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Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:18 pm
by DiamondSentinel

Bottom post of the previous page:

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.

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:22 pm
by Anonmare
Another thing to note is that the Freeform module and the Freeform Core module are very different. The normal freeform module's laws can be removed with a reset, the Freeform Core's laws cannot. It's very important that you don't mix them up if you're making a custom lawset on the AI

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:24 pm
by DiamondSentinel
Anonmare wrote:Another thing to note is that the Freeform module and the Freeform Core module are very different. The normal freeform module's laws can be removed with a reset, the Freeform Core's laws cannot. It's very important that you don't mix them up if you're making a custom lawset on the AI
It's always funny watching someone try to reset core module laws.

Re: Little things you learned that are game changing

Posted: Fri Oct 06, 2017 11:24 pm
by Anonmare
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.

Re: Little things you learned that are game changing

Posted: Fri Oct 06, 2017 11:47 pm
by DemonFiren
You're forgetting that people who post on +the forum don't play the game.

Re: Little things you learned that are game changing

Posted: Fri Oct 06, 2017 11:49 pm
by DiamondSentinel
DemonFiren wrote:You're forgetting that people who post on +the forum don't play the game.
I play, but again, I seem to be in the minority...

Re: Little things you learned that are game changing

Posted: Sat Oct 07, 2017 4:06 am
by Dr_bee
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.
Whenever I play atmos tech I run into this problem. People scream at me about siphoning or the AI will repeatedly turn off the scrubbers, or they will wrongly blame the AI. I have just turned to using the atmos resin launcher backpack. Atmos resin basically resets the air on a tile to default temp and air composition, and doesnt panic jumpy crew members looking for a reason to robust the AI.

Atmos resin was the best addition ever.

Re: Little things you learned that are game changing

Posted: Sat Oct 07, 2017 5:35 am
by Deitus
speaking of law modules, i was unaware that you can modify them with telekinesis.

1) get full sight and telekinesis
2) stand outside ai upload
3) get/modify the module you want
4) TK throw it into console, uploading the law/lawset
5) ?????????
6) profit

Re: Little things you learned that are game changing

Posted: Wed Oct 11, 2017 6:08 pm
by Anonmare
Cyborgs can place camera assemblies on walls the same they can APC/fire/air alarm frames by standingo n the same tile as them, facing a wall and hitting it with a screwdriver to place it on a wall.

Re: Little things you learned that are game changing

Posted: Sat Oct 14, 2017 12:41 am
by Anonmare
The firing range's magnet, when active, is damn near impossible for a cyborg to escape from as long as it's turned on and has a respectable level of range

Re: Little things you learned that are game changing

Posted: Sat Oct 14, 2017 9:35 pm
by huehuehue
cutting the wire that turns off the test light for a door allows you to crowbar open and close the door for a few
unfortunately you need to recut the wire to do it again plus it doesn't always work with certain doors

Re: Little things you learned that are game changing

Posted: Sun Oct 15, 2017 3:55 am
by Anonmare
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.

Re: Little things you learned that are game changing

Posted: Sun Oct 15, 2017 9:46 am
by huehuehue
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.
oh, ok
eh, i'll do it my way
i find it faster, and i usually repair the door afterwards

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 5:58 pm
by Anonmare
The bartender can make really weak healing chems with his soda dispenser. Tomato juice heals burns, milk cream heals brute, lime juice heals toxin and orange juice heals suffocation. It's very slow but you can down many glasses of each to have weak passive healing with no downsides.

Milk, soy milk and soy lattes also help heal brute damage and tea from coffee machines also helps heal toxin damage. Iced tea also helps reduce toxin damage and can be made from ice from an ice cup and tea from a coffee machine

Coffee and tea will also warm you up if cold and counteract drowsiness, unconsciousness and dizziness.
The soft drinks from the vending machines will help with overheating and counteract drowsiness and unconsciousness, remember to drink different brands to get the most effect.

Drinking iron will passively increase your blood regeneration

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 9:18 pm
by AnonymousNow
Anonmare wrote:~
Makeshift chemical healing from the bar is one of those things that help flesh out the game for me.

I do miss Doctor's Delight, though. First healing, then requiring tricord, and now just a drink.

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 9:49 pm
by Clones-A-Corpse
Doing research and development properly means you never have to visit a chemist.
Research only goes up in ones.

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 9:58 pm
by Jegub
The wiki is in need of an update, as Doctor's Delight still heals you, it's the active ingredient in Syndi-Cakes. Its usefulness is diminished in that it greatly accelerates your digestion now, but there are times when being hungry but healthy is a worthwhile trade off.

Re: Little things you learned that are game changing

Posted: Fri Nov 10, 2017 1:18 am
by Swindly
The revenant's blight can kill plants.

Re: Little things you learned that are game changing

Posted: Sat Nov 18, 2017 2:37 am
by Anonmare
Borgs can be devils and get a couple of Law 666's to go with their powers, though the pitchfork power doesn't work and i had to ask an admin to scramble my security codes

Re: Little things you learned that are game changing

Posted: Mon Dec 11, 2017 9:09 pm
by Deitus
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.

Re: Little things you learned that are game changing

Posted: Mon Dec 11, 2017 9:10 pm
by huehuehue
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.
honk.mp4

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 3:32 pm
by Denton
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.

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 5:49 pm
by TribeOfBeavers
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.

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 6:16 pm
by Anonmare
Save yourself a bunch of time with complicated recipes by making a bunch of bottles of stuff like diethelyamine, oil, ash and so on and putting them in the smart fridge for oyu to retrieve as needed.
Really helps if there's a viral outbreak and you need to mass produce a particular chemical to treat everyone, like cyptobiolin or spaceicillin

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 6:36 pm
by Denton
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.
That's pretty great, I never even thought about the atropine metabolization rate and that epi sets oxyloss to 35 max.

6u bicardine/kelotane, 1u epi and 2u atropine would heal much better than just flat atropine+tricord!

After that I'd probably just use Synthflesh and Pentetic Acid to treat damage.

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 8:33 pm
by EagleWiz
You can swap the clone mix for an explosion mix to make a cryo tube explode when someone is placed inside

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 10:20 pm
by TribeOfBeavers
Denton wrote:~
I was bored and did the calculations:

For 150 of one damage type:

10 bicaridine/kelotane
1 Atropine
1 Epinephrine
3 Oxandrolone/Salicylic Acid

Leaves 30 damage


For 75 brute and 75 burn:

4 Kelotane and Bicaridine
1 Epinephrine
4 Atropine
1 Oxandrolone and Salicylic Acid

Left about 26 of each type (52 total)

Re: Little things you learned that are game changing

Posted: Thu Dec 14, 2017 12:29 am
by Calibraptor
Targeting legs with double esword

Re: Little things you learned that are game changing

Posted: Thu Dec 14, 2017 7:30 am
by DemonFiren
Calibraptor wrote:Targeting legs with double esword
Remember: no legs

Re: Little things you learned that are game changing

Posted: Thu Dec 14, 2017 7:29 pm
by CitrusGender
DemonFiren wrote:
Calibraptor wrote:Targeting legs with double esword
Remember: no legs
every fucking time

honestly though, if you lose your legs you were done for anyways

Re: Little things you learned that are game changing

Posted: Thu Dec 14, 2017 7:30 pm
by SpaceInaba
I killed a hos with my bare hands while I had no legs and one arm so that's not true

Re: Little things you learned that are game changing

Posted: Fri Dec 15, 2017 9:13 am
by Denton
TribeOfBeavers wrote:
Denton wrote:~
I was bored and did the calculations: [...]
Hey, thanks for that. It's always good to learn more about chemistry.

Re: Little things you learned that are game changing

Posted: Fri Dec 15, 2017 1:38 pm
by Alipheese
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.

Re: Little things you learned that are game changing

Posted: Fri Dec 15, 2017 1:46 pm
by calzilla1
But peoplearefurry isnt even an admin anymore, hell he doesnt even play

Re: Little things you learned that are game changing

Posted: Fri Dec 15, 2017 1:55 pm
by Anonmare
>Soggymare
Excuse me what, how dare you

Re: Little things you learned that are game changing

Posted: Fri Dec 15, 2017 2:11 pm
by Saegrimr
Anonmare wrote:>Soggymare
Excuse me what, how dare you
I wonder if that one was meant for me

Re: Little things you learned that are game changing

Posted: Fri Dec 15, 2017 3:42 pm
by cedarbridge
Its obviously feem.

Re: Little things you learned that are game changing

Posted: Fri Dec 15, 2017 5:26 pm
by huehuehue
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.
make a seperate thread and give us more names there please
i need it for research

Re: Little things you learned that are game changing

Posted: Sat Dec 16, 2017 3:57 am
by Alipheese
Saegrimr wrote:
Anonmare wrote:>Soggymare
Excuse me what, how dare you
I wonder if that one was meant for me
You have your own. I just coulsnt renenber what it was.

Re: Little things you learned that are game changing

Posted: Wed Dec 20, 2017 1:05 pm
by Denton
Fulton beacons are cheap and essentially let you teleport around Lavaland and the station. You need to be outside the station to activate it, but that's no big deal since you can put on a firesuit and maybe drink some coffee to survive the 10 seconds of spess damage.

Re: Little things you learned that are game changing

Posted: Wed Dec 20, 2017 2:42 pm
by Denton
Getting high lets you speak Beachbum. Who needs a Codespeak manual when you can just smoke weed instead?

Re: Little things you learned that are game changing

Posted: Wed Dec 20, 2017 4:12 pm
by huehuehue
Denton wrote:Getting high lets you speak Beachbum. Who needs a Codespeak manual when you can just smoke weed instead?
radical, dude

Re: Little things you learned that are game changing

Posted: Sat Dec 30, 2017 8:31 pm
by bandit
calzilla1 wrote:But peoplearefurry isnt even an admin anymore, hell he doesnt even play
I've asked the admins to update it for currentmins like 100 times :(

Re: Little things you learned that are game changing

Posted: Sat Dec 30, 2017 8:36 pm
by Limski
You can cuff xenos.
yes.

Re: Little things you learned that are game changing

Posted: Sun Dec 31, 2017 12:09 pm
by Denton
You can use spray bottles for mixing, just like beakers and bottles. Having a 250u container is very handy for mixing chemicals like Hearty Punch and Chloral Hydrate.

Re: Little things you learned that are game changing

Posted: Sun Dec 31, 2017 12:48 pm
by XDTM
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

Re: Little things you learned that are game changing

Posted: Sun Dec 31, 2017 3:55 pm
by Anonmare
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

Re: Little things you learned that are game changing

Posted: Wed Jan 03, 2018 8:06 pm
by Denton
Chemical heaters can chill contents down to 0°K. Really good for when you mix temperature sensitive chems.

Re: Little things you learned that are game changing

Posted: Thu Jan 04, 2018 2:55 pm
by Gun Hog
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
Actually, Xeno cuff-breaking is instant. You can still catch a xeno off guard with the buckle-cuff combo, which indeed still works for the full minute.

Re: Little things you learned that are game changing

Posted: Thu Jan 04, 2018 5:07 pm
by Anonmare
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.

Re: Little things you learned that are game changing

Posted: Thu Jan 04, 2018 6:53 pm
by XDTM
You can instantly purge someone's chems by giving them the recipe for smoke or foam, as it consumes all the reagents in the "container" to make the smoke.