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Re: Simple Questions Thread

Posted: Sun Aug 13, 2017 2:56 am
by PKPenguin321

Bottom post of the previous page:

AnonymousNow wrote:Where's our megafauna kill leaderboard?
http://www.byond.com/games/TgstationHub ... tab=scores

This should really be added to the wiki or the homepage or something

Re: Simple Questions Thread

Posted: Sun Aug 13, 2017 5:19 am
by AnonymousNow
PKPenguin321 wrote:
AnonymousNow wrote:Where's our megafauna kill leaderboard?
http://www.byond.com/games/TgstationHub ... tab=scores

This should really be added to the wiki or the homepage or something
Thanks.

As reminded in a recent round, are lightgeists in the gold slime friendly critter pool? And if not, why not?

Re: Simple Questions Thread

Posted: Sun Aug 13, 2017 5:28 am
by MimicFaux
Are those stats only marked on one server? It's not showing any of my legion takedowns.

Re: Simple Questions Thread

Posted: Wed Aug 16, 2017 11:20 pm
by AnonymousNow
I think I may already know the answer to this, but - why don't we have Wrath and Lust ruins?

Re: Simple Questions Thread

Posted: Thu Aug 17, 2017 1:04 am
by Screemonster
AnonymousNow wrote:I think I may already know the answer to this, but - why don't we have Wrath and Lust ruins?
they're called yog and citadel

Re: Simple Questions Thread

Posted: Thu Aug 17, 2017 8:25 am
by MimicFaux
and truly, those places are ruins.

Re: Simple Questions Thread

Posted: Thu Aug 17, 2017 7:26 pm
by Hulkamania
AnonymousNow wrote:I think I may already know the answer to this, but - why don't we have Wrath and Lust ruins?
Well I know that lust was changed to basically apathy for the devil gamemode because lust had ERP connotations to it. As for wrath, maybe people couldn't come up with an item that didn't involve murderboning? (Not that it stopped them with sloth)

Re: Simple Questions Thread

Posted: Thu Aug 17, 2017 7:47 pm
by Grazyn
There is a Lust ruin, it's the ash walkers' den

Re: Simple Questions Thread

Posted: Thu Aug 17, 2017 10:19 pm
by Dr_bee
Hulkamania wrote:
AnonymousNow wrote:I think I may already know the answer to this, but - why don't we have Wrath and Lust ruins?
Well I know that lust was changed to basically apathy for the devil gamemode because lust had ERP connotations to it. As for wrath, maybe people couldn't come up with an item that didn't involve murderboning? (Not that it stopped them with sloth)
What about a

LUST FOR REVENGE!

IM NUCLEAR!

Re: Simple Questions Thread

Posted: Thu Aug 17, 2017 11:32 pm
by DemonFiren
Grazyn wrote:There is a Lust ruin, it's the ash walkers' den
Ashwalkers reproduce asexually, nothing could be less lusty.

Re: Simple Questions Thread

Posted: Fri Aug 18, 2017 8:28 pm
by MimicFaux
Ash Walkers have special lungs, right? I can graft their lungs into myself for that vacation day on Lavaland I've always wanted? Nothing but beach shorts.

Re: Simple Questions Thread

Posted: Fri Aug 18, 2017 8:43 pm
by Anonmare
The opposite actually, Ashwalkers are special because they don't have lungs. They don't need to breathe and only take oxy damage when in crit.

Re: Simple Questions Thread

Posted: Sat Aug 19, 2017 4:11 pm
by MimicFaux
Dwarves are magma proof?!

Re: Simple Questions Thread

Posted: Sat Aug 19, 2017 5:48 pm
by Anonmare
It used to be that the damage magma inflicted was that it boiled the fat inside a dorf's body and scalded him from the inside out. Without it, it didn't actually do a whole lot

Re: Simple Questions Thread

Posted: Sun Aug 20, 2017 6:46 pm
by Screemonster
Can you put an armed mousetrap in your pockets to catch pickpocketers, and if not why not?

Re: Simple Questions Thread

Posted: Mon Aug 21, 2017 6:02 pm
by Screemonster
I just want to fill every container on my person including my pockets with mousetraps when security are getting search-happy, is all.

I remember when I had nothing but mousetraps in my bag once as a clown and they just kept on sticking their hands in it was funny as fuck.

Re: Simple Questions Thread

Posted: Mon Aug 21, 2017 7:16 pm
by RandomMarine
CosmicScientist wrote:Don't you (and everyone within eyesight) get told if someone's trying to empty your pockets, unlike stuffing bits and bobs into empty pockets?
Not at all. Pickpocketing is a completely invisible action if successful. And failed attempts only alert the victim that their pockets were being fumbled with, no information on the culprit is given.

Though anyone could still notice the item appearing on the floor as well as whoever swipes it.

Re: Simple Questions Thread

Posted: Tue Aug 22, 2017 5:14 pm
by MimicFaux
CosmicScientist wrote:Plaaans forming.
Plans are forming, palms are sweaty; Goofball's spaghetti.

Re: Simple Questions Thread

Posted: Tue Aug 22, 2017 5:15 pm
by Anonmare
Put a beaker bomb in someone's pants and detonate it before they realise it's their for banter

Re: Simple Questions Thread

Posted: Thu Aug 24, 2017 7:56 pm
by InsaneHyena
If I surround my maxcap with glass shards/glass windows, will it make the explosion deadlier?

Re: Simple Questions Thread

Posted: Thu Aug 24, 2017 7:57 pm
by FantasticFwoosh
lay out rods instead for your improvised shrapnel bombs, gibtonite is good for this also as a cheap explosive which won't go through the floor.

Re: Simple Questions Thread

Posted: Thu Aug 24, 2017 10:12 pm
by CPTANT
InsaneHyena wrote:If I surround my maxcap with glass shards/glass windows, will it make the explosion deadlier?
Yes. Shards and rods get blown away by explosions and impale people. This stacks indefinitely with the amount of shrapnel up to the point of instant death.

Yes I have executed people this way.

Re: Simple Questions Thread

Posted: Fri Aug 25, 2017 3:20 pm
by Hulkamania
Really dumb question, how does the AI talk in big text as the heads do with a megaphone?

For that matter where the hell is the captain's megaphone, I can't seem to locate it anywhere in his office.

Re: Simple Questions Thread

Posted: Fri Aug 25, 2017 7:56 pm
by Nabski
You can toggle high volume on all the heads headsets the same way you turn your thing on after an emp. Not sure about the AI.

Re: Simple Questions Thread

Posted: Fri Aug 25, 2017 7:58 pm
by Anonmare
Hulkamania wrote:Really dumb question, how does the AI talk in big text as the heads do with a megaphone?

For that matter where the hell is the captain's megaphone, I can't seem to locate it anywhere in his office.
Go to the AI Commands tab (the area with the OOC, IC, Preferences are) and go to subspace transceiver, there'll be an option to flick the high-volume on and off, as well as enable and disable various departmental channels for yourself and change the default talk radio frequency, if you wanted to change it for whatever reason.

Re: Simple Questions Thread

Posted: Fri Aug 25, 2017 7:59 pm
by Anonmare
As a side note: cyborgs have a dual-mode radio system. By default, it's set to station-bounced but if they get an encryption key, then they have to switch it to subspace transmission.

Subspace transmission is basically headset mode while disabling it is bounced radio mode.

Re: Simple Questions Thread

Posted: Sat Aug 26, 2017 8:59 am
by MimicFaux
Is it at all possible, to re pressurize a room with a chem-dispenser and throwing beakers of oxygen around?

Re: Simple Questions Thread

Posted: Sat Aug 26, 2017 10:40 am
by FantasticFwoosh
You'd need to do bluespace beakers to have a effective amount 300 full on each floor tile space approximately with absolutely no leaks and proper & maintained atmos air locks/circulation.

We really need more effective ways to do that given we can't expect, i suggest spraying the air out with a janitor nozzle esque thing or mixing oxygen smoke grenade.

Q: Does oxygen smoke have any effect for spreading air? or is it just the smoke itself that can be breathed in?

Re: Simple Questions Thread

Posted: Sat Aug 26, 2017 6:44 pm
by D&B
How do you keep people looping in pipes?

They stop after a certain while

Re: Simple Questions Thread

Posted: Wed Aug 30, 2017 7:04 pm
by Munchlax
someone pls gimme list of major changes in the last 3 months

Re: Simple Questions Thread

Posted: Wed Aug 30, 2017 7:57 pm
by Vekter
geilebeer wrote:someone pls gimme list of major changes in the last 3 months
That's like the opposite of a simple question, go read back through the PRs on github.
D&B wrote:How do you keep people looping in pipes?

They stop after a certain while
CosmicScientist wrote:Does it happen on all loops or just the smallest, 2x2?

Having the disposals ejection/catching cupboards should help maybe but it doesn't mean they'll stay in there.
Please don't do this, I don't think people can suicide in there and I'm pretty sure it falls under rule one.

Re: Simple Questions Thread

Posted: Wed Aug 30, 2017 9:40 pm
by Armhulen
it's not allowed? boooo!

Re: Simple Questions Thread

Posted: Wed Aug 30, 2017 9:57 pm
by Vekter
Armhulen wrote:it's not allowed? boooo!
I don't think it is. I'll ask the bus.

Edit:
Image

I was incorrect

Re: Simple Questions Thread

Posted: Thu Aug 31, 2017 12:42 am
by Armhulen
how about nonantag

Re: Simple Questions Thread

Posted: Thu Aug 31, 2017 1:15 am
by PKPenguin321
Armhulen wrote:how about nonantag
no

it's treated almost like permabrigging fnr, basically

Re: Simple Questions Thread

Posted: Thu Aug 31, 2017 1:39 am
by Armhulen
well okayyyyy

Re: Simple Questions Thread

Posted: Sat Sep 16, 2017 6:05 am
by AnonymousNow
How does one secure an area against ashstorms? I'm guessing it's "build walled-in area with doors, define with blueprint"?

Re: Simple Questions Thread

Posted: Sat Sep 16, 2017 6:50 am
by Anonmare
AnonymousNow wrote:How does one secure an area against ashstorms? I'm guessing it's "build walled-in area with doors, define with blueprint"?
Build an air-tight area, you don't need blueprints to define an area any more I don't think, there should be a button in the bottom right that let's you define a newly-constructed area. Blueprints are needed to re-define an existing area though I think.

Pro:Tip: Dig up sand, make sandstone, make sandstone doors around a 1x1 tile, step in that 1x1 tile, close the doors, define an area

Re: Simple Questions Thread

Posted: Wed Sep 27, 2017 10:22 pm
by AnonymousNow
What does upgrading the capacitor and scanning module in exosuits actually do?

Re: Simple Questions Thread

Posted: Wed Sep 27, 2017 11:17 pm
by Duncdar
Upgrading the capacitor increases the mech's EMP resistance by 10% per capacitor level (rank 4 is the highest I think). The scanning module decreases the energy each step costs by 5 per module level, the base value seems to be 20 energy per step (but each mech also has a unique step_energy_drain...) so I think a triphasic scanning module means you don't use any energy for normal movement. (tested it for a durand, movement with a t4 scanning module costs no energy!)

Re: Simple Questions Thread

Posted: Thu Sep 28, 2017 12:29 am
by AnonymousNow
Duncdar wrote:No energy to move
Radical! That's, like, the main draw of energy in a mech.

Makes me wish you could properly upgrade RIPLEYs and ODDYSEUSes too.

Re: Simple Questions Thread

Posted: Thu Sep 28, 2017 9:28 pm
by Dax Dupont
How do you make the growing people into giants thing in botany?

Re: Simple Questions Thread

Posted: Thu Sep 28, 2017 10:16 pm
by FantasticFwoosh
You get the chemical from aminata mushrooms, you can remove the aminata toxin or alternative just filter it out with a chem-master, whichever is more convenient.

Re: Simple Questions Thread

Posted: Sat Sep 30, 2017 12:57 pm
by LupusNoctis
What is the proper configuration of a Remote Signal Device / Proximity Sensor alarm?

Do the ProxSensors only ever trigger once? Is there a way to Reset them so they can trigger each time something is detected nearby?

What do each of the lines on a ProxSensor mean? Line 1 looks to be some sort of arming delay, Line 2 is an armed toggle, and line 3 is a Distance value? in tiles, including diagonal?

Trying to get a motion sensor alarm that warns me whenever something moves in a rough area, including each incident not just the first.

Re: Simple Questions Thread

Posted: Sat Sep 30, 2017 1:20 pm
by DemonFiren
e x p e r i m e n t

Re: Simple Questions Thread

Posted: Fri Oct 06, 2017 11:26 pm
by existence_success
how the fuck do i git gud at toxins

Re: Simple Questions Thread

Posted: Fri Oct 06, 2017 11:41 pm
by Anonmare
existence_success wrote:how the fuck do i git gud at toxins
Two parts plasma for every one part of O2. Drain out your O2 tanks with the protable air pump before putting your cooled O2 into it. Don't drain the plasma tank before putting the hot gas in. Explosive power is dependant on mole count, not temperature.

Re: Simple Questions Thread

Posted: Mon Oct 09, 2017 2:43 pm
by Hatfish
LupusNoctis wrote:What is the proper configuration of a Remote Signal Device / Proximity Sensor alarm?

Do the ProxSensors only ever trigger once? Is there a way to Reset them so they can trigger each time something is detected nearby?

What do each of the lines on a ProxSensor mean? Line 1 looks to be some sort of arming delay, Line 2 is an armed toggle, and line 3 is a Distance value? in tiles, including diagonal?

Trying to get a motion sensor alarm that warns me whenever something moves in a rough area, including each incident not just the first.
Pretty sure proximity sensors will trigger multiple times but they may or may not have a cooldown, I don't know. How large is the area you want to affect? It might just be better to use an infrared beam if it's a doorway or something similar.

Re: Simple Questions Thread

Posted: Tue Oct 17, 2017 2:48 am
by killerx09
How do I pipe the disposals directly to the crusher? The wiki dosn't mention anything on disposals pipes at all.

Re: Simple Questions Thread

Posted: Tue Oct 17, 2017 3:14 am
by PKPenguin321
killerx09 wrote:How do I pipe the disposals directly to the crusher? The wiki dosn't mention anything on disposals pipes at all.
Get a t-ray scanner and follow the pipes from any random disposal bin to cargo (or just climb into a bin), then observe how the conveyor belt at cargo leads to a separate disposal pipe loop that leads to the crusher.

To send all the bins to the crusher, you essentially just have to bypass the conveyor belt. Either build pipes right over it or reroute the pipe just before the belts to some new pipes you make that go into the crusher pipes.

It's important to also put some form of barricade (walls or girders are good) around the conveyor belts that are between the exit of the pipes and the crusher so the victim can't just step off of the belt. Also, if a bomb happens pretty much anywhere and breaks pipes (or somebody intentionally sabotages them), your gimmick is ruined. Might also be a good plan to seal up the crusher room so people can't just walk in and see the carnage before breaking your trap.

Some maps have the outlet by the crusher a tile too far back and consequently the victim can survive by walking away from the crusher, although they'll be trapped. If this is the case just move the outlet a tile up.

Pro tip: Once you've set up your trap, build a chute in the main hallway (preferably at a corner) that leads to the disposal loop, get a bucket and splash water around it, and an ebow. I don't think you can afford noslips with this since you also need an emag to sabotage the crusher, but if you can afford them go for it. Anybody that walks by can just be thrown in the chute and dies instantly. Bonus points if you disable comms so people can't call for help.

t. a person who has successfully murderboned with this strat

Re: Simple Questions Thread

Posted: Tue Oct 17, 2017 4:10 am
by Screemonster
another simple method is to just redirect disposals to somewhere hazardous before they reach cargo. Like the inside of the incinerator.