setting shields here)

Colony & Departmental Repairs

As an Artificer's Guild member, you're expected to maintain the colony in an operational state, the path used to achieve this goal is set by the Guild Master or any Adept if necessary, as long as the SOP is followed and no laws have been broken.

Repairing an area can be costly, therefore charging for the service is encouraged, but not mandatory, the price should be talked to the faction(Soteria, Lonestar, etc) whose area is going to be repaired prior to the start of the work, areas who do not have a clear faction owner, like hallways, public dormitories and others are to be billed to the Premier's.

Essential repairs are never to be charged directly, HQ should be informed via fax or on your debrief after a shift for proper billing to be handled by headquarters. Any request for essential repairs that may be suspicious of being caused by SABOTAGE(the word itself is a link to law, bonus points if straight to the law itself) by the involved Guild members should be informed to the Marshals and repairs interrupted. The criteria for any essential repairs is the following:

  • Something that directly impacts a departments ability to operate, examples should be medical equipment in Soteria medical, trade beacons in Lonestar, the fence and gatehouse protected by Blackshield.
  • Hallway access to any faction, like in the case of a cave-in or barricades.
  • The area/item belongs to Guild, namely the work areas, all substations, APC in the colony and the wiring required to connect those.
  • Any piping damage.
  • The lack of repairs will cause a direct threat to the existence of the colony, like tunnels that may be used for infiltration into the colony.

Any essential repair has the goal of making the area OPERATIONAL, anything beyond that should be charged, a good example is not leaving underplatings due to them being a tripping hazard, but proper flooring is not essential.

Before starting a repair make sure these are being followed:

  • Make sure everyone who is not a Guild member is away from the are to be repaired or at a safe distance, using the engineering tape to limit the area is ideal, but not mandatory.
  • In case of atmospheric issue, including fire, seal the area, make inflatable airlocks on the access to it and move any item that can negatively affect repairs out of the area (plasma canisters, welder tanks and others).

How to do basic repairs and instructions of how to make walls, objects, or APCs can be found here.

Fulfilling & Handling Desk Orders

The Artificer's Guild can produce many items other members of the colony can enjoy, and those can be sold! Items that are:

  • Hand Crafted (Arc welders, Artificer's guild web harness and others)
  • Printed (any item printed of the forge, lathe or crafting station)
  • Constructed (doors, turrets, walls and many others)
  • Found while recycling/scavenging (the laws must be respected in this case)

Other items that are from other sources, like the ones found inside of Artificer's Guild workspace normally (like the Artificer Perfection cube, boards in general, voidsuits and control modules) are not to be sold, they are tools provided by the company for you to work.

While being a completely OPTIONAL part of the workload of any Artificer's Guild member, doing orders can be a source of income, and as such, charging for the orders should be defined by the Artificer's Guild member accepting it, Guild Master being able to change as they see fit. Pricing of an order does not require to be made only in credits, and any order that does not consume Artificer's Guild credits provided via the company's account belongs to the member who accepted/crafted/delivered the order, in case of multiple members working on a single order, percentage shares should be agreed between the involved parties before executing the order.