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Re: Little things you learned that are game changing

Posted: Thu Nov 25, 2021 4:27 am
by Timonk

Bottom post of the previous page:

My penis

Re: Little things you learned that are game changing

Posted: Fri Nov 26, 2021 12:20 am
by cacogen
datorangebottle wrote: Thu Nov 25, 2021 3:31 am
cacogen wrote: Thu Nov 25, 2021 12:43 am you can buy a mail bag from the cargo autodrobe to empty mail crates without having to move them off the cargo shuttle
yeah but why would you not take the empty mail crates off the shuttle to store things so that you can sell the normal crates that are actually worth something?
well i don't know how you play cargo but it's faster and i've never used a crate to store things. i don't think i've ever seen anyone using them to store things either. they're usually just sitting around cargo, begging to be sent back, along with other crates and unstamped manifests. why don't you share a little thing you learned instead of responding to mine and turning it into a dick measuring contest?

Re: Little things you learned that are game changing

Posted: Fri Nov 26, 2021 3:07 am
by datorangebottle
cacogen wrote: Fri Nov 26, 2021 12:20 am well i don't know how you play cargo but it's faster and i've never used a crate to store things. i don't think i've ever seen anyone using them to store things either. they're usually just sitting around cargo, begging to be sent back, along with other crates and unstamped manifests. why don't you share a little thing you learned instead of responding to mine and turning it into a dick measuring contest?
first off: i tend to order emergency supplies and store them in the warehouse. random stuff like pacmans, tools, medkits, defibs, etc.
secondly, i think you're reading a little too much hostility from my post. maybe i didn't word it right or whatever. i was just trying to point out that since mail crates have no value, they're perfect for storing and mailing things. if i wanted to make the thread into a dick measuring contest, i'd respond to timonk instead.

Re: Little things you learned that are game changing

Posted: Fri Nov 26, 2021 5:02 am
by Itseasytosee2me
datorangebottle wrote: Fri Nov 26, 2021 3:07 am
cacogen wrote: Fri Nov 26, 2021 12:20 am well i don't know how you play cargo but it's faster and i've never used a crate to store things. i don't think i've ever seen anyone using them to store things either. they're usually just sitting around cargo, begging to be sent back, along with other crates and unstamped manifests. why don't you share a little thing you learned instead of responding to mine and turning it into a dick measuring contest?
first off: i tend to order emergency supplies and store them in the warehouse. random stuff like pacmans, tools, medkits, defibs, etc.
secondly, i think you're reading a little too much hostility from my post. maybe i didn't word it right or whatever. i was just trying to point out that since mail crates have no value, they're perfect for storing and mailing things. if i wanted to make the thread into a dick measuring contest, i'd respond to timonk instead.
And thirdly, I am the alpha cargo tech with the biggest dick because I store things exclusively in coffins, which can be made from wood ordered via the supply shuttle at a cheaper price than normal crates while functioning the same.

Re: Little things you learned that are game changing

Posted: Fri Dec 24, 2021 2:08 am
by cacogen
Fire alarms aren't triggered by the temperature thresholds on the air alarms in the area but by their own internal temperature thresholds (above 200 celsius and below -3 celsius) which as far I'm aware you can't view or change in the game.

Fire alarms react only to the temperature on their own tile. If you put an atmos holofan over a fire alarm's tile (usually the tile in front of its sprite) and the temperature changes in the area to the point that it would normally activate, it won't. You can just deactivate the thermal sensor with a multitool after screwdrivering the alarm, but it's easier to fix firelocks once you understand how they're triggered.

Fire alarms activating beneath -3 celsius is why they activate so often. That temperature is because humans take cold damage beneath that limit (supposedly). That damage can easily be offset with a winter coat though (helps up to -213.15 celsius, the same as a firesuit, but covers less body parts), which takes about as much effort to get as a crowbar with the added bonus of not having to crowbar open firelocks until the temperature is fixed. Strangely, humans take heat damage at 66 celsius but that isn't the upper limit.

There was a PR opened at the beginning of the year decreasing the temperature at which fire alarms activate that never went through (https://github.com/tgstation/tgstation/pull/59205) which would've avoided a lot of unnecessary firelock hell this year. But there's a PR open at the moment making it so firelocks only activate based on the temperature of their own tiles (https://github.com/tgstation/tgstation/pull/62055) which resolves the issue of one -3 celsius room with a fire alarm in it closing every firelock in the area (which the firelocks themselves exacerbate by preventing the flow of air in an area from averaging the temperature).

Re: Little things you learned that are game changing

Posted: Fri Dec 24, 2021 8:46 am
by Timonk
Do the fire locks also close if the air alarm threshold is hit?

Re: Little things you learned that are game changing

Posted: Fri Dec 24, 2021 9:15 am
by cacogen
Nope, air alarm thresholds have no effect on them. They check the temperature on their own tile to see if it's above or below a certain hardcoded threshold and if it is and they aren't emagged or broken, they activate. https://github.com/tgstation/tgstation/ ... #L124-L125