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Re: Little things you learned that are game changing

Posted: Wed Feb 11, 2015 9:58 pm
by Cipher3

Bottom post of the previous page:

Tyrranatar wrote:The secret monkey technique.
Defeating the point of the thread by mentioning a special soopah sekwit thing for kool kids only instead of actually saying what it is. Nice.

Re: Little things you learned that are game changing

Posted: Wed Feb 11, 2015 11:27 pm
by Remie Richards
it's an admin thing. this really isn't the kind of thread for it either, since it's worthless to players.

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 2:55 am
by miggles
theres more than one secret monkey technique but none of them are admin-only unless theres one i dont know about

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 3:00 am
by Remie Richards
Well one of them is.

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 3:30 am
by Tyrranatar
Cipher3 wrote:
Tyrranatar wrote:The secret monkey technique.
Defeating the point of the thread by mentioning a special soopah sekwit thing for kool kids only instead of actually saying what it is. Nice.
Sorry, I wasn't trying to come off like that. I genuinely believed that it wasn't real and I was just making a joke out of that. I didn't realize it's an actual, secret thing.

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 3:53 am
by oranges
Monkeying your self and then unmonkeying fixes a lot of status affects

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 5:56 am
by paprika
itt fags butthurt because they don't know the secret monkey technique and will never know

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 6:31 am
by miggles
they must be sorry they dont play 24/7

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 11:30 am
by Fragnostic
You can use tk and print two BoH and put one inside the other to make an escape singulo that will destroy research so they can't use a BoH on your newly formed singulo, which you made from the comfort of your hallway. All of this as an assistant.

Re: Little things you learned that are game changing

Posted: Thu Feb 12, 2015 12:19 pm
by MrStonedOne
Fragnostic wrote:You can use tk and print two BoH and put one inside the other to make an escape singulo that will destroy research so they can't use a BoH on your newly formed singulo, which you made from the comfort of your hallway. All of this as an assistant.
On that note:

Trying to tk grab the singulo causes FUN things to happen. :cat:

Re: Little things you learned that are game changing

Posted: Tue Mar 10, 2015 6:07 pm
by Miauw
the secret monkey technique is really just a dank meme at this point

Re: Little things you learned that are game changing

Posted: Tue Mar 10, 2015 11:03 pm
by Cheridan
>they don't know the secret monkey technique

Re: Little things you learned that are game changing

Posted: Tue Mar 10, 2015 11:12 pm
by AnonymousNow
MrStonedOne wrote:
Fragnostic wrote:You can use tk and print two BoH and put one inside the other to make an escape singulo that will destroy research so they can't use a BoH on your newly formed singulo, which you made from the comfort of your hallway. All of this as an assistant.
On that note:

Trying to tk grab the singulo causes FUN things to happen. :cat:
Also, it was once - and still may be - possible to make a singularity using two bags of holding, one hand into the other, and survive. You did this just by running as fast as possible in a straight, unobstructed line whilst doing it, and never hesitating. I'm fairly certain that GOTTAGOFAST and similar were not involved, too.

Re: Little things you learned that are game changing

Posted: Wed Mar 11, 2015 7:30 am
by Not-Dorsidarf
BoH singuloth was buffed to gib the user 100% of the time to stop the speedularity.

Re: Little things you learned that are game changing

Posted: Thu Mar 12, 2015 2:03 am
by Xhuis
This might be a duplicate, so excuse me if I'm restating something here.
Doctor's Delight used to heal all damage types. This is because it inherits the healing values of its ingredients.
  • Orange juice, every tick, has a 30% chance of healing one oxygen damage.
  • Tomato juice, every tick, has a 20% chance of healing one burn damage.
  • Lime juice, every tick, has a 20% chance of healing one toxin damage.
  • Milk cream, every tick, has a 20% chance of healing one brute damage.
This makes for an easy-accessible and readily-available healing cocktail, especially for a bartender. Quaffing a glass of this stuff might heal you a good bit (although admittedly it's rare).

Re: Little things you learned that are game changing

Posted: Thu Mar 12, 2015 2:29 am
by MMMiracles
Not anymore, goofchem essentially made the drink do nothing, at least as far as I can tell.

Re: Little things you learned that are game changing

Posted: Thu Mar 12, 2015 4:43 am
by Pennwick
The bar drinks still heal you a tiny bit. Though you're only healing 1 damage per 5 ticks on average. Really its only good for tiny tiny amounts of damage. Pete smacking you once or twice, burning your fingers with a cheap lighter. Maybe tea or lime for if you don't manage to get into maint before a radiation event. You only heal a little faster than half that of saline. And with how weak saline is that is really saying something.

Re: Little things you learned that are game changing

Posted: Thu Mar 12, 2015 8:19 pm
by AnonymousNow
Pennwick wrote:The bar drinks still heal you a tiny bit. Though you're only healing 1 damage per 5 ticks on average. Really its only good for tiny tiny amounts of damage. Pete smacking you once or twice, burning your fingers with a cheap lighter. Maybe tea or lime for if you don't manage to get into maint before a radiation event. You only heal a little faster than half that of saline. And with how weak saline is that is really saying something.
Vodka, however, still has a pretty decent effect on radiation poisoning.

Re: Little things you learned that are game changing

Posted: Thu Mar 26, 2015 6:57 am
by Tokiko2
Chems can have a temperature reaction while inside the body of a mob. The body heat of the mob is what will trigger the reaction.

Now, if you were to eat 12x 50u Blackpowder pills and then set yourself on fire...

Re: Little things you learned that are game changing

Posted: Thu Mar 26, 2015 1:42 pm
by Not-Dorsidarf
He-Looooooo bombcap!

Re: Little things you learned that are game changing

Posted: Thu Mar 26, 2015 1:52 pm
by Akkryls
You use mass spectrometers by injecting them with blood.
Four years, and I was only told this yesterday.

Re: Little things you learned that are game changing

Posted: Thu Mar 26, 2015 4:13 pm
by qwert
Ebow has limited ammo.

Re: Little things you learned that are game changing

Posted: Thu Mar 26, 2015 4:47 pm
by DemonFiren
Wait, again?

Ooooh, snap.

Re: Little things you learned that are game changing

Posted: Fri Mar 27, 2015 6:44 am
by lumipharon
ebow recharges, it's not limited.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 12:19 am
by callanrockslol
kosmos wrote:IT'S FINALLY DONE!

Equation for atmos techs who have a breach, with air pressure too low in the room, trying to figure out how much air you need to dump in it with a portable air pump or a canister to make the room habitable again SUPERQUICK. This ain't as hard as it looks like, just add these numbers and wabam:

b = how many tiles the room has
c = how much pressure the room currently has

(5b(91−c)) / 2 =
needed air pressure from a portable air pump (or a canister)[/size]

here's the same equation but easier on the eyes:
Image

Literally gamechanging.


My earlier post trying to figure this shit out for anyone interested in theory:
Spoiler:
I made a small equation to help me as an Atmos Tech. If I take a portable air pump or an air canister to a room and release it fully, it's possible to calculate the final pressure the room will equalize in.

I tested with:
10 tile room (10 x 2500 = 25 000 volume) was 0 kPa.
I emptied a portable air pump filled (volume 1000) with 1000 kPa air --> whole room finally equalized at 42 kPa air everywhere.

Equation to use:
(airpumpkPa * 1000) / (howmanytilesinroom * 2500) = how much the overall pressure will rise.

So what happened in my test:
(1000*1000) / (10*2500) = 40, close enough!

Did a second test with 6 tile room which equalized at 70 kPa, should be 66, no idea where the extra few kPa's come from but still, close enough for government work. So if you have a bar with a hole in it, seal the breach, count the tiles, check current pressure in bar, use the equation to see how much kPa you need in the airpump to have the bar within 91-111 kPa so it's liveable again.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 12:35 am
by IcePacks
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I also learned that the leading cause of my failures as a traitor is the fact that I pick up an item with absolutely zero knowledge that its usage or overall purpose has changed.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 1:01 am
by Wyzack
If you want to be a robust and batmanesque detective, learn well the maintenance hallways and then walk them in the pitch black to catch potential crooks unaware. Bonus points for saying badass oneliners before you robust them from the shadows. I also really wish you could see the burning red tip of a cigarette in the dark to enhance the crimefighting flavor.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 8:49 am
by Ricotez
Wyzack wrote:If you want to be a robust and batmanesque detective, learn well the maintenance hallways and then walk them in the pitch black to catch potential crooks unaware. Bonus points for saying badass oneliners before you robust them from the shadows. I also really wish you could see the burning red tip of a cigarette in the dark to enhance the crimefighting flavor.
That would require a luminescence layer, and I have honestly no idea if you could even achieve such a thing in BYOND.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 9:18 am
by Saegrimr
/vg/ has that with their borgs and mommis. They have glowing blue eyes you can see in the dark. Its possible.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 10:25 am
by Not-Dorsidarf
Should be easy, just put the layer just behind the HUD< above the lighting.

Chargers are the only thing which could be an issue.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 10:57 am
by Saegrimr
You're not technically on the map anyway when in chargers/lockers. So not really an issue.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 11:27 am
by Malkevin
Byonds rendering is layer based, the glowing eyes overlays will be on a layer in front of the darkness layer

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 1:12 pm
by Ricotez
Saegrimr wrote:/vg/ has that with their borgs and mommis. They have glowing blue eyes you can see in the dark. Its possible.
Now there's a /vg/ feature I want to see ported.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 8:51 pm
by Babin
I recently realized that solars are slightly more efficient if wired directly to the grid instead of connected through the SMES, because SMES are picky.

If you're running at 90,000 per solar SMES, then your SMES is only collecting at exactly 90,000. If it's any less then it won't charge at all. This means that when the solars are only getting partial power (amounts from 1 to 89,999 when the sun is only partially in view) the SMES receive exactly nothing and that energy goes to waste. If you wire into the grid, the station APCs will gladly draw that power instead of wasting it.

Two solar setups can power the station at a slight surplus, but if you're going from zero to full then it'll take a long while to top off the entire station like this. Three sets of panels will speed things up and provide a margin of safety in case one of them gets blown up. Four is safe as heck.

The northwest SMES always seems to be low on power while the others seem to do fine. I'm not sure if that solar setup is in the sun's view less often, or what. It still does a handy job of keeping APCs powered, though.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 9:43 pm
by Malkevin
Yep, you can also charge the SMES units whilst doing that bypass, they'll act like back up batteries.

Just set the input higher than the output.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 10:03 pm
by lumipharon
Babin wrote:I recently realized that solars are slightly more efficient if wired directly to the grid instead of connected through the SMES, because SMES are picky.

If you're running at 90,000 per solar SMES, then your SMES is only collecting at exactly 90,000. If it's any less then it won't charge at all. This means that when the solars are only getting partial power (amounts from 1 to 89,999 when the sun is only partially in view) the SMES receive exactly nothing and that energy goes to waste. If you wire into the grid, the station APCs will gladly draw that power instead of wasting it.

Two solar setups can power the station at a slight surplus, but if you're going from zero to full then it'll take a long while to top off the entire station like this. Three sets of panels will speed things up and provide a margin of safety in case one of them gets blown up. Four is safe as heck.

The northwest SMES always seems to be low on power while the others seem to do fine. I'm not sure if that solar setup is in the sun's view less often, or what. It still does a handy job of keeping APCs powered, though.

This was fixed a lon time ago. Now smes's draw UP TO their set input amount, as opposed to their input amount or nothing.
Unless this was an NT ony fix, but I'm pretty certain it wasn't.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 11:12 pm
by Babin
lumipharon wrote:
Babin wrote:I recently realized that solars are slightly more efficient if wired directly to the grid instead of connected through the SMES, because SMES are picky.

If you're running at 90,000 per solar SMES, then your SMES is only collecting at exactly 90,000. If it's any less then it won't charge at all. This means that when the solars are only getting partial power (amounts from 1 to 89,999 when the sun is only partially in view) the SMES receive exactly nothing and that energy goes to waste. If you wire into the grid, the station APCs will gladly draw that power instead of wasting it.

Two solar setups can power the station at a slight surplus, but if you're going from zero to full then it'll take a long while to top off the entire station like this. Three sets of panels will speed things up and provide a margin of safety in case one of them gets blown up. Four is safe as heck.

The northwest SMES always seems to be low on power while the others seem to do fine. I'm not sure if that solar setup is in the sun's view less often, or what. It still does a handy job of keeping APCs powered, though.

This was fixed a lon time ago. Now smes's draw UP TO their set input amount, as opposed to their input amount or nothing.
Unless this was an NT ony fix, but I'm pretty certain it wasn't.
Nope.
http://gyazo.com/d32763841aed96e713b78157d57db65f

They were changed to not automatically turn output off once they hit zero charge, but they still refuse to accept input below their configured amount.

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 11:30 pm
by lumipharon
Hm, that's odd, because I very specifically remember the PR that fixed that, because that issue had always annoyed me.
Anyone know how to get a list of old PR's to search through or something?

Re: Little things you learned that are game changing

Posted: Mon Mar 30, 2015 11:43 pm
by Xhuis
Engiborgs can open and close their own cover with a crowbar module.
Earlier today I was emagging one and it closed its cover at the last second so I couldn't lock it.

Re: Little things you learned that are game changing

Posted: Tue Mar 31, 2015 12:45 am
by Saegrimr
Babin wrote:I recently realized that solars are slightly more efficient if wired directly to the grid instead of connected through the SMES, because SMES are picky.
On average one side of the station is pulling 90k and the other is pulling 0, the two sides will pull 45k. If you have all four solars wired it will be a constant 180k power draw for the station (fluctuating a bit during odd angles.)

Re: Little things you learned that are game changing

Posted: Tue Mar 31, 2015 11:19 am
by Miauw
lumipharon wrote:Hm, that's odd, because I very specifically remember the PR that fixed that, because that issue had always annoyed me.
Anyone know how to get a list of old PR's to search through or something?
im fairly sure it's entirely intended.

Re: Little things you learned that are game changing

Posted: Tue Mar 31, 2015 2:46 pm
by Xhuis
Lethal injection syringes fit in syringe guns. If you can somehow manage to nab a few as a traitor chemist, you can have a field day with 50 unit death mixes.

Re: Little things you learned that are game changing

Posted: Tue Mar 31, 2015 2:50 pm
by DemonFiren
Sssh, keep that shit quiet or else we'll end like Bay!
(Bay doesn't have this, obvs.)

Re: Little things you learned that are game changing

Posted: Tue Mar 31, 2015 2:52 pm
by Akkryls
Xhuis wrote:Lethal injection syringes fit in syringe guns. If you can somehow manage to nab a few as a traitor chemist, you can have a field day with 50 unit death mixes.
Wait, what?
I was under the impression that lethal injection syringes used an entirely separate kind of syringe, same way as SE syringes do.

Re: Little things you learned that are game changing

Posted: Tue Mar 31, 2015 2:59 pm
by Xhuis
Akkryls wrote:
Xhuis wrote:Lethal injection syringes fit in syringe guns. If you can somehow manage to nab a few as a traitor chemist, you can have a field day with 50 unit death mixes.
Wait, what?
I was under the impression that lethal injection syringes used an entirely separate kind of syringe, same way as SE syringes do.
Nope. DNA injectors are a separate item. Lethal injection syringes are just a subtype of regular syringes.

Re: Little things you learned that are game changing

Posted: Fri Apr 03, 2015 10:02 pm
by EndgamerAzari
Being in a locker in a Ripley's cargo compartment doesn't protect you from the lack of pressure in space.

Re: Little things you learned that are game changing

Posted: Fri Apr 03, 2015 10:30 pm
by Malkevin
Neither do the sleeper pods on an Oddyseus, in fact you can exploit this to use them as ghetto cryo tubes

Re: Little things you learned that are game changing

Posted: Fri Apr 03, 2015 10:32 pm
by Drynwyn
Malkevin wrote:Neither do the sleeper pods on an Oddyseus, in fact you can exploit this to use them as ghetto cryo tubes
I think that when you have a high-tech medical exosuit, you are officially no longer ghetto

Re: Little things you learned that are game changing

Posted: Mon Apr 06, 2015 7:45 pm
by Pennwick
The real ghetto Cryotube is a wrenched cold shower. Only issue is it'll get you cold enough that you're taking cold damage almost as fast as it heals. In order to be most effective you need to hop in and out of the shower to keep your body temp in that sweet spot where you only take a little bit of cold damage but cold enough for the Cryox to work. Of course if its mostly other damage types you can just freeze yourself to your hearts content.

Re: Little things you learned that are game changing

Posted: Tue Apr 07, 2015 5:58 pm
by Xhuis
Cryosium or whatever it is works too. Eat a pill with cryosium, oxygen, and cryoxadone, and you will heal.

Re: Little things you learned that are game changing

Posted: Tue Apr 07, 2015 8:18 pm
by AnonymousNow
Xhuis wrote:Cryosium or whatever it is works too. Eat a pill with cryosium, oxygen, and cryoxadone, and you will heal.
Frost Oil?