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Re: Little things you learned that are game changing

Posted: Thu May 11, 2017 12:58 am
by Nilons

Bottom post of the previous page:

Dr_bee wrote:You folks took a shitty MGS5 reference and took it a bit far, wow. And this is the same game where space is cold and you can treat 3rd degree burns with bengay.
mgs4 get it right you fucko

Re: Little things you learned that are game changing

Posted: Thu May 11, 2017 7:20 am
by FantasticFwoosh
You can use space vine to artifically hit the supermatter & generate more energy, using uranium floor tiles in and around the rad collectors too (its a boxed area, its fine) would also help radiation collection which is a missed opportunity to use with the radiation emitting singularity that would have eaten the floor tiles eventually.

Re: Little things you learned that are game changing

Posted: Thu May 11, 2017 7:26 am
by DemonFiren
do rad collectors actually collect rads now?

Re: Little things you learned that are game changing

Posted: Sat May 20, 2017 8:22 pm
by Anonmare
A Holy Water Explosion (Holy-water + Potassium) reveals revenants and sets cultists on fire in addition to exploding like a water+potassium reaction

Re: Little things you learned that are game changing

Posted: Sat May 20, 2017 8:44 pm
by Jazaen
It's actually stronger if you go past X units, I think. 100, maybe.

Re: Little things you learned that are game changing

Posted: Sat May 20, 2017 11:48 pm
by XDTM
You need more than 100u to gain the special benefits (cultist burning, reventant revealing), but it's slightly stronger than plain water + potassium even below that.

Re: Little things you learned that are game changing

Posted: Sun May 21, 2017 12:56 am
by Reyn
Swarmers are not drones

Re: Little things you learned that are game changing

Posted: Sun May 21, 2017 1:13 am
by cedarbridge
Reyn wrote:Swarmers are not drones
Fun fact: Swarmers are swarmers. Drones are drones. Catpeople are Catpeople. Humans are humans. These groups do not overlap.

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 12:15 am
by Swindly
If a team antagonist's brain is transplanted into a body with a mindshield implant, the antagonist will retain its objectives while appearing implanted.

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 3:12 am
by Anonmare
Rev or gang? Cultists are designed to be able to resist deconversion from implants but can't break through them to convert

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 4:08 am
by Swindly
It works with rev, gang, and cult.

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 4:12 am
by lumipharon
Thats... Hilarious as fuck, probably would consider that a bug though, tbh.

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 4:32 am
by Nilons
lumipharon wrote:Thats... Hilarious as fuck, probably would consider that a bug though, tbh.
I dunno, it seems like it could be cool. High effort high reward, and I think in universe sechuds just auto detect whether or not an implant was put into the body not if it affects the brain. I don't think it was intended but I think it should stay

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 5:16 am
by lumipharon
It's not really high effort though, once you kill any rando implanted dude, you just hack his head open, pop in a rev brain and defib.

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 4:51 pm
by Alipheese
FO13 is open source

Re: Little things you learned that are game changing

Posted: Thu May 25, 2017 9:36 pm
by Anonmare
Nuclear Operatives don't work as a team

Re: Little things you learned that are game changing

Posted: Fri May 26, 2017 1:07 am
by Limski
Foam force pistols exist, and you can put riot foam darts in them.
pretty nice since most people don't expect them

Re: Little things you learned that are game changing

Posted: Fri May 26, 2017 2:44 am
by Anonmare
Mediborgs can inject a person with bicardine, kelotane and antitoxin to make tricord inside someone, if you need to speed up the healing

Re: Little things you learned that are game changing

Posted: Fri May 26, 2017 2:45 am
by Anonmare
Limski wrote:Foam force pistols exist, and you can put riot foam darts in them.
pretty nice since most people don't expect them
You can also screw off the cap of regular darts with a screwdriver and put a pen inside to make them do actual damage.

You need a lot of pens as I don't think a dart does more than 5 damage

Re: Little things you learned that are game changing

Posted: Sun May 28, 2017 1:34 am
by tacolizard
Anonmare wrote:
Limski wrote:Foam force pistols exist, and you can put riot foam darts in them.
pretty nice since most people don't expect them
You can also screw off the cap of regular darts with a screwdriver and put a pen inside to make them do actual damage.

You need a lot of pens as I don't think a dart does more than 5 damage

THE MAJORITY OF THIS THREAD IS SHIT BUT THIS IS ACTUALLY A COOL UNDOCUMENTED FEATURE. GJ.

Re: Little things you learned that are game changing

Posted: Sun May 28, 2017 10:48 pm
by Reece
Honestly the best anti-riot tool in this game is the donksoft SMG and a few spare mags, people drop like fucking flies and it's totally non lethal.

Re: Little things you learned that are game changing

Posted: Mon May 29, 2017 7:16 pm
by Anonmare
Dwarves are such master craftsdwarves that they can forge a blade from anything, including their own blood

Re: Little things you learned that are game changing

Posted: Tue May 30, 2017 4:16 am
by Anonmare
If you put an AI in a system integrity restorer and then destroy the console, eventually a fully functional AI core pops out with the AI in it and it retains the amount of health it had in the restorer.

Get stuck in the restorer? Get a borg to smash you out

Re: Little things you learned that are game changing

Posted: Tue May 30, 2017 4:27 am
by lumipharon
what.

Re: Little things you learned that are game changing

Posted: Tue May 30, 2017 4:58 am
by Anonmare
>Insert AI into integrity restorer
>Smash the restorer with a sufficiently high force weapon like a circular saw
>Once its destroyed, it pops out an Ai core with the Ai in it and retains the health it had in the restorer

Re: Little things you learned that are game changing

Posted: Tue May 30, 2017 11:07 am
by Remie Richards
That is due to a dark secret of AI shitcode.
The AI core is not a structure if the AI is alive, the actual core IS the AI.
This means when the AI goes into an APC, or into an intelicard, the entire AI and it's core (which is just itself) are in there.

It does have useful applications, eg: when I used to play AI I would use a custom icon (I can badmin, ok), and it would persist no matter what happened to me, which was nice.

SS13 has a few of these oddities, one that got fixed (by me) was that all vehicles in the game (which at the time, was the janicart and the secway) were classed as chairs.
The part of the above that is not fixed, is that chairs are stools and stools are beds! (/obj/structure/bed/stool/chair + /obj/structure/bed/stool/chair/vehicle)

Re: Little things you learned that are game changing

Posted: Tue May 30, 2017 1:29 pm
by cedarbridge
Remie Richards wrote:That is due to a dark secret of AI shitcode.
The AI core is not a structure if the AI is alive, the actual core IS the AI.
This means when the AI goes into an APC, or into an intelicard, the entire AI and it's core (which is just itself) are in there.

It does have useful applications, eg: when I used to play AI I would use a custom icon (I can badmin, ok), and it would persist no matter what happened to me, which was nice.

SS13 has a few of these oddities, one that got fixed (by me) was that all vehicles in the game (which at the time, was the janicart and the secway) were classed as chairs.
The part of the above that is not fixed, is that chairs are stools and stools are beds! (/obj/structure/bed/stool/chair + /obj/structure/bed/stool/chair/vehicle)
So you're saying I can operate on chairs.

Re: Little things you learned that are game changing

Posted: Tue May 30, 2017 1:33 pm
by Remie Richards
Apparently chairs are no longer beds.
But alien nests are beds!
As are dog beds (it's in the name really)

But since beds only give 70% chance, and ANY TABLE gives 80%, you're better off with a table.

Re: Little things you learned that are game changing

Posted: Tue May 30, 2017 1:35 pm
by cedarbridge
But what if there's a cat on the table?

Re: Little things you learned that are game changing

Posted: Wed May 31, 2017 4:49 am
by Haevacht
cedarbridge wrote:But what if there's a cat on the table?
You take Skylar's ID.

Re: Little things you learned that are game changing

Posted: Sat Jun 03, 2017 6:42 pm
by Anonmare
Here's a suggestion for would-be canister flooders:- Relabel your canisters to something harmless like air or O2 and chances are, no one will interfere with you.

The relabel option is in the canister interface, top-right corner

Re: Little things you learned that are game changing

Posted: Sun Jun 04, 2017 8:34 am
by Grazyn
Anonmare wrote:Here's a suggestion for would-be canister flooders:- Relabel your canisters to something harmless like air or O2 and chances are, no one will interfere with you.

The relabel option is in the canister interface, top-right corner
Some old players don't know this is a thing because you used to be able to relabel canisters only if they were empty.

Re: Little things you learned that are game changing

Posted: Mon Jun 05, 2017 9:27 am
by Not-Dorsidarf
Alternatively dont do that because people already steal cans from/beat up atmos techs for having canisters as it is

Re: Little things you learned that are game changing

Posted: Mon Jun 05, 2017 9:03 pm
by Screemonster
I love leaving superheated plasma in an oxygen canister and leaving it somewhere for someone to top their internals tank off and canisterbomb themselves

Re: Little things you learned that are game changing

Posted: Mon Jun 05, 2017 10:34 pm
by Anonmare
Gas filters don't have upper limits an you can stuff an extreme amount of pressure into a canister using one.

The holodeck can be set to Kobashy Maru if your weapons need recharging, the chargers behave like real ones

Re: Little things you learned that are game changing

Posted: Tue Jun 06, 2017 7:18 am
by Anonmare
Rogue AI tips & tricks:-
  • De-power everything! Bolted and de-powered doors cannot be hacked open, they have to be bashed open. Cutting equipment power can also be beneficial; security can't recharge their weapons or vend more flashes from the sec-vend, R&D can't print things, Genetics can't make hulk, Medbay can't heal people, Cargo can't order anything and so on...
  • Burn the suits! Get an engineering cyborg (if you have one) down to EVA and have them hack the SSUs to get the UV light "glowing a bright orange". When you're ready to go loud, set the SSUs to disingect and watch all of the space suits turn to ash (NOTE: Does not work on hardsuits). If you have no cyborgs or want to lock off hardsuits from the crew, lock them and de-power equipment to render most of the crew unable to get them from the now locked shut SSUs (unlcoked, depowered SSUs can be crowbarred open).
  • Set your AI core's air alarm to internal and target pressure of 0. This might seem strange but if/when people breach your core- if they don't have no-slips/magboots; they're gonna have to contend with space wind. Plus any grenades people toss in will get blown back out.
  • Re-organise your turret layout! Literally everyone knows the default layouts of the AI sat and how to meta the best spots. Your only means of fighting back is to meta the meta and put your turrets in areas where attacks are most common. Simply disable your turrets from the turret control and have a cyborg with a wrench unanchor them and move them into optimal positions.
  • A dead cyborg can be useful in death. If a cyborg of yours is killed, don't leave him lying around, get another cyborg, if you have one, place them in choke-point areas and, when someone comes, detonate them from the console (if it still exists), hacked/emagged borgs detonate with larger explosions and don't leave MMIs behind. If it doesn't make sure to keep the cyborg corpse out of Human hands, otherwise, they'll be able to de-sync it and turn it against you.
  • Glass airlocks. Get a cyborg to put glass airlocks around typical breach points to your chamber. Now lock 'em and shcok 'em. In combination with the turret tactic, you can have your turrets shoot through the airlocks in relative safety and tell those annoying Hulks to fuck off.
  • Destroy genetics. Holy fuck destroy Genetics, Cold resistance, TK, X-ray vision, Hulk... Need I go on?
  • Isolate mining from the station. Science will never develop x-ray rifles or phazon mechs if they never get minerals.
  • Buy the destroy RCD power and make sure the station cannot produce more RCDs. You'll thank me later.
  • Get a cyborg to wire the supermatter/Solars/turbine/all of the above directly into the grid. More power means electrified doors hurt more, capping out at a 2-3 shock crit.
  • Robotics has mechs? More like you have mechs. Get hte mecha virus power, compile and you'll be ready with an escape plan if everything goes tits up.
  • How to flood lethal plasma: Get a cyborg to put a gas mixer on the junction connecting plasma to pure. Replace plasma and O2 inputs with volume pumps. Set mixer to sort gas into 70% oxygen and 30% plasma. Volume pump to distro. Find a place you want to flood. Go to vent setting and set everything to "internal" and disable the external checks, then set the target pressure "0kPa". Now watch a hallway literally disappear.
  • Feel ballsy? Why not delaminate the Supermatter into a singularity or a tesla anomaly? For a singularity, simply set the air alarm to pump a ridiculous amount of gas into the chamber (easiest way is Internal,0 like the plasma flood example). Over-pressurising the SM like this nullifies the stabilising effect of gas mixes and causes the crystal to become unstable - eventually exploding into a singularity. For a tesla anomaly, simply pump as much CO2 as you physically can. If you combine the two methods, it will always produce a tesla anomaly as it has priority.

Re: Little things you learned that are game changing

Posted: Tue Jun 06, 2017 11:09 am
by Grazyn
Remember that if the map is Meta, you don't want to delaminate the SM into a Tesla because it will beeline for the AI sat and do minimal damage to the station

Re: Little things you learned that are game changing

Posted: Tue Jun 06, 2017 1:04 pm
by D&B
Low pressure makes you a cakewalk against PKA's, don't do that

Re: Little things you learned that are game changing

Posted: Tue Jun 06, 2017 3:15 pm
by Dr_bee
D&B wrote:Low pressure makes you a cakewalk against PKA's, don't do that
The internal pressure is set to zero, not external, what it does it it dumps as much air as it can OUT of the pipes so that it can get as close to zero as possible, and if you made the pipes have enough pressure, you can have some serious space wind blow out of any breach that is made.

It makes the room insanely high pressure, not insanely low pressure. ATMOS MAGIC.

Re: Little things you learned that are game changing

Posted: Tue Jun 06, 2017 3:27 pm
by Anonmare
D&B wrote:Low pressure makes you a cakewalk against PKA's, don't do that
It makes it high pressure, not low. Internal check only means the air alarm is measuring the pipes, not the room. Setting it to Internal, 0kPA means you're telling the air alarm to "vent gas through the vents until the pipes are at 0kPa pressure".

Re: Little things you learned that are game changing

Posted: Wed Jun 07, 2017 1:13 am
by OhChildflayer
I know almost everything about Atmos, but the whole internal/external sensor thing was one of the last things I figured out.

Re: Little things you learned that are game changing

Posted: Wed Jun 07, 2017 1:25 am
by Jarek
Xenomorphs can be handcuffed. They can usually break out of the cuffs instantly, but if you buckle-cuff them then it takes them a good minute to escape, they'll still be able to break the cuffs instantly once they stop being buckled, though.

Re: Little things you learned that are game changing

Posted: Wed Jun 07, 2017 3:25 am
by tacolizard
The turbine isn't a bad engine, it's just mapped wrong. There's some pretty comprehensive setups and info commented into the turbine's code that tells how you're supposed to set it up. The turbine we have was actually mapped in as a method of illicit bomb creation, so it's pretty bad as a generator.

Re: Little things you learned that are game changing

Posted: Thu Jun 08, 2017 1:31 am
by One Seven One
A small feature I keep forgetting we have: You can use your PDA to instantly scan any sheet of paper to your note keeper.
It'll even keep the format if anyone put the effort in to do it.

Re: Little things you learned that are game changing

Posted: Thu Jun 08, 2017 5:00 am
by PKPenguin321
One Seven One wrote:A small feature I keep forgetting we have: You can use your PDA to instantly scan any sheet of paper to your note keeper.
It'll even keep the format if anyone put the effort in to do it.
I always use this on the CE's paper that lists the code for the comms monitoring console then burn the paper when I'm the CE.

I could just add it to memory and burn the paper, but that's less cool.

Re: Little things you learned that are game changing

Posted: Thu Jun 08, 2017 9:24 pm
by tacolizard
if/when goonchat gets merged, there's a feature that allows you to highlight up to five phrases in a color of your choice. You can use this to highlight whenever someone says your name, or you can make it highlight the traitor secret codewords.

Re: Little things you learned that are game changing

Posted: Tue Jun 13, 2017 1:18 am
by OhChildflayer
tacolizard wrote:you can make it highlight the traitor secret codewords.
This should have been a feature ages ago.

Re: Little things you learned that are game changing

Posted: Tue Jun 13, 2017 6:13 pm
by XDTM
OhChildflayer wrote:
tacolizard wrote:you can make it highlight the traitor secret codewords.
This should have been a feature ages ago.
It was PR'd too, but it was denied for some reason.

Re: Little things you learned that are game changing

Posted: Tue Jun 13, 2017 6:55 pm
by Drynwyn
XDTM wrote:
OhChildflayer wrote:
tacolizard wrote:you can make it highlight the traitor secret codewords.
This should have been a feature ages ago.
It was PR'd too, but it was denied for some reason.
Most likely code quality reasons. Saycode is already a bitch to work with (though I think Remie might have refactored it since the last time I was really paying attention to GitHub.)

Re: Little things you learned that are game changing

Posted: Tue Jun 13, 2017 7:03 pm
by XDTM
Drynwyn wrote:
XDTM wrote:
OhChildflayer wrote:
tacolizard wrote:you can make it highlight the traitor secret codewords.
This should have been a feature ages ago.
It was PR'd too, but it was denied for some reason.
Most likely code quality reasons. Saycode is already a bitch to work with (though I think Remie might have refactored it since the last time I was really paying attention to GitHub.)
Lzimann did it, and being a maintainer i think the code was likely okay. He actually started the chat refactor later as well, which was finished by Cyberboss. It would probably be even easier to implement now.

Re: Little things you learned that are game changing

Posted: Tue Jun 13, 2017 10:23 pm
by Thunder11
Door remotes function over cameras. Make use of them as the warden to control perma prisoners from the comfort of your office.