GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

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Timrod
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GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Timrod » #6529

About a dozen people asked me for this, so I made an updated Honk-building guide. Enjoy.

http://pastebin.com/XPPYiiSM

EDIT:

Some people seem confused about how Z-Levels work. Basically, the "Sector" in T-Sci is another word for Z-Level. The Z-Levels are numbered as follows:

1 - Station Z-Level
2 - ??? (Possibly Centcom/Wizard Shuttle or something, dunno)
3 - Old Telecomms Sat, White Ship
4 - Derelict, Clown Shuttle
5 - Mining Asteroid
6 - ??? (Possibly the DJ Station Z-Level)
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by paprika » #6545

You would be banned for posting this on goon. Muh secrets.
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Durkel
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Durkel » #6570

It's a sad day where is it's easier to make a Honk mech then a gygax.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Psyentific » #6574

Secrets are secret for a reason >:I
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Subtle
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Subtle » #6576

Really is a shame that Telescience lets you take such blatant advantage of metaknowledge.

At least when it comes to "space adventurers" they can bullshit a story about explorin' the final frontier.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Psyentific » #6578

See, now that this is out we ought to make like Goon and scramble the Telesci code again. Except, y'know, >opensource.
Last edited by Psyentific on Sun May 18, 2014 12:45 am, edited 1 time in total.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by paprika » #6579

Coders usually don't blatantly share shit from the code. Unless it's bombcap exact values :roll:
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Aranclanos » #6585

cancer
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Alzam
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Alzam » #6589

I'd rather see people actually using the telescience lab rather than it be barren for 90% of the rounds. ~muh secrets~ be damned.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by King Cohort » #6598

secrets
cancer
The joke is that Telescience was never a "secret" and a guide to it has been up on the wiki since its inception and it's just been too fucking tedious to actually do until now. And spoilers, it will never fucking be "secret" no matter how much you scramble the code, just tedious.

Funnily enough I doubt that even this guide will get people to use Telescience since it entails opening up another program and punching in numbers and test cases, which is still too much effort for the average powergamer.

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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by imblyings » #6608

this is really a problem with just how static space content is

wouldn't you be disturbed too if each time you got to the derelict, the exact same items were there in their exact same spots even though you clearly remembered looting it last time

random space z-levels when
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Steelpoint » #6613

Ever since the first iteration of Telesci came out for TG there has always been external program's in place to solve the unneeded and dumb obsticals put in place to raise the difficulty.

Whenever Telesci was made harder, the program's were just refined.

Telesci should be less on making it as complex as possible.
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Kelenius
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Kelenius » #6654

Telescience shouldn't be able to grab things from other z-levels, or at least require special upgrades for it. Or have power seriously reduced when it's aiming at a different z-level.

Because right now robotics lab and derelict room with toolbox, helmet and suit are about at the same distance from telepad, for the purposes of telescience.

Coordynates 174, 120, 4 point to a paper on derelict, 174, 120, 1 point to MMIs in robotics lab. Same distance. Grabbing things from arrivals requires much more energy than derelict.

As if all z-levels are directly stacked on top of each other. Might as well give people shovels to move from one level to another.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Stickymayhem » #6668

Thanks for the guide. I'll definitely give it a go.

Guys, just because people are following efficient guides to do their jobs doesn't hurt the game. I still get to teach people the basics of a department, and most importantly it doesn't fuck up interaction between players, which is really the point of this game. If you're so desperate to have your job difficult just so you can be one of the few who can do it and feel super special, you're playing the game for the wrong reasons. At the end of the day the game is going to be taken apart and the most efficient way to do something will become the meta. Constantly changing it just antagonises the players for no real reason. I play for the fun of being on a batshit insane deathtrap full of murderous bastards trying to break it.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Miauw » #6673

DJ station is on the same z-level as the derelict, north-west from the derelict.
Z6 is just empty, and Z2 is the centcomm Z-level. It also contains the nukeop spawn, the transit zones for shuttles, the holodeck courts, the wizard shuttle and probably some other stuff. You're not supposed to be able to go there though :v
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Timrod » #6684

Kelenius wrote:Telescience shouldn't be able to grab things from other z-levels, or at least require special upgrades for it. Or have power seriously reduced when it's aiming at a different z-level.

Because right now robotics lab and derelict room with toolbox, helmet and suit are about at the same distance from telepad, for the purposes of telescience.

Coordynates 174, 120, 4 point to a paper on derelict, 174, 120, 1 point to MMIs in robotics lab. Same distance. Grabbing things from arrivals requires much more energy than derelict.

As if all z-levels are directly stacked on top of each other. Might as well give people shovels to move from one level to another.
The problem with that is that Telescience cannot be upgraded, apart from replacing the capacitor (and even that only works once, super capacitor does nothing over advanced capacitor) and adding a single artificial bluespace crystal. From what I understand, the "real" bluespace crystals that used to be (infrequently) on mining no longer exist at all, or are so ultra-rare that no one has found any since the mining update.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by bandit » #6843

The DJ station is on the same Z-level as the derelict and clown ship
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Lo6a4evskiy » #6900

There was already bazillion spreadsheets that did the math for you anyway.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Gadd » #7156

THIS WAS SUPPOSED TO BE A SECRET
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Incomptinence » #7161

Oh boy if the miners weren't compelled to put their ore into the redundant smelter of ergoshame we could be teleporting metal shipments and tools back and forth. Thanks for ruining mining again Ergo.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Psyentific » #7163

Can we fucking ban Timrod already?
I haven't logged into SS13 in at least a year.
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Neerti
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Neerti » #7175

For writing a guide???
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by mrpain » #7179

MUH SEKRIT CLUB!!!11!1ONE
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Psyentific » #7182

Neerti wrote:For writing a guide???
---
Gadd wrote:THIS WAS SUPPOSED TO BE A SECRET
Aranclanos wrote:cancer
Subtle wrote:Really is a shame that Telescience lets you take such blatant advantage of metaknowledge. At least when it comes to "space adventurers" they can bullshit a story about explorin' the final frontier.
Psyentific wrote:Secrets are secret for a reason >:I
paprika wrote:You would be banned for posting this on goon. Muh secrets.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Neerti » #7185

But we're not goon?
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by miggles » #7193

there is a difference between knowing how to fuck everything up and applying that knowledge
bomb recipes are simple and most of them are common knowledge by now. you still don't use that shit as non-antag, and if people abuse this knowledge in the same way they'll get banned for the exact same reasons.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by mrpain » #7216

People who know how to play the game are the worst.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Psyentific » #7221

miggles wrote:there is a difference between knowing how to fuck everything up and applying that knowledge
bomb recipes are simple and most of them are common knowledge by now. you still don't use that shit as non-antag, and if people abuse this knowledge in the same way they'll get banned for the exact same reasons.
And how many HONKs do you think we're gonna see now, just waiting for an excuse to set off that honkerblast?
I haven't logged into SS13 in at least a year.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Brotemis » #7225

This is extremely stupid. I would rather a Banana Monster on the asteroid drop it than this happening every round because people can
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Alzam
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Alzam » #7238

Make the bananium shuttle random or something, I really hope the solution to this "problem" isn't to fuck with t-science algorithms more. Or leave it alone, despite this guide being posted I don't see many people using telescience to make the honk very often.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Incomptinence » #7276

H.O.N.K. is brittle as all hell and if it plays the honkblaster gimmick ear protection is a counter. Not game ruining in the slightest.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Drynwyn » #7407

Psyentific wrote:
miggles wrote:there is a difference between knowing how to fuck everything up and applying that knowledge
bomb recipes are simple and most of them are common knowledge by now. you still don't use that shit as non-antag, and if people abuse this knowledge in the same way they'll get banned for the exact same reasons.
And how many HONKs do you think we're gonna see now, just waiting for an excuse to set off that honkerblast?
The honkerblast was nerfed.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by King Cohort » #7466

question, does psyentific actually play ss13? or does he do nothing but yell for bans at people on the forums for being helpful

you could griff before, you could make honks before, every time I see telesci manned it's used to teleport dead people to cloning and help the station, if you actually played the game you would notice that nobody bothers making a honk with this.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Subtle » #7469

Woah woah, let's not get too crazy here. It's a shame but there's nothing explicitly wrong with it.

This is an "issue" (and I use that word facetiously) with static content/telescience rather than muh sekritz.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by iamgoofball » #7473

<---Image
Last edited by iamgoofball on Tue May 20, 2014 7:12 pm, edited 3 times in total.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Neerti » #7476

goofball

you're meant to put a new capacitor in the telepad to go even higher.

You can get two extra power buttons w/ the max capacitor, and full power w/ that and one crystal. If anything it's a buff.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Cipher3 » #7572

It's worth noting that Centcomm, the wizards' den, and the nukeops starting zone are on the same z-level.
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Re: GUIDE: AUTOMATED TELESCIENCE/BUILDING A HONK

Post by Neerti » #7592

Apparently it's impossible to go to 100 power now.
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