Assemblies

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Revision as of 03:39, 25 March 2021 by Sirryan2002 (talk | contribs) (more work on this)
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This page needs to be reviewed/updated:
REASON:
Page needs to be written, this is around assemblies with Remote Signalers, igniters, attaching, etc


Signals

Many machines across the station use signals to communicate which each other. You may even be surprised to learn that some machines such as Air Injectors/Gas Computers, wall buttons, and even our comms all use signals to communicate and function. But how does all of that work?

Whenever an Assembly is activated and sends out a signal, it sends out that signal on a Frequency. Frequency comes in the form of numbers with odd decimals. For example, the frequency of a signal could be 101.3, 113.7, or 93.7. Since there are often multiple signals being sent on the same frequency there needs to be a way to differentiate the signals. This is where Codes come in. A code is just an accompanying number sent along with the signal that will further make the signal unique.

For example:
Signal 1: Frequency 101.3 Code: 4
Signal 2: Frequency 93.3 Code: 67

Anything on the same frequency and same code as the one described in Signal 1 will receive that signal and be activated, it will ignore all other signals.

Remote Signalers

Remote Signallers are devices from which you can send out signals from. You can set the frequency and code and you can choose to either manually activate it or attach it to another assembly to be activated once a condition is met. Additionally, you can set it to receive or send signals. As a receiver, if a signal is sent with the same frequency and code it is on, it will activate whatever it is attached to.

Assemblies

Type Description
CableCoils.png Wires

When activated, it will detonate after either 3 or 5 seconds.

How to Make:
Click on an empty grenade casing with a cable coil, add beakers and screwdriver. You can change the detonate time (3 or 5 seconds) by screwdriving the final assembly.
Timer.png Timer

When activated, it will wait a custom set time before detonating the bomb.

How to Use:
Use the assembly to set and activate the timer.
Proximitysensor.png Proximity Sensor

When a mob steps within 1 tile in any direction of this trigger, it will activate.

How to Use:
Use the assembly and set the timer for how long you want to give yourself to get away and press "not arming". After this time has elapsed, any movement within one tile will trigger it.
Healthsensor.png Health Sensor

When the holder of the sensor hits crit or death (crit by default), it triggers.

How to Use:
Ready to be attached by default. If you want to change it from detect crit (0 health) to detect death (-90 health), hit it with a multitool.
Infraredemitter.png Infrared Emitter

When a mob steps in its line of sight, it will activate.

How to Use:
Use the assembly to set the emitters direction, state (on/off), and laser visibility.
RemoteSignalingDevice.png Remote Signaling Device

When signal another rsd (remote signaling device) with the same frequency is sent out (from anywhere, it receives it and activates.

How to Use:
Use the assembly to set the frequency and the code. These should be different from the default to avoid any false positives. Don't forget to set "recieving" to ON. If you wish to trigger the assembly, print a second rsd, set it to the same 
frequency/code and press "send signal."
File:Mousetrap.gif Mouse Trap

Any person who opens the container containing the mouse trap will get instantly stunned and the bomb will activate. If a person walks over it on the ground it activates the grenade but will not stun them.

How to Use:
Use the assembly to set the mousetrap, then place it inside any container or throw/drop it on the ground.
Voiceanalyzer.png Voice Analizer

Activates when a pre-recorded trigger word is said outloud within 7 tiles from anybody.

How to Use:
Use the assembly to start recording. Say the message outoud, then use it again to turn recording off.