Little things you learned that are game changing

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CPTANT
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Re: Little things you learned that are game changing

Post by CPTANT » #327077

Bottom post of the previous page:

A cannister linked to the distribution loop with a connector is a great way to re-pressurise rooms.

It requires no power, is faster than vents and also has a way better check to prevent overpressure. Vents and air alarms usually aren't on the same tile so they tend to overpressure rooms when set to fill.
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Re: Little things you learned that are game changing

Post by Bluespace » #327634

The DRAGnet is incredibly robust. With a small amount of prep time, you can send anyone to a death room in another Z-level entirely with it.

Stun people and dragnet them into a derelict plasma fire, and they just vanish without you ever touching them.
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Re: Little things you learned that are game changing

Post by Nilons » #327635

Limski wrote:You can gib people by putting them in between shield gens (like the ones in science) and then turn them on.
It's a good way to dispose of lings, or suicide.
You can also gib people by throwing them in front of shuttles, very good for when you're fighting a ling miner or just in general as sec because you don't have to fuck with the crematorium
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #329660

You can stop people escaping from boxes by sitting on said boxes (drag self to the sprite) as well as lock yourself in a box by yourself in the resting position.

> bundle dead ling into a box, have your officer friend sit on box till backup arrives.

Spoiler:
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Re: Little things you learned that are game changing

Post by Tokiko2 » #329707

The fake sounding roundstart tip about being able to win pulse rifles from arcade machines is not a joke tip.

Take a look at arcade.dm line 68 and beyond if you don't believe me.
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Re: Little things you learned that are game changing

Post by Remie Richards » #329794

It's not locked, but it does give you a byond medal (basically achievements)
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Re: Little things you learned that are game changing

Post by XDTM » #329887

There is also a space ruin which is basically a fake space tile in space, which gives a pulse rifle when clicked
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Re: Little things you learned that are game changing

Post by Bluespace » #329889

XDTM wrote:There is also a space ruin which is basically a fake space tile in space, which gives a pulse rifle when clicked
Wasn't this removed because someone made an autohotkey that clicked every tile in a Z-level?
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Re: Little things you learned that are game changing

Post by XDTM » #330473

It would only work in melee anyway, no?
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Re: Little things you learned that are game changing

Post by MimicFaux » #330658

It was disguised as a arcade space tile. You had to crowbar it up
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Re: Little things you learned that are game changing

Post by MimicFaux » #330659

FantasticFwoosh wrote:You can stop people escaping from boxes by sitting on said boxes (drag self to the sprite) as well as lock yourself in a box by yourself in the resting position.

> bundle dead ling into a box, have your officer friend sit on box till backup arrives.
Best tip in a while.
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Re: Little things you learned that are game changing

Post by Remie Richards » #331519

Unfortunately, the mob inside can just attempt to move/resist.
If the closet isn't welded or locked, then the mob will instantly escape.

So in terms of a ling, the box essentially makes no difference to just standing next to them while they revive themselves.

I do however like the concept of welding someone into a footlocker, and then burying said footlocker in the lavaland ashes... perhaps I should look into that.
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #331539

We do have coffins after all. so uh, *cough cough*.

And yeah, its just a tactic for buying time and keeping them in place rather than a hard lockdown, drag the box anywhere with the person still sitting on the box and it'll reset.

I wonder if shocking the box (electropack & wire on a box) will keep the ling contained from the inside?

Spoiler:
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Re: Little things you learned that are game changing

Post by Anonmare » #333204

People seem to forget this little tidbit.

You can extract a loyalty implant without destroying it, if oyu have an empty implant case in your other hand when you extract it with a hemostat.

Save on implants and recycle
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Re: Little things you learned that are game changing

Post by XDTM » #333212

Damn, this is huge, and works for traitor implants apparently
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Re: Little things you learned that are game changing

Post by Deitus » #333213

sec doesnt use chem or tracking implants enough.

they're a thing. use em.
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Re: Little things you learned that are game changing

Post by Anonmare » #333622

XDTM wrote:Damn, this is huge, and works for traitor implants apparently
Antagonists can also extract the mindshield implants as part of disguises. Traitors could combine a pilfered loyalty implant, an agent ID, a looted baton from destroying beepsky, a pair of handcuffs and a chameleon disguise kit to impersonate a security officer. You could just walk up to your target while they're out in public, prod them with your baton and almost nobody would stop you.Though without additional legwork, you wouldn't have access to security or a real taser or even proper body armour.

A cultist could ambush a sec officer, extract their implant, steal their identity via genetics and hit themself with an implanter with the implant loaded and completely subvert security from the inside-out.

They could discreetly corrupt holy water in captured cultists, intercept and re-route captured cultists being dragged to security and even do the same to other officers/Heads of Staff. Cultsec could be legitimately viable



It's honestly one of the most game-changing tips I could've given out, given all that you have to do is either kill a sec officer or wait for one to die of natural causes and either steal/ask for an implant case and an implanter from R&D who are unlikely to question your request. Hell, even for the surgery you could just use a glass shard/wirecutters/bedsheets/etc. for the implant extraction. With a chamo kit, you wouldn't even need access to Genetics or the officer's clothing.
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Re: Little things you learned that are game changing

Post by Anonmare » #333646

CosmicScientist wrote:I thought cultists broke mindshields on use?
Nope. They just don't affect them.

Cultists react like regular crewmembers when implanted since their brainwashing is supernatural in nature. Mindshields will prevent a loyal crewmember from being converted but it will nto break or de-convert in a cultist.

It's why you shouldn't just hand out mindshields during a confirmed cult round, you'd be doing more harm than good without giving them holy water first after searching them of cult contraband. All it would take is one slap of a tome and that holy water is immediately purged.
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Re: Little things you learned that are game changing

Post by Anonmare » #334453

Also fun fact, in case you all forgot again, trashbags can hold any object that is W_CLASS small or smaller, allowing them to function as a military belt or whatever they've been replaced with now. Trashbags of Holding also function as effectively as a Bag of Holding, except for your belt and can't hold normal or larger items, but their big advantage is that it takes not a whole lotta research to get the design and doesn't even require diamonds to make or have any risk of making a singularity.
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Re: Little things you learned that are game changing

Post by MimicFaux » #335561

The pizza boxes in the ruined party on lava land, have a chance to be syndicate pizza bombs.
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Re: Little things you learned that are game changing

Post by The Clowns Pocket » #337884

Sneaking into Sec 4noreason? You can hide in the body-holder in its medbay.

When coming home after being gulaged, if you dont care about your previous equipment, keep your ID in the prison camp shuttle. You'll be able to easily get back in if you get gulagged again.
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Re: Little things you learned that are game changing

Post by InsaneHyena » #337890

Today I've learned that Clown's Pocket is a stalker and probably a child molester.
Bring back papercult.

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Re: Little things you learned that are game changing

Post by teepeepee » #337960

Smoke grenade plants - Easy HowTo:
(some of these steps can be done simultaneously, as you get used to it you'll manage to do it faster, although rng will always play a part. If you dont do one of these steps you will either not make smoke or you wont be able to effectively control when it's formed)
1)mutate berries to glow berries, extract "separated chemicals" trait with DNA machine.
2)extract "liquid contents" trait from tomato seeds.
3)extract phosphorus content trait from glowshrooms seeds (there are two seeds in a hacked machine at roundstart).
4)extract pottasium content trait from banana seeds.
5)extract sugar content trait from white beet seeds.

Voilá, you have the most basic smoke plants possible, just toss them and they will make a cloud of smoke upon hitting something.

Note:Smoke will spread any other chemicals
in the plant, so adding acid, for example, will make it into an acid smoke grenade - Get creative with it!

I might just do a longer botany guide in the future for more stuff I learned these few months I've been playing.
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Re: Little things you learned that are game changing

Post by AnonymousNow » #338132

Slimecores have thin-enough walls to be "injected" by droppers. That means that you can use a hundred units a hundred times, very efficiently if you know your hotkeys, in the same or less time it would take a syringe to have twenty tries from that amount. It seems insignificant from the outside, but bloody hell, that's a lot of good for a xenobiologist.

Also, the monkey grinder can be dragged behind you and used unanchored. Suddenly it becomes a whole much more efficient to use!
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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Re: Little things you learned that are game changing

Post by MimicFaux » #339842

Also, you get net-positive gains with a minimum of pico-tier upgrades for the monkey grinder
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Re: Little things you learned that are game changing

Post by XDTM » #339919

Splitting one grey slime into 4 is (3 extra slimes x 3 cores per slime x 3 cubes per core) - 2 cubes per split = 25 monkey cubes of profit

Bottom line is, monkey grinder is a huge waste of time
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #339951

At later stages when you have a lot of grey slimes & spare cores, but pre-slime setup and slime processor upgrades its still a good idea to dispose of spare monkeys manually instead of suck them into the console.

And of course you may be juggling 30+ slimes or more at a time if you begin pushing multiple adult slimes into pens together then cherry picking the children after.

Spoiler:
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Re: Little things you learned that are game changing

Post by XDTM » #340108

I usually do R&D up to T3 before starting, so i can afford to never think about cubes after the first two grey splits
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Re: Little things you learned that are game changing

Post by AnonymousNow » #340118

Frankly, for time purposes, if you've not got cages full of slimes but you have got cages full of dead monkeys you were saving up, having a slightly upgraded monkey grinder and dragging it behind you into pens is a fantastic way to get a lot of monkeys quickly, and self sufficient.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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Spoiler:
~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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Re: Little things you learned that are game changing

Post by XDTM » #340166

That probably does happen if you start xenobio unupgraded, but if you begin at T3 the first two-three grey splits sustain you for most of the round. Overall i think it saves time in the long run, since you don't have to manually drag monkeys out of pens with two doors each.
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Re: Little things you learned that are game changing

Post by AnonymousNow » #340259

It's a balance, really. If you're like me and you save up monkey corpses in anticipation of upgrades (and open the outer doors when waiting for the first feed-and-split), it becomes a goldmine; you can slam a dozen corpses per pen, easy, into a grinder, and have a net increase which you can process next to the consoles in batches.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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Spoiler:
~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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Re: Little things you learned that are game changing

Post by XDTM » #340463

I also like to use glass panes to split pens into two half-rooms, getting 12 pens plus the containment cell. The two tiles between the two cell doors can also be used for another 6 cells. This kinda precludes monkey recycling except by console, which is why i do it with grey slimes only.
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Re: Little things you learned that are game changing

Post by AnonymousNow » #340484

Your mileage may vary.

Having saved up the dead monkeys, got upgrades and thinned my slimes a littlew, I went on a two-minute monkey corpse gathering run yesterday and got over two hundred monkey cubes from the grinder in one pop.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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Spoiler:
~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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Re: Little things you learned that are game changing

Post by Anonmare » #340514

I literally cannot tell you two fucking apart

You need to fight to the death to continue using your avatar whilst the loser must concede theirs
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Re: Little things you learned that are game changing

Post by XDTM » #340967

This dispute will be settled in the slime fighting ring
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Re: Little things you learned that are game changing

Post by AnonymousNow » #341108

There can be only one.

And then four. Then sixteen etc.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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Spoiler:
~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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Re: Little things you learned that are game changing

Post by EvilJackCarver » #341132

Some of these are a bit obvious, but I've only recently came back off hiatus.
  • Setting the air alarms to contaminated saves a lot of time in setting the air alarms. Which means instead of fiddling with each scrubber individually, you can be in and out in fifteen seconds on a bad day with practice.
  • Tablet PCs have an ID reader in them, and you can slip your Id in it and have it work for doors (you'll still have to eject it for some tasks though). If you're one of the few that always get PDA bombed when someone gets a Detomax (like me), this saves your ID.
  • Disarm intent is a good intent to be on when dragging something behind you: If you and someone collide, the crate/cart/whatever you're hauling doesn't go nearly as far as if you were on help intent.
  • If you're being chased by an active shooter, be a tile off if you can: It's a lot easier to hit what you aim for if you shoot straight ahead than it is to shoot one tile off.
  • If you can avoid it, never go shuttle. Go pods.
  • Once you know your wires, never use a multitool to break into somewhere - use wirecutters. If you nip-jimmy-mend, you can use the same wire to get out.
  • You can use a ghetto method to check for a rogue AI. This method false-negatives a lot and does NOT detect SUBVERTED AIs, but it doesn't often false-positive:
    • Wait a few minutes after roundstart, then put an analyser (screwdriver-analyser-screwdriver) in a random camera it wouldn't benefit. My personal favourites are the two on the I-beam in Atmos.
    • If you get the message that the camera already has an upgrade, there's two possibilities: Either the AI is rogue and has the xray camera upgrade, OR an engi knows how to upgrade the cameras and did that one - do another before calling "AI ROGUE!!111!1eleven".
  • If you want to ruin an engineer's day, emag a bunch of random doors. Each takes a minute and a set of airlock electronics to repair, and engineering only starts with 10, plus 1 in Meta's aux storage.
  • Mesons and Optical T-Ray Scanners (especially the latter) can be used to tell when someone's nearby you in complete darkness. You'll see the wires in Maint/objects on the floor appear before you see someone else.
R. Andreas Spitzer or SpitzOS (or a random-named human) ingame. Usually somewhere in engineering, or pAI.
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Re: Little things you learned that are game changing

Post by Nilons » #341134

EvilJackCarver wrote:
[*]If you can avoid it, never go shuttle. Go pods.
only massive pussies and people who want greentext take pods every round
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Re: Little things you learned that are game changing

Post by Anonmare » #341137

Here's a few tips.

When fixing breaches, turn off the air alarms to avoid wasting air and to stop being thrown around by spacewind

Hack the engi-vend in engineering fro smart foam grenades - they make space-tiles into foam floors and can seal a syndi-bomb breach in seconds if you put it in the sweet spot

You can have more than one type of gas in the pure pipeline and fill them up in separate canisters using filters set for different gases

You can set the output of a tank in atmospherics to a maximum of 5066 KPa for more output (and an AI can quietly shut off tank using it if someone is flooding)

You can hide an atmos flood in the waste system by piping the gas you intend to flood into the pure and then into the waste and disable the filters. When you're ready to flood, all you have to do is reverse the distro to waste pump and confuse the heck out of people about the flood's origin point.

You can identify the ID scan wire of a door by pulsing with a multitool. If the door is access restricted, pulsing the ID scan will make it beep with the access denied noise, no access doors will open if their ID scan is pulsed. If you know the ID scan, you can cut it and then pulse it to open any door and ensure that no one, not even with the proper access, can follow you through it without a multitool of their own, and it takes less mouse clicks to do.
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Re: Little things you learned that are game changing

Post by EvilJackCarver » #341148

Nilons wrote:
EvilJackCarver wrote:
[*]If you can avoid it, never go shuttle. Go pods.
only massive pussies and people who want greentext take pods every round
I very rarely (if ever) roll for antag so I guess I fall in the former category.

Anonmare wrote: You can hide an atmos flood in the waste system by piping the gas you intend to flood into the pure and then into the waste and disable the filters. When you're ready to flood, all you have to do is reverse the distro to waste pump and confuse the heck out of people about the flood's origin point.
If you're patient and can play the long con, you can go one better and make a flood that's difficult to fix with a Single Easy Method (excepting on Pubby due to Pubby's atmos layout) by dumping the plasma/N₂O tank back into the waste line, but setting the N₂ filter to filter out plasma and the O₂ filter to filter out N₂O. It builds up over time, and will eventually make it to the distro, but by the time it's made it to the distro there's more than enough contaminants in the master tanks to make it necessary to add filters somewhere on the master distro line. Alternatively, you can set the O₂ filter to receive CO₂ and knock people out on their ass.

Plasma autoignites at 100°C if there's oxy in the air, so if you set the heaters on the lines to heat it to 99 Celsius you've theoretically got a great setup for a plasma fire.

There's one Atmos flood that I've been wanting to try for a while, but I never roll antag so it'll stay a mystery for a while.
R. Andreas Spitzer or SpitzOS (or a random-named human) ingame. Usually somewhere in engineering, or pAI.
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Re: Little things you learned that are game changing

Post by Anonmare » #341162

Yeah you can contaminate the air tanks really easily if you know what you're doing
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Re: Little things you learned that are game changing

Post by CPTANT » #341261

Just dump the wasteline full of plasma and connect it directly to distro with a pipe.

I already posted that tip in june, stealing my tips and not even doing it right. :roll:
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Re: Little things you learned that are game changing

Post by Cobby » #341264

Everyone goes WTF WHAT IS THAT when I do it so I figured I'd put it in here.

The penlight can also act as a quick indicator to tell people to stop so they can be healed. Just use it on someone from range and it will create a cute hologram. It's very good when you can't type fast or the person is yakkety saxxing away
Voted best trap in /tg/ 2014-current
Dr_bee
Joined: Fri Dec 23, 2016 6:31 pm
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Re: Little things you learned that are game changing

Post by Dr_bee » #341282

CPTANT wrote:Just dump the wasteline full of plasma and connect it directly to distro with a pipe.

I already posted that tip in june, stealing my tips and not even doing it right. :roll:
I once had someone dump the turbine fuel line into distro using maint pipes when I was running the turbine. It flooded the entire station with burn mix. The Turbine is honestly the most easily sabotaged form of power generation on the station.
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DiamondSentinel
Joined: Wed May 17, 2017 2:11 pm
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Re: Little things you learned that are game changing

Post by DiamondSentinel » #344058

ExcessiveJMadison wrote:Everyone goes WTF WHAT IS THAT when I do it so I figured I'd put it in here.

The penlight can also act as a quick indicator to tell people to stop so they can be healed. Just use it on someone from range and it will create a cute hologram. It's very good when you can't type fast or the person is yakkety saxxing away
WTF WHAT IS THAT
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Location: Blighty

Re: Little things you learned that are game changing

Post by Anonmare » #344170

Fun fact lads: Tea, as in the drink, has a small chance per tick to heal toxin damage while it's in your system. Useful if you accidentally breathed a bit of plasma in or don't have access to proper medication.
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Togopal
Joined: Sun Feb 19, 2017 6:38 pm
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Re: Little things you learned that are game changing

Post by Togopal » #344179

Anonmare wrote:Fun fact lads: Tea, as in the drink, has a small chance per tick to heal toxin damage while it's in your system. Useful if you accidentally breathed a bit of plasma in or don't have access to proper medication.
Adding on to that, Milk and Milk Cream heal brute damage, Lime Juice heals toxins damage, Orange Juice heals suffocation damage, Tomato Juice heals burn damage

A lot of drinks have their own properties
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Limski
Joined: Tue Aug 02, 2016 5:07 pm
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Location: Israel

Re: Little things you learned that are game changing

Post by Limski » #344187

As an engineering cyborg, you can make gib traps by placing 2 field generators (like the ones in xenobio) behind 2 doors given they're close enough, if the AI has vision to the hidden areas, they can turn the field gens on at appropriate times to gib people, and yes, it does work through the doors so people have no way to see it coming.

I don't play very often anymore but I made one of those traps for a malf AI and they were very happy about it.
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DiamondSentinel
Joined: Wed May 17, 2017 2:11 pm
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Re: Little things you learned that are game changing

Post by DiamondSentinel » #344209

Putting this here because apparently a lot of people don't know this, but if you use almost any AI upload module inhand, you can edit the little settings of it.

So, Asimov can be used inhand to change who gets the human role, for example. It's been a while since I've messed around with them, but do some experimentation to find the others that are editable.
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Re: Little things you learned that are game changing

Post by Anonmare » #344210

Asimov can have its "You must not, through action or inaction, allow [YOUR TEXT HERE] to come to harm." as well as Antimov I believe. So you can antimov the Ai into doing literally all in its power to kill someone and then kill itself.
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DiamondSentinel
Joined: Wed May 17, 2017 2:11 pm
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Re: Little things you learned that are game changing

Post by DiamondSentinel » #344211

Anonmare wrote:Asimov can have its "You must not, through action or inaction, allow [YOUR TEXT HERE] to come to harm." as well as Antimov I believe. So you can antimov the Ai into doing literally all in its power to kill someone and then kill itself.
Yeah. I knew about those. Some of the others also have changes that can be made. I don't believe the other core modules can, but I might be wrong.
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