Little things you learned that are game changing

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cedarbridge
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Re: Little things you learned that are game changing

Post by cedarbridge » #300539

Bottom post of the previous page:

But what if there's a cat on the table?
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Haevacht
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Re: Little things you learned that are game changing

Post by Haevacht » #301296

cedarbridge wrote:But what if there's a cat on the table?
You take Skylar's ID.
1% of a coder, 2% of a spriter, 97% >:3c

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Anonmare
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Re: Little things you learned that are game changing

Post by Anonmare » #302748

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
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Grazyn
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Re: Little things you learned that are game changing

Post by Grazyn » #302944

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.
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Re: Little things you learned that are game changing

Post by Not-Dorsidarf » #303325

Alternatively dont do that because people already steal cans from/beat up atmos techs for having canisters as it is
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Screemonster
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Re: Little things you learned that are game changing

Post by Screemonster » #303590

I love leaving superheated plasma in an oxygen canister and leaving it somewhere for someone to top their internals tank off and canisterbomb themselves
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Anonmare
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Re: Little things you learned that are game changing

Post by Anonmare » #303681

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
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Anonmare
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Re: Little things you learned that are game changing

Post by Anonmare » #303955

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.
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Grazyn
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Re: Little things you learned that are game changing

Post by Grazyn » #303992

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
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Re: Little things you learned that are game changing

Post by D&B » #304020

Low pressure makes you a cakewalk against PKA's, don't do that
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Re: Little things you learned that are game changing

Post by Dr_bee » #304077

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.
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Anonmare
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Re: Little things you learned that are game changing

Post by Anonmare » #304084

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".
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OhChildflayer
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Re: Little things you learned that are game changing

Post by OhChildflayer » #304360

I know almost everything about Atmos, but the whole internal/external sensor thing was one of the last things I figured out.
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Re: Little things you learned that are game changing

Post by Jarek » #304366

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.
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Re: Little things you learned that are game changing

Post by tacolizard » #304407

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.
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Re: Little things you learned that are game changing

Post by One Seven One » #304921

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.
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Re: Little things you learned that are game changing

Post by PKPenguin321 » #305003

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.
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Re: Little things you learned that are game changing

Post by tacolizard » #305326

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.
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Re: Little things you learned that are game changing

Post by OhChildflayer » #307592

tacolizard wrote:you can make it highlight the traitor secret codewords.
This should have been a feature ages ago.
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Re: Little things you learned that are game changing

Post by XDTM » #307893

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.
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Drynwyn
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Re: Little things you learned that are game changing

Post by Drynwyn » #307906

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.)
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
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Re: Little things you learned that are game changing

Post by XDTM » #307915

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.
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Re: Little things you learned that are game changing

Post by Thunder11 » #307999

Door remotes function over cameras. Make use of them as the warden to control perma prisoners from the comfort of your office.
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Re: Little things you learned that are game changing

Post by Anonmare » #308874

This is something that used to be common knowledge but people have seemed to forgotten this tidbit.
Bluespace RPEDs work on line of sight - if you can see the machine, you can replace its parts. This works even through cameras. next time you're in R&D, why not print off a security cam console and use it to view an area you want to upgrade? It doesn't require ID access or anything more than acid and glass to print a board.
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Re: Little things you learned that are game changing

Post by XDTM » #308879

R&D can build the machine that sets the announcing radio message on latejoin. You no longer need to be the CE or the AI to meddle with it!
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Anonmare
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Re: Little things you learned that are game changing

Post by Anonmare » #308884

Yeah I used to do that before the automated message thing was standard on all maps.

I remember the days where the AI was forced to announce someone's arrival
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Re: Little things you learned that are game changing

Post by RandomMarine » #308965

I remember once when a malf AI that shunted into an APC gave itself away because of the arrival message

That was a laugh.
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Re: Little things you learned that are game changing

Post by Nilons » #309091

if you harm baton someone during an arrest they might make a thread about it that will spawn more salt than is currently in the dead sea
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Re: Little things you learned that are game changing

Post by Deitus » #309588

Nilons wrote:if you harm baton someone during an arrest they might make a thread about it that will spawn more salt than is currently in the dead sea
if you stop a murderboner with double esword and adrenals you can ghost to get a good fill of salt as well from deadchat
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Re: Little things you learned that are game changing

Post by Alipheese » #309684

Pressing e in hotkey mode will equip shit for you.

Screenshots.
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Re: Little things you learned that are game changing

Post by One Seven One » #309699

You can click a cigarette packet to switch between the open and close sprites.
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Re: Little things you learned that are game changing

Post by Nilons » #309721

One Seven One wrote:You can click a cigarette packet to switch between the open and close sprites.
you can drag a cigarette pack to your sprite to open it without having to pull it out of your pocket, same for matches, you can put a lighter in your pack to make it space efficient and it shows up on the sprite based on what cigarettes its in between, meaning if you want 2 cigs with salbu in them or 3 with epineph/atropine you can tell them apart. Alt clicking while it has a lighter in it pulls it out.
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Re: Little things you learned that are game changing

Post by Deitus » #309757

this might be common knowledge but i didnt know you could bucklecuff people to pipes. this seems really useful for cc
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Re: Little things you learned that are game changing

Post by Screemonster » #309759

Deitus wrote:this might be common knowledge but i didnt know you could bucklecuff people to pipes. this seems really useful for cc
Bucklecuff them to a heat exchange pipe and fill it with fire for some real fun.
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Re: Little things you learned that are game changing

Post by Anonmare » #309777

You can also bucklecuff people to singularity/tesla generators

There's no kill quite like over-"tying-people-to-an-experimental-blackhole-or-giant-ball-of-lightning-generator-and-firing-at-them-both-with-a-hacked-particle-accelerator-set-to-strength-3"-kill
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Re: Little things you learned that are game changing

Post by DemonFiren » #309911

Anonmare wrote:You can also bucklecuff people to singularity/tesla generators

There's no kill quite like over-"tying-people-to-an-experimental-blackhole-or-giant-ball-of-lightning-generator-and-firing-at-them-both-with-a-hacked-particle-accelerator-set-to-strength-3"-kill
if you gotta give someone cancer from radiation exposure, at least also electrocute their spaghettied remains
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Re: Little things you learned that are game changing

Post by Reyn » #310059

if a firearm can fit in your belt slot, and you can open the ammo box from your backpack, you can reload and use a gun, including a double barreled shotgun, with only one arm. also, you can play guitar and violin with only one arm.
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Re: Little things you learned that are game changing

Post by Limski » #310103

You can cross the 2 tile gulag lava lake by taking a water bottle from the vendor then spilling it at yourself after you cross the lake.
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Re: Little things you learned that are game changing

Post by tacolizard » #310184

unused epipens count as beakers. This means you can put them into machines like blenders, chem dispensers and more. You can use them with a chem dispenser to fill them with some chemical other than epinepherine. Once they're used, they can no longer be inserted, though.
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Re: Little things you learned that are game changing

Post by tacolizard » #310837

Limski wrote:You can cross the 2 tile gulag lava lake by taking a water bottle from the vendor then spilling it at yourself after you cross the lake.
I tried this and accidentally just wet the tile underneath me and died
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #310842

Harm intent and CLICK YOURSELF.

Not the tile :/

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Re: Little things you learned that are game changing

Post by Anonmare » #310869

Probably a good idea to pinch that medkit from the gulag because you will die from the residual heat if you don't ointment yourself ASAP
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Re: Little things you learned that are game changing

Post by Anonmare » #310876

Also, fun fact, you can alt-click a locker to shut it (if you have access of course) even if you're inside of said locker. Security are unlikely to check locked lockers when searching departments for you, plus they're a great place to hide bodies.
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Re: Little things you learned that are game changing

Post by CPTANT » #311129

You can pump the atmos waste loop full of plasma for ages and then connect it directly to the distro loop to instantly flood the entire station full of plasma.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #311137

Anonmare wrote:Also, fun fact, you can alt-click a locker to shut it (if you have access of course) even if you're inside of said locker. Security are unlikely to check locked lockers when searching departments for you, plus they're a great place to hide bodies.
Swarmers will seriously hurt you if you are inside a locker and kill you within the first or second hit by the power of their matter eater.

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Re: Little things you learned that are game changing

Post by Steelpoint » #311578

Limski wrote:You can cross the 2 tile gulag lava lake by taking a water bottle from the vendor then spilling it at yourself after you cross the lake.
Note to self, increase lava lake size to four tile minimum.
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Re: Little things you learned that are game changing

Post by MimicFaux » #311582

Steelpoint wrote:
Limski wrote:You can cross the 2 tile gulag lava lake by taking a water bottle from the vendor then spilling it at yourself after you cross the lake.
Note to self, increase lava lake size to four tile minimum.
Players need to know it's even possible.
Most players who even attempt still die if they don't have the timing of the heals down.
Security should be checking on their prisoners anyway.
Still on a hostile alien world.

It's not any different than escaping the permabrig through space using coffee and heated donk pockets.
Let the option remain there, and the players who want to risk it, get a second chance to get back to the station sans all their shit that security confiscates.
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Steelpoint
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Re: Little things you learned that are game changing

Post by Steelpoint » #311583

Escaping perma either requires outside help or pre-preparation.

Having a 'get out of jail for free' spray on offer for free is neither.
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Anonmare
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Re: Little things you learned that are game changing

Post by Anonmare » #311642

Well, I've broken out of perma without help or preperation.

I wrote down and showed to the nearest camera on a piece of paper ordering the AI to enable the station's emergency maintenance access via Law 2 (and putting down that, as the doors to the perma wing are unaffected, it had no reason to refuse). Then, I smashed a window to space in the shower, downed a bunch of coffee and warm donk pockets and headed to the port-fore solar maintenance access, which was unlocked thanks to the emergency maintenance override, and then headed to re-join the central hallway - putting on firefighter clothing to avoid being seen by security. Made my way to dorms, threw on some more, less suspicious clothes, nabbed a braindead assistant's ID and as far as security were concerned: I was dead and gone.
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Steelpoint
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Re: Little things you learned that are game changing

Post by Steelpoint » #311644

Which is why I tend to have a policy of implanting prisoners with a lethal injection implant.

Which then fails when every single time I do so, they get someone else to remove it via surgery.

Makes you wonder why security executes people, it's the only guaranteed way to remove someone, even then...
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Re: Little things you learned that are game changing

Post by CPTANT » #311651

Steelpoint wrote:Which is why I tend to have a policy of implanting prisoners with a lethal injection implant.

Which then fails when every single time I do so, they get someone else to remove it via surgery.

Makes you wonder why security executes people, it's the only guaranteed way to remove someone, even then...
The fact that sometimes people escape from perma is something you should just accept really.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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