Guild Adept

From Sojourn
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Outdated references to bulletfab + missing information about new guild power sources.

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Guild Adept

"Just slap some flex tape on it, problem solved."

Department:

Artificers Guild

Access:

Engineering, Atmospherics, EVA, Maintenance

Supervisors:

Guild Master

Difficulty:

Medium

As a Guild Adept you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI's core. You watch over the engine, ensure the electrical machinery aboard the colony is up and running, and, most of all, repair the colony when it inevitably explodes due to general stupidity.

Equipment

You start in engineering with a hard hat, a T-ray scanner, a engineering headset, a guild jumpsuit, tool belt, and an engineering PDA.

Items that are recommended for guild adepts include utility belts, multitools, a welding helmet or goggles, optical meson scanners, and cabling, as well as the hazard vest. You should also get a pair of insulated gloves.

Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used in the hacking of doors for checking the amount of power flowing through wires, and not for any kind of illegal activity what-so-ever. The welding mask is vital to protect your eyes while welding and provides the secondary benefit of protecting from flashes. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you're going and what's damaged without having to accidentally walk into a fire or bomb exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions; while not always needed, it is best to carry some with you. Hazard vests are bright orange, and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.

It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any colony damage that may occur. If all the metal and glass is gone, more can be obtained from Lonestar via mining or sales.

Doing Your Duty

You have a few things you should do, if you don't want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any adepts doing a little work, the colony will shut down.

Starting the Engine

This is an extremely important task. Luckily, it is very simple. Make certain you follow the instructions precisely; an adept who accidentally floods Engineering with plasma is not a popular person. Absolutely brainless. Fill the diesel generators with fuel, turn them on, and wait for the Hydroelectric Dam to fill up before opening the floodgates.

Working the Solars

Read the guide, make sure you have enough wire and insulated gloves. Best of luck.

Fixing the Colony

If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See Construction for more details.

Power Management

Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs. It is also a good idea to set up substations, to prevent widespread power cuts if the main source of power is damaged. Read the guide for more information.

Breaking It Down

When power is flowing nicely, and if nobody's broken any necessary bits of the colony, you can focus on freeing any useful materials from the plethora of machinery the lower colony sends up to be disposed of, or that can be found in maintenance. For the most part, any broken computer or machine can be popped open with judicious application of a crowbar to get at the delicious parts and components. Junk piles are better left to the Salvagers.

Fabrication and You

Engineering comes with two fabricators: an Industrial Autolathe and the Nanoforge.

The Industrial Autolathe is relatively simple to use. The industrial autolathe requires disks filled with plans for the item you want to print, and can recycle certain items into their base components and chemicals. When a disk runs out of licenses for items, it's functionally useless, so be careful.

The Nanoforge

This piece of machinery is an entirely different beast altogether, almost considered an altar to sacrifice useless materials on. At first, it remains inert, nonfunctional to any and all adepts or masters. However, provided with a suitable catalyst, it will allow you to use it, taking all manner of broken and functional items to molecularly reconfigure into compressed matter to use. This is where the Cube comes in. Since oddities with suitable catalyst power are few and far between, the Cube is considered the best option for empowering the Nanoforge. It does require some exotic materials, so you will have to be quite lucky in breaking down machinery, or purchasing the required components from Lonestar. Refer to your Guild-sponsored crafting recipes, and you should have a very useful item for learning from before using it in the Nanoforge.


Jobs on Sojourn

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Command Premier, Steward, Blackshield Commander, Warrant Officer, Guild Master, Chief Research Overseer, Chief Biolab Overseer, Prime, Surface Operations Manager, Expedition Foreman
The Marshals Warrant Officer, Officer, Supply Specialist, Ranger
Blackshield Blackshield Commander, Sergeant, Corpsman, Trooper
The Guild Guild Master, Guild Adept
Soteria Medical Chief Biolab Overseer, Medical Doctor, Psychologist, Lifeline Technician
Soteria Science Chief Research Overseer, Scientist, Roboticist
Prospectors Expedition Foreman, Prospector, Salvager
The Church Prime, Vector
Lonestar & Civilian Surface Operations Manager, Bartender, Botanist, Chef, Janitor, Cargo Technician, Lonestar Miner, Colonist
Colony-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
The Lodge Huntmaster, Hunter