DemonFiren wrote:You're forgetting that people who post on +the forum don't play the game.
Anonmare wrote:I'm putting this here because everyone keeps freaking the fuck out.
The "Draught" setting on air alarm operating modes sets the vents to the same setting as it is on refill and activates the scrubber syphons. This setting is very useful for stabilising temperatures, especially after a fire or freon as it can be used to warm up or cooldown a room, depending on the temperature of the air in the pipes. It's not the AI being rogue, it's the AI fixing the room.
feem wrote:wtf i like fwooshposts now
Anonmare wrote:It's better to do it with a multitool so that the door doesn't get broken.
Airlcoks have two power wires, the main power and back-up power. Cut both and the door is permanently depowered. Multitools shortcircuit the power, doing it to the main power wire will disable the door for 10 secondsb efore the backup power kicks in. Pulsing the back-up power will disable the door for 60 seconds until both wires reboot.
feem wrote:wtf i like fwooshposts now
Anonmare wrote:~
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.
Deitus wrote:most people know that you can pry out a bomb payload and slap a c4 on it to get a highly mobile bomb with a shorter countdown and the same explosion radius, but i have also found out that you can detonate a clown bomb payload the same way and it still spawns the clowns. however, they spawn hostile this way (as opposed to nonhostile the "regular" way(until attacked)), so put some distance between you and the payload first.
feem wrote:wtf i like fwooshposts now
Denton wrote:Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes
Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.
TribeOfBeavers wrote:Denton wrote:Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes
Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.
There is no downside to overheating anything except meth, so when making pent acid (or anything that needs to be heated) you can save a bit of time by setting the heater to max the first time you put the beaker in.
Atropine + Tricord is good for general cases or if you're in a hurry, but if you know a certain damage type or situation is coming up you should use a mix of chems to suit it. Also toxins damage is rare, so just having 5 bicaridine and 5 kelotane works better than 10 tricord most of the time.
If you're using it to heal people in crit, include 1u epinephrine (or less if you want to go through the trouble of diluting it) to set their oxygen damage to 35, and 1 or 2u of Atrophine.
Atropine metabolizes very slowly, so you don't need much of it. 1u heals 50 oxygen damage and 20 of each of the others, so 1 or 2u is probably enough if you're also using epi (which will only heal 5 of each per u). They only heal in crit though, so using a lot wastes the space. 5u will get anyone in crit up alone, but if you have any other healing meds in there you waste a bit of it.
From there you want to add chems depending on if you need long or short term healing and what type you think you'll need. Stacking a bunch of different healing chems gives faster healing but doesn't last very long. If you want longer term just put a bunch of one type.
It's worth noting they'll still have a bit of damage after the syringe runs out most of the time, so give them some other meds once they're stable.
Denton wrote:~
Calibraptor wrote:Targeting legs with double esword
DemonFiren wrote:Calibraptor wrote:Targeting legs with double esword
Remember: no legs
TribeOfBeavers wrote:Denton wrote:~
I was bored and did the calculations: [...]
Super Aggro Crag wrote:The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
Anonmare wrote:>Soggymare
Excuse me what, how dare you
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
Alipheese wrote:If you're stealthminned and use dsay it generates a random admins name, but in a joke/ass way.
DicknakFUCK
MrDrunkenOne
Soggymare
Assops
PeopleareFURRY
etc. very amazing and i spent like 30 minutes getting as many different names as I could.
feem wrote:wtf i like fwooshposts now
Saegrimr wrote:Anonmare wrote:>Soggymare
Excuse me what, how dare you
I wonder if that one was meant for me
Denton wrote:Getting high lets you speak Beachbum. Who needs a Codespeak manual when you can just smoke weed instead?
feem wrote:wtf i like fwooshposts now
calzilla1 wrote:But peoplearefurry isnt even an admin anymore, hell he doesnt even play
Limski wrote:You can cuff xenos.
yes.
XDTM wrote:Limski wrote:You can cuff xenos.
yes.
To add on that, they have a fixed 5 second uncuff time regardless of cuffs, so fake cuffs are just as good for that purpose
Anonmare wrote:XDTM wrote:Limski wrote:You can cuff xenos.
yes.
To add on that, they have a fixed 5 second uncuff time regardless of cuffs, so fake cuffs are just as good for that purpose
You can get around that by buckling them to something, like a chair or a bed and then they have to resist the full minute like a normal person
Anonmare wrote:Anonmare's Rules To Enhanced Interrogation Techniques
- Rule 1: Control: Don't let the suspect control the conversation - Interrupt them, press them for details, question their motives or actions - anything that keeps them from thinking up lies on the spot.
- Rule 2: Evidence: You can't make a case out of conjecture and it's harder for someone to lie around a fact. They say they weren't at the scene? Tell them you have proof that says they were. Exaggerate or not as necessary.
- Rule 3: Persuasion: Sometimes you to turn the camera and somestimes you need to get rough with a suspect to get him talking - injure them, stab their eyes out with a screwdriver, go at their teeth with a pair of wirecutters and even threaten to have their body spaced if they think dying is no big deal. Non-brainwashed suspects will usually value their life enough to keep talking if they start clamming up on you.
- Rule 4: Showmanship: Get a partner and have him be the good cop to your bad cop, make sure they pipe up in the suspect's defense or argue with you in frotn of the suspect. When you leave, he stays behind and presents a sympathetic ear - They're usually seen as more trustworthy and your suspect might be more inclined to talk to someone they feel they can make a deal with.
- Rule 5: Creativity: Keep your suspects on their toes and get creative. Deliberately screwing up surgical procedures on your suspect can load him down with injuries he can't fix easily or he might have a friend he doesn't want hurt or an accomplice who'll squeal on them if you offer them a deal, hell, offer them both a deal to betray one another and act like the other is about to, or has, done so.
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