Maintaining The Ship

The Saltshaker
''Get Familiar with the Ship. Use the map that has been linked before. You will want to know where the hell everything is.''

As of right now, your most important jobs will be, in no particular order


 * 1) The Engine - Making sure its always balanced and never goes Full Warp or Dawn.
 * 2) The SAL - Making sure that Mercs always have enough supplies, be it either for FLAK, OB's or Ammo.
 * 3) The Defenses - Making sure that should a threat board, there will be already pre-made defense just incase.

The Engine


In TLDR or if you can't see image

''You don't need to really do anything as the ISP auto-balances it when its on. However if its off or such, then you will need to know what to do''

''All you have to simply do is manage the power and Dawn/Warp. You can only safely have so much PP (Power Points) being used, with 10 being the highest and basically inevitable to put you into Warp if not brought down. Turn on Dawn Filaments Clamps to increase Stability, and turn it off to decrease Stability. Stability MUST equal the amount of power being pulled or else it will go Warp. If you have too much stability, it will go Dawn instead.''

''You also have around 20 Dawn Capacitors being charged. Down below, there is 4 Chargers, and each one takes 1 Power Point to work. More of them are on the faster Dawn Capacitors will charge. You need Dawn Capacitors for almost everything, OB's and Ship Orders in particular need them.''

''Also a little trick. Dawn Capacitors have 2 modes, the Normal Mode and Quick Charge. Quick Charge reduces the max power the Capacitor can store but makes it be charged up much faster. There is currently no reason to not use Quick Charge as most things rely on the Dawn Capacitor itself being charged, but that will change in the future. Only one notable thing that uses up "power stored" instead of the Capacitor itself is Shield Order.''

The SAL


(In the Screenshot, 1st SAL is offline. 2nd SAL is Online with 1 Booster, consuming 2 PP. 3rd SAL is online with 2 Boosters, consuming 3 PP.)

The Production Center and replacement of Cargo

Here is how it works and how to set it up

''Start from the LEFT SIDE and begin. We shall gradually go to the RIGHT SIDE as you progress''

''1. Place whatever it is you wish to produce, be it either a supply crate, flak, ob shells or etc to the starting point of SAL. Then, take a wrench and use it on said object you put down. Wait a bit until it finishes wrenching.''

''2. Click on the machine itself next to the object, the one that's currently turned off. Once its on, your SAL production shall begin. As long as its working, it will consume 1 PP.''

You can see progress on the object's construction in the middle, where the bar will slowly fill up TEAL/CYAN until it becomes full and makes said object

''3. (OPTIONAL) If you wish to produce said objects faster, either because your CO is yelling at you to ready up 30 OB shells for maximum bombardment or you really want just want plares, then you must activate these pipes on the left and near end of the right side. These will accelerate SAL production by almost half a minute, making it produce much faster. However each one consumes one extra PP. In total, SAL can be eating 9 PP if everything is turned on.''

''You also have TRAINS to help you carry ammo or supplies to whenever you need them and can be piloted by screeches if you know what you are doing. Trains operate on rather oddball controls that will take getting used to. However they can be automated''

''There is certain Train Cards you can find. Use them on one of the stations, which are essentially these red stripped areas on the ground next to yellow stripped ones and it will adjust to that station. You can then put a card into the train, put a screech in there, and it will automatically drive over there. This can be done with Light OB cannons as well, and if have the rack, will even reload it themselves. Max of 2 Cards in one train for now.''

The Defenses
Most of the Saltshaker defense is up to you to make and build along with engineers, but there is some prebuilt ones that will greatly aid you.

''Firelocks themselves are in this, and you usually can see weird static-like areas when ship gets breached. If you click around on it with a empty hand, you can raise the lower part of the Firelock, creating a small, quick and decent barricade that lets you comfortably shoot and take cover behind. Clicking it again will raise it fully but it will be more of a wall now than cover, not letting you shoot through.''

''There is also in particular a few special beakers you can turn on, mostly located south of Upper Deck and in Bridge. They eat 1 PP each but once on, they turn on the turrets in their area. This can be very helpful when trying to defend Bridge or otherwise.''

''Flak Guns are also a thing, but mostly for command to use, and for you to reload. They are all outside the ship, meaning its going to be very hard to defend them. When they are firing, they damage the Zurganid pods and can possibly kill them, however there is a chance that it will still get through despite this.''

There is also various other screeches you can perhaps consolidate somewhere for more firepower, assuming others haven't already stolen them all for the mission beforehand.

Spiders
''In your spare time, don't wander into Research or maint without a gun. You will see Spider Screeches which will happily tear you apart''

''If Mercs haven't yet, then you should probably wipe them out. They have been known to wander in god-knows where, kill guard screeches and blow up Exosuit Rechargers, Tonks and etc.''