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Re: Simple Questions Thread

Posted: Thu Feb 11, 2016 4:46 pm
by neersighted

Bottom post of the previous page:

Actionb wrote:
neersighted wrote:This is incorrect, I believe pipenets do react now. It is correct that they never burst, but that will be fixed in the future. Here is the relevant code:

Code: Select all

/datum/pipeline/process()
	if(update)
		update = 0
		reconcile_air()
	update = air.react()
Holy shit you're right! When was that added back in?
I think with listmos. Generic bursting for tanks/jetpacks/canisters/pumps/pipes is coming soon.

Re: Simple Questions Thread

Posted: Thu Feb 11, 2016 6:31 pm
by Whoisthere
why live

Re: Simple Questions Thread

Posted: Thu Feb 11, 2016 9:08 pm
by Drynwyn
Whoisthere wrote:why live
well dishonored 2 looks like it's gonna be pretty cool

Re: Simple Questions Thread

Posted: Sat Feb 13, 2016 5:02 pm
by Erbbu
How do you make a teleporter gate?

Re: Simple Questions Thread

Posted: Sun Feb 14, 2016 12:08 am
by Reece
Is borg stun bugged? I've been sitting here for seven minutes watching a dark screen whilst stunned from a magic missile, is that supposed to happen.

Re: Simple Questions Thread

Posted: Sun Feb 14, 2016 3:16 am
by Erbbu
It is bugged, yes.

Re: Simple Questions Thread

Posted: Sun Feb 14, 2016 6:22 pm
by kust
What is the best way to hotwire an engine ?

Re: Simple Questions Thread

Posted: Mon Feb 15, 2016 10:15 am
by Actionb
kust wrote:What is the best way to hotwire an engine ?
Get tray scanner.
Look for a tile with both yellow (engine output) and red wires (station power grid).
Connect the two.

Re: Simple Questions Thread

Posted: Mon Feb 15, 2016 2:22 pm
by kust
ok thanks

Re: Simple Questions Thread

Posted: Tue Feb 16, 2016 5:33 am
by dionysus24779
PKPenguin321 wrote:
Zilenan91 wrote:Bug. Borgs are stunned forever from EMP's, there's a pr up fixing it.
btw before a dionysus saltsplosion, this was already fixed pretty much less than a day from being reported so it's not an issue anymore
Why would I be salty over it, my round wasn't ruined and I could've gotten adminhelp if I wanted to, but the round was almost over anyway, plus it's fixed now.

Re: Simple Questions Thread

Posted: Tue Feb 16, 2016 4:46 pm
by Cuboos
Does Saltpetre still increase plant potency? I tried using it one round and it didn't seem to change. Is there something else now (besides mutagen) that can increase potency? Without sacrificing an orphan to the RNG? I know that 1-2 units of mutagen affects the yield/potency without mutating the plant, but the number is random (and usually gives me low potency and 0 yield)

Re: Simple Questions Thread

Posted: Tue Feb 16, 2016 5:11 pm
by kust
Potency is that how much seeds ? if it is then you should use robus harvest that you find in the vendor machine in botany

Re: Simple Questions Thread

Posted: Tue Feb 16, 2016 5:17 pm
by Wyzack
No potency is how big/how many reagents the actual harvestable fruit or whatever has. Honestly i did not know there was a way to raise potency outside of playing fucking mutagen roulette for twenty minutes/getting a somatory

Re: Simple Questions Thread

Posted: Tue Feb 16, 2016 9:54 pm
by Buggy
Cuboos wrote:Does Saltpetre still increase plant potency? I tried using it one round and it didn't seem to change. Is there something else now (besides mutagen) that can increase potency? Without sacrificing an orphan to the RNG? I know that 1-2 units of mutagen affects the yield/potency without mutating the plant, but the number is random (and usually gives me low potency and 0 yield)

Ok, looking at the code...


Ammonia will increase yield by 1 for every 100 units used

Saltpetre will decrease production by two(I.E. speeding up the rate of production, lower is better) and increase potency by 1 per 100 units used

and Diethylamine will increase yield by 2 for every 100 units used


To get these bonuses the reagents have to be used all at once, it only applies when you apply the fertilizer and it rounds it so if you add 10 units 10 times or something it'll round down every time and nothing will improve. You can't over fertilize though so don't worry about that.

Taken from https://github.com/tgstation/-tg-statio ... oponics.dm

Re: Simple Questions Thread

Posted: Tue Feb 16, 2016 10:25 pm
by newfren
Cuboos wrote:Does Saltpetre still increase plant potency? I tried using it one round and it didn't seem to change. Is there something else now (besides mutagen) that can increase potency? Without sacrificing an orphan to the RNG? I know that 1-2 units of mutagen affects the yield/potency without mutating the plant, but the number is random (and usually gives me low potency and 0 yield)
The mutagen roulette is easy enough to do if you put the mutagen into a fertilizer bottle - set it to 2 units and spam the shit out of it and you'll generally get a plant to 100 potency and above 3 yield in maybe a minute. The only problem is running out of mutagen but that's why all the best botanists get like 10 large beakers full of the stuff at the start of every round.

Re: Simple Questions Thread

Posted: Tue Feb 16, 2016 11:35 pm
by Cuboos
newfren wrote:
Cuboos wrote:Does Saltpetre still increase plant potency? I tried using it one round and it didn't seem to change. Is there something else now (besides mutagen) that can increase potency? Without sacrificing an orphan to the RNG? I know that 1-2 units of mutagen affects the yield/potency without mutating the plant, but the number is random (and usually gives me low potency and 0 yield)
The mutagen roulette is easy enough to do if you put the mutagen into a fertilizer bottle - set it to 2 units and spam the shit out of it and you'll generally get a plant to 100 potency and above 3 yield in maybe a minute. The only problem is running out of mutagen but that's why all the best botanists get like 10 large beakers full of the stuff at the start of every round.
I thought bottles only dispense a minimum of 5?

Re: Simple Questions Thread

Posted: Wed Feb 17, 2016 12:04 am
by TheNightingale
The bottles from botany are special; they can dispense in 1u/2u amounts as well. Empty out a Left4Zed bottle (etc.) and fill it with unstable mutagen, set the transfer to 2u, then you don't have to bother with using a dropper. They're good for Virology too.

Re: Simple Questions Thread

Posted: Wed Feb 17, 2016 7:31 am
by newfren
Yeah fertilizer bottles are different - they also hold up to 50u whereas most bottles only hold 30.

Every time I see a botanist ask for a dropper I try and tell them about the fertilizer bottles but they never listen.

Re: Simple Questions Thread

Posted: Thu Feb 18, 2016 5:46 pm
by AngryTurnip
How do you gib yourself with an oxygen tank?

How do you know what kind of dosage you need for beneficial chemicals (like hyperzine)?

Re: Simple Questions Thread

Posted: Thu Feb 18, 2016 5:54 pm
by Wyzack
gibbing yourself is just suiciding with it in your active hand. It is not a true gib though, it creates gibs but a body is still left

Re: Simple Questions Thread

Posted: Thu Feb 18, 2016 8:14 pm
by PKPenguin321
AngryTurnip wrote:How do you gib yourself with an oxygen tank?

How do you know what kind of dosage you need for beneficial chemicals (like hyperzine)?
ah, hyperzine... that is a name that i truly miss

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 9:10 am
by kazeespada
Wyzack wrote:gibbing yourself is just suiciding with it in your active hand. It is not a true gib though, it creates gibs but a body is still left
TBH, it should be a true gib, the way it unequips shit is AWFUL.

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 1:59 pm
by TheNightingale
It used to be a true gib, but people would suicide holding antagonists' objectives, or if they themselves were a debrain/extract DNA/steal ID objective, their brain/DNA/ID would be destroyed when gibbed.

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 6:45 pm
by Anonmare
If there's no O2 then fire can't form. Plasmapeople (RIP) used to build plasma rooms to take off their suits and rest their weary bones.

Even being flammable won't catch you on fire, maybe for like a second but it goes out without any time to do damage because >no O2

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 7:06 pm
by Buggy
Are solars actually blocked by the station? Or is the fact they only get power 1/4 of the time arbitrary, would it happen if I built some in the middle of a empty z level?

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 8:40 pm
by Anonmare
There is actually a sun and it can be blocked by the station walls

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 8:42 pm
by Malkevin
Erro removed the Sun... or did he.

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 11:09 pm
by Gamarr
It was removed or 'turned off' at one point because of how wonky though since then, I believe the auto function does indeed work for solars. So I'd assume the Sun was returned either soon after that or something to that effect? And this is talking like, what, four years ago or something. Ish. This is why you're supposed to wire the entire solar grid, because then you will have constant generation no matter the facing, meaning plentiful, spare energy supply. Which is how it works now I believe, as a powersink rarely makes a dent in even solar power generation if fully wired.

Re: Simple Questions Thread

Posted: Sun Feb 21, 2016 11:14 pm
by Remie Richards
The sun was removed, however the solars do check if the 20 tiles along their current angle are dense.
if they're dense they can't see the sun.
if they're not dense, fuck it 20 tiles is enough and they can see it fine.

As for Auto tracking it just automatically sets the solar's angle to that of the sun's "virtual position" whenever it moves.

Re: Simple Questions Thread

Posted: Mon Feb 22, 2016 12:24 am
by PKPenguin321
Buggy wrote:Are solars actually blocked by the station? Or is the fact they only get power 1/4 of the time arbitrary, would it happen if I built some in the middle of a empty z level?
the sun goes around as the station rotates, it's just invisible instead of being two feet away from the station
so yes, solars are blocked by the station

Re: Simple Questions Thread

Posted: Wed Feb 24, 2016 5:39 pm
by AngryTurnip
How do you install a PAI into a bot?

Re: Simple Questions Thread

Posted: Wed Feb 24, 2016 11:17 pm
by PKPenguin321
AngryTurnip wrote:How do you install a PAI into a bot?
unlock them with an ID or PDA that has the appropriate access (such as a robotics ID)
ensure they are powered on
attack them with an active pAI

Re: Simple Questions Thread

Posted: Sat Feb 27, 2016 11:20 pm
by Reece
Will Ian go into a DNA machine? Can we resurrect Ian, or maybe start turning people into Ian via SE injectors?
Superpowered Ian.

Re: Simple Questions Thread

Posted: Sat Feb 27, 2016 11:53 pm
by PKPenguin321
Reece wrote:Will Ian go into a DNA machine? Can we resurrect Ian, or maybe start turning people into Ian via SE injectors?
Superpowered Ian.
no, only monkeys and humans (and human-type mutantraces such as lizards) work with the genetics system
ive always kinda wanted to make a simple mob cloner to put in there though

Re: Simple Questions Thread

Posted: Sun Feb 28, 2016 12:02 am
by Screemonster
PKPenguin321 wrote:
Reece wrote:Will Ian go into a DNA machine? Can we resurrect Ian, or maybe start turning people into Ian via SE injectors?
Superpowered Ian.
no, only monkeys and humans (and human-type mutantraces such as lizards) work with the genetics system
ive always kinda wanted to make a simple mob cloner to put in there though
It is a sin that you can't stuff Runtime into the scanner and perform a cat-scan.

Re: Simple Questions Thread

Posted: Sun Feb 28, 2016 1:11 am
by Reece
PKPenguin321 wrote:
Reece wrote:Will Ian go into a DNA machine? Can we resurrect Ian, or maybe start turning people into Ian via SE injectors?
Superpowered Ian.
no, only monkeys and humans (and human-type mutantraces such as lizards) work with the genetics system
ive always kinda wanted to make a simple mob cloner to put in there though
Ah, darn.

Re: Simple Questions Thread

Posted: Sun Feb 28, 2016 2:37 pm
by Jazaen
And just so you know, you can't turn one mutantrace into another - no human into lizard (or catperson) action using genetics. Also, human skin colours are kind of broken right now, so you can't change those too.

Re: Simple Questions Thread

Posted: Fri Mar 04, 2016 4:40 am
by Luke Cox
What do the different chaplain weapons do?

Re: Simple Questions Thread

Posted: Fri Mar 04, 2016 4:58 am
by PKPenguin321

Re: Simple Questions Thread

Posted: Fri Mar 04, 2016 7:38 am
by Reece
What tool lets you move sleepers?

Re: Simple Questions Thread

Posted: Sat Mar 05, 2016 4:35 am
by PKPenguin321
Reece wrote:What tool lets you move sleepers?
sleepers, like most machines, must be screwdrivered open and crowbarred to be deconstructed and then reconstructed somewhere else.

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 8:41 pm
by dionysus24779
Is the security module for borgs deactivated forever or is it just like a test week or something?

I haven't seen any announcement for it.

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 8:45 pm
by Zilenan91
It's gone forever. There's a config that disables it that nobody will reactivate.

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 8:45 pm
by Reece
Security borgs are gone as well? What happened? Did someone get cockblocked on a murderbone and whine?

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 8:47 pm
by Malkevin
It was snuck in as a code change, someone (goofball I think) added it as a config option - possibly it was defaulted to off but I'm not sure.

Then again, it's an equal chance of them being defaulted to on but HG changed it because HG knows best.

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 8:51 pm
by Zilenan91
It wasn't snuck in, it was open for weeks. Secborgs are cancer.

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 8:56 pm
by DemonFiren
Can we run a week-long test that removes HG?

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 9:57 pm
by Reece
Zilenan91 wrote:It wasn't snuck in, it was open for weeks. Secborgs are cancer.
How? Or at least how are they worse than security officers?

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 10:29 pm
by dionysus24779
By now it was revealed to be a one week long test, but that thread didn't exist when I asked.

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 11:25 pm
by Cheimon
Reece wrote:
Zilenan91 wrote:It wasn't snuck in, it was open for weeks. Secborgs are cancer.
How? Or at least how are they worse than security officers?
People don't like that they require different items to stun, can't be pushed over, and have essentially infinite charged stun batons and tasers. It makes them a solid counter to a lot of things that are otherwise quite robust.

Re: Simple Questions Thread

Posted: Sun Mar 06, 2016 11:40 pm
by Reece
Cheimon wrote:
Reece wrote:
Zilenan91 wrote:It wasn't snuck in, it was open for weeks. Secborgs are cancer.
How? Or at least how are they worse than security officers?
People don't like that they require different items to stun, can't be pushed over, and have essentially infinite charged stun batons and tasers. It makes them a solid counter to a lot of things that are otherwise quite robust.
That's moronic.