Little things you learned that are game changing

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TribeOfBeavers
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Re: Little things you learned that are game changing

Post by TribeOfBeavers » #314603

Bottom post of the previous page:

CosmicScientist wrote:When is cold resist useful? Does it also do heat resist?

Since freon stopped being an every round meme, I can't think of temperature being a problem outside of plasma fires and space has pressure problems that will half kill you, cold resist just means you can go between airlocks before collapsing, probably.

Breaches on the way to or at escape are also rare so it's easier to just grab five robust coffees on demand and sanic there. (not that anyone remembers coffee exists outside of freeze stings that 'lings never use)

Cold resist also means you don't take damage from the lack of pressure in space, so you can spacewalk with just internals.

It doesn't make you resistant to heat afaik.
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Re: Little things you learned that are game changing

Post by Anonmare » #314650

Cold resistance also makes you immune to low pressure damage
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Re: Little things you learned that are game changing

Post by PKPenguin321 » #314746

Back in the day of oldchem you could make a mutagen smoke grenade and instantly get all the disabilities. If you did this and knew the monkey block you could learn all the power blocks in about a minute.

I think you can still do this but it's not nearly as fast since mutagen was nerfed heavily.
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Re: Little things you learned that are game changing

Post by XDTM » #315211

Coldres also gives you low pressure immunity, effectively making you spaceproof (breathing aside, but you have internals). It's one of the most valuable mutations, in my opinion.

Also,

For the love of god there's an Occupant - Delayed button in the genetics scanner whose sole bloody function is to allow genetics testing without waiting for injector cooldown! YOU DON'T NEED INJECTORS TO TEST
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Re: Little things you learned that are game changing

Post by Jazaen » #315266

XDTM wrote:Coldres also gives you low pressure immunity, effectively making you spaceproof (breathing aside, but you have internals). It's one of the most valuable mutations, in my opinion.

Also,

For the love of god there's an Occupant - Delayed button in the genetics scanner whose sole bloody function is to allow genetics testing without waiting for injector cooldown! YOU DON'T NEED INJECTORS TO TEST
YES YOU DO.

Occupant - Delayed doesn't give you 100% chance of manifesting the mutation in question, and each bloody time you get in you have to displace the monkey that is already there. It does allow you to identify positive mutations, but it doesn't tell you which positive mutation it is, unless you spam that button and irradiate yourself into 10 minutes of stuns in the process.

BESIDES, THE INJECTOR COOLDOWN IS ALMOST NONEXISTENT, UNLESS YOU CAN'T WAIT, WHAT, 5 BLOODY SECONDS? Too lazy to look at code and see what it actually is.

ALSO, the Occupant - Delayed allows you to give yourself powers by spamming it, but it requires you to have enough charcoal in your system to survive rapid spamming of it.
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Re: Little things you learned that are game changing

Post by Grazyn » #315273

It's good genetics practice to identify each power instead of just unlocking the block and moving on to the next, because you'll get customers who will demand only specific powers
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Re: Little things you learned that are game changing

Post by XDTM » #315401

All you have to do, once you have all powers, is just reroll one power block at a time and see what the monkeyman loses, which takes little to no time.

Also, self testing pretty much removes the need to spam occupant - delayed at the end, because you already manifested powers permanently while testing.
Injectors, instead, mean that once you're done, you have to wait for the injector to tick down before you even start trying to manifest the powers with the scanner, because once the effect is over you lose the powers granted anyway. Which means sitting on your hands for several minutes.
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Re: Little things you learned that are game changing

Post by Professor Hangar » #315410

Not quite a game changer, but as a clown, your starter backpack banana has great stats, and put in a seed extractor, can easily grow a lot of really big bananas for whatever you choose.
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Re: Little things you learned that are game changing

Post by bandit » #315442

For admins:

If you Get Mob or Get Key to a square with a slippery item, such as a clown PDA or banana peel, that slips the person.
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Re: Little things you learned that are game changing

Post by Remie Richards » #315444

those procs call forceMove, which calls all the necessary procs as if the mob had walked into the turf.
so it does all the things, as far as the game is concerned they DID walk to the turf.
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Re: Little things you learned that are game changing

Post by XDTM » #315445

Which is also why opening a locker with a person and a banana in will slip them and why there should be a check if the turf is the same from start to end.
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Re: Little things you learned that are game changing

Post by The Clowns Pocket » #315466

You can rename food with a pen
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Re: Little things you learned that are game changing

Post by Thundercoot » #315493

Airlocks have an 'ID Scan' wire. If that wire is cut, you can pulse the 'Open' wire to open the airlock. You can use it to lock people out even if they have access.
It's slower than pulsing the power and prying the door, but it feels more flexible, since you can reopen via multitool as long as the ID Scan is cut, and you can mend the wire when you want to restore the door to normal.
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Re: Little things you learned that are game changing

Post by XDTM » #316146

You can also attach devices to it to do stuff like saying a password to open the door, setting up a sensor further back so it's open by the time you reach it, tie it to a wall button, and so on.
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Re: Little things you learned that are game changing

Post by One Seven One » #316151

XDTM wrote:You can also attach devices to it to do stuff like saying a password to open the door, setting up a sensor further back so it's open by the time you reach it, tie it to a wall button, and so on.
You can tie those to walls?
Do you just use them on the wall or something else?
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Re: Little things you learned that are game changing

Post by Anonmare » #316152

Also to find the ID scan wire, it'll behave in one of two ways when pulsed. If the door has access requirments, it will sound the buzz for access denied. In an all access door, pulsing it will open it.
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Re: Little things you learned that are game changing

Post by DemonFiren » #316153

I was wondering if pulsing ID scan opens all doors now, not just all-access ones.
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Re: Little things you learned that are game changing

Post by Anonmare » #316158

DemonFiren wrote:I was wondering if pulsing ID scan opens all doors now, not just all-access ones.
Only if the ID scan is cut.

You can make your own password protected autism space (better put some plasteel or metal on the doors so memelords have to put some effort in instead of just pulsing the thing the VA is attached to)
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Re: Little things you learned that are game changing

Post by Armhulen » #316169

well too bad doors can be destroyed by a spear LOL
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Re: Little things you learned that are game changing

Post by Anonmare » #316171

>A double e-sword is all you need to break-in into anywhere, including the AI sat

This meme's gone too far
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Re: Little things you learned that are game changing

Post by Armhulen » #316172

make a spear in 30 seconds

you now have all access!
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Re: Little things you learned that are game changing

Post by Dr_bee » #316300

The janitors janicart can hold any chem. So one of the best ways to prank or sabotage it is to drop plasma into it. every time they mop from that point on causes a minor plasma leak! It is a much better prank than just stealing the cart.
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Re: Little things you learned that are game changing

Post by Professor Hangar » #316320

What happens when you put potassium into it?
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Re: Little things you learned that are game changing

Post by Dr_bee » #316348

Professor Hangar wrote:What happens when you put potassium into it?
If there is water, it explodes, if there is no water, the janicart explodes the next time someone puts water in it.

also a good prank if you can get to the janicart before it gets filled.
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Re: Little things you learned that are game changing

Post by Anonmare » #316428

Near as I can tell from code diving, an O2 tank has the same volume (70) as a plasma tank, and both have the same volume as a Plasmaman's internals.

Knowing this, it doesn't make a difference if you use two O2 tanks or two plasma tanks for bomb construction.

As an aside, the small tanks have the following capacities:
The emergency O2 tank has a volume of 3
The extended capacity tanks has a volume of 6
The double emergency tank has a volume of 10

Now, I'm very rusty but I did my best to remember my secondary school physics lesson:

Number of moles= (Atmospheres x Volume in liters) ÷ (Universal gas constant (0.08206) x temperature in kelvin)

I'm going out on a limb here and assuming the tanks are m^3, so 70m^3 would be 70,000 liters.
20 celsius is 293 kelvin.
1013 pascals is 0.0099975326918279 atmospheres.
The universal gas constant is 0.08206

So a full plasma tank would have a pressure of 1013, multiplied by its volume of 70m^3 - divided by the result of multiplying the the temperature by the gas constant (you could probably round it to 0.082).
We're going to simplify it for the sake of efficacy.

(0.0099x70,000)÷(0.082x293)
693÷24.026=
28.8437526013 moles

I *think* this is correct but you'll have to ask a maintainer if I am. My math looks right to me but I'm not 100% sure about it. if it is correct, you should be able to better calculate how many moles you have in your tanks, and the usual constraint to bomb-making is how many moles you can fit into the plasma tank whilst still being hot enough to explode. The O2 is rarely a concern due to cooling allowing you to put an obscene number of moles into an O2 tank.
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Re: Little things you learned that are game changing

Post by Remie Richards » #316433

I think we measure volume in moles.
tanks anyway.
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Re: Little things you learned that are game changing

Post by Anonmare » #316436

I honestly have no idea if that's right or not.
But, I know the steal plasma traitor objective is 28 moles of plasma which is described as a full tank of room temperature plasma and worked with that in mind as my end goal.
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Re: Little things you learned that are game changing

Post by Remie Richards » #316439

a few things are done in moles actually.

Humans needing 16 moles of oxy to live,
Plasma Gas showing it's overlay at > 0.5 moles in the turf.

there's more but I'm tired.

that's interesting about the full tank thing.
Maybe I'm wrong, but it just says (full tank) without evidence (Why would it, it's an objective definition but still)

Also fun thing about that objective:

Code: Select all

/datum/objective_item/steal/plasma/check_special_completion(obj/item/weapon/tank/T)
	var/target_amount = text2num(name)
	...
it relies on the fact the objective's name is "28 moles of plasma (full tank)" to get the target amount of 28.
text2num("28 moles of plasma (full tank)") is conveniently just 28, but that's so wack.
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Re: Little things you learned that are game changing

Post by Anonmare » #316447

I got the volume from the tank defines

Code: Select all

/obj/item/weapon/tank
	name = "tank"
	icon = 'icons/obj/tank.dmi'
	flags = CONDUCT
	slot_flags = SLOT_BACK
	hitsound = 'sound/weapons/smash.ogg'
	pressure_resistance = ONE_ATMOSPHERE * 5
	force = 5
	throwforce = 10
	throw_speed = 1
	throw_range = 4
	actions_types = list(/datum/action/item_action/set_internals)
	armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 80, acid = 30)
	var/datum/gas_mixture/air_contents = null
	var/distribute_pressure = ONE_ATMOSPHERE
	var/integrity = 3
var/volume = 70
I assume that, as it is not stated in the large tanks vars, that it is assumed to have a volume of 70 unless stated otherwise

Also I found this website that can do the heavy lifting in the math
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Re: Little things you learned that are game changing

Post by Remie Richards » #316450

yes, but it's 70 ' '
70 What? Elephants?

Which is where this conversation comes from.

I'm sure it's moles though, because I recall "volume" as the var name being bullshit in some way.
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Re: Little things you learned that are game changing

Post by Anonmare » #316451

I assumed it was m^3 since that's the default standard when you talk about volume. When I was in school, we wrote down volume that way unless the question stated specifically to not. Area was m^2 and perimeter was just m.
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Re: Little things you learned that are game changing

Post by Remie Richards » #316454

Yes I agree with you those are defaults.
But again, I swear the variable name was bullshit in some way.
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Re: Little things you learned that are game changing

Post by Anonmare » #316457

Well my math checks out against the calculator so I guess I'm right about the volume var (until someone proves me wrong).

It occurs to me that 3/4 of my calculations you can assume to be constant for the purposes of making the plasma component in bomb making - since the tank's volume doesn't change and you should always be aiming to fill the tank to max capacity pressure, and the gas constant never changes. The only thing you're really going to be changing is the temperature so really all you need to figure out is what the lowest temperature is you can have it be whilst still being hot enough to explode.
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Re: Little things you learned that are game changing

Post by TheWulfe » #316815

Environmental Object Damage Thresholds:

Airlocks have a damage threshold of 20+ force to actually be able to bust them down. The main non-traitor/common ways of doing this are the rare Fire Axe, or the more common thrown spear, which has 20 damage (up from the 18 wielded, which does NOT break down doors). The EXCEPTION to this is projectiles/lasers from guns, even if they are below threshold level - will still damage (I think there's a damage penalty, but I have to confirm). This means that buckshot pellets WILL damage airlocks, despite being 12.5 brute each.
(A special note is that once it's busted down into the half-way open state, the airlock is a different object: an airlock assembly. Airlock assemblies have no threshold and can be bashed down by any object with force. Useful in saving time for the thrown-spear method by using it until busted down to assembly state, then just wield-whacking it normally)

All non-locking lockers and crates have no damage threshold and can be bashed open/broken by normal hits, which you can bash through if they're being used a barricade.

Locked Lockers, however, like security lockers and personal lockers of the heads have the same 20+ damage threshold rules as airlocks.

Locked crate's can NOT be damaged normally, and do not do thesholds. They only be damaged/opened by projectile type weapons, obviously the most preferable being lasers since you can recharge.
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Re: Little things you learned that are game changing

Post by Screemonster » #316837

Dr_bee wrote:The janitors janicart can hold any chem. So one of the best ways to prank or sabotage it is to drop plasma into it. every time they mop from that point on causes a minor plasma leak! It is a much better prank than just stealing the cart.
I had great fun with this on bay back when reagent paint was still a thing, it was great if the janitor latejoined and you got to his cart before he did
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Re: Little things you learned that are game changing

Post by Anonmare » #316838

Airlock thresholds should probably be 21 to sidestep the spear meme
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Re: Little things you learned that are game changing

Post by Drynwyn » #316839

That's also how one breaks out of perma/the gulag very easily. Hit one of the machines until it breaks, producing cables and metal. Hit one of the interior windows until it produces glass. Use the metal to make metal rods. Make spear. Throw at perma door.
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Re: Little things you learned that are game changing

Post by bandit » #316856

The station blueprints contain a guide to the wire colors.
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Re: Little things you learned that are game changing

Post by Dr_bee » #316932

TheWulfe wrote:Environmental Object Damage Thresholds:


Locked crate's can NOT be damaged normally, and do not do thesholds. They only be damaged/opened by projectile type weapons, obviously the most preferable being lasers since you can recharge.
The locked crate is easy enough to get around if you are in cargo where most of them are.

emitters are typically the preferred method as you just turn them on and wait instead of having to spend time attacking it.

however emitters ironically come in a locked crate, so outside of stealing from engineering there are a few other methods.

If you are a quartermaster or miner, or somehow have access to lavaland, traveling down to the lava rock and dipping the crate in lava until it catches fire is a sure fire way to open it.

make sure you only DIP the crate, and not keep it in the lava, as it will burn the contents if kept in lava.

If you dont have access to lavaland, or dont want to head down, the best method is using a standard Kinetic Accelerator that miners get. It counts as a projectile weapon and does a decent 20 damage in pressurized air, all it takes is patience.
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Re: Little things you learned that are game changing

Post by tacolizard » #316992

>when dumbheads toolbox doors
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Re: Little things you learned that are game changing

Post by tacolizard » #316993

a single IED is enough to open the detective's locker, and on box the maint tunnel side of the det's office doesn't use rwalls. this all makes it super easy to get a gun and armor as an assistant
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Re: Little things you learned that are game changing

Post by XDTM » #317062

bandit wrote:The station blueprints contain a guide to the wire colors.
This is also true for engiborg blueprints, and you can law 2 em if you want to know them easily.

Fun fact: cerulean blueprints (the one use blueprints in xenobio) also have the wire map.
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Re: Little things you learned that are game changing

Post by ManyBones » #317129

Remie Richards wrote:yes, but it's 70 ' '
70 What? Elephants?

Which is where this conversation comes from.

I'm sure it's moles though, because I recall "volume" as the var name being bullshit in some way.
70 dm^3 AKA litres. Since the code uses kpa for the ideal gas equation, volume must be in dm^3. Moles are used for everything that would require moles or mass in real life, since the code don't recognize such thing as "mass"
Anonmare wrote:Well my math checks out against the calculator so I guess I'm right about the volume var (until someone proves me wrong).

It occurs to me that 3/4 of my calculations you can assume to be constant for the purposes of making the plasma component in bomb making - since the tank's volume doesn't change and you should always be aiming to fill the tank to max capacity pressure, and the gas constant never changes. The only thing you're really going to be changing is the temperature so really all you need to figure out is what the lowest temperature is you can have it be whilst still being hot enough to explode.
And btw, last week I came with the perfect tank bomb mix. It reached 70/140/280 and I think it could be more with a little more testing. The secret to this god of annihilation it's a little thing that got added somewhat recently. It's not intended but it's not an exploit
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Re: Little things you learned that are game changing

Post by Anonmare » #317136

Could you mean ATMOS resin? I'm not sure how that would work though. I don't think it's plasma glass either.
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Re: Little things you learned that are game changing

Post by ManyBones » #317138

No, my friend. The answer is freon, the meme gas. It has some "peculiar qualities". (I could explain it directly, but that would be no fun)
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Re: Little things you learned that are game changing

Post by Anonmare » #317139

Hmm... I think you used freon and heat exchangers to create some supercooled plasma, emptied out a tank, put the supercooled plasma in then put your hot gas in.
Possibly also using the freon heat exchangers to make near absolute zero O2 as well.
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Re: Little things you learned that are game changing

Post by ManyBones » #317140

Nope, the most efficient way to cool gases is heat exchanger pipes in space. But you are not far wrong, think about why freon cools other gases so well. It has to do with some property of matter that applies in real life as well. And try to use that to make freon do the opposite thing it was intended for.
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Re: Little things you learned that are game changing

Post by tacolizard » #317141

you've found a way to use freon to heat things up?
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Re: Little things you learned that are game changing

Post by Drynwyn » #317144

Freon causes things to become COMPRESSSED in addition to causing them to become cool, due to the ideal gas law.
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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ManyBones
Joined: Mon Jul 25, 2016 10:42 am
Byond Username: ManyBones

Re: Little things you learned that are game changing

Post by ManyBones » #317331

The special thing about freon (apart from its freezing effect that only applies when it is simulated in turfs, not in containers) is his specific heat. Oxygen has about 20 "magical units" (since there is no mass in this game), whilst freon has about 2000. This means that freon requires a lot of thermal energy to go up in temperature what means it can store a lot of thermal energy without increasing his volume too much. So we can use this gas as a primer, to ignite the supercooled and supercompressed oxy/plasma mix.
One tank has around 2000 kpa (yes, it's possible) of freon at 5000 K or so, the other tank has 1024 Kpa of the bomb mix 11.8% plasma 88.2% oxygen at 12.7 K. We combine the two tanks with the TTV, the activation device of your liking, and voilà, this little puppy can destroy around half lavaland (it has no bombcap, use it at the center, but beware, it could cause a server crash).
If you have questions about the process or about the why of idem, just ask.
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tacolizard
Joined: Wed Jul 06, 2016 11:39 pm
Byond Username: Tacolizard
Github Username: Tacolizard
Location: the endless void

Re: Little things you learned that are game changing

Post by tacolizard » #317340

how do you get 2000 kpa into a tank?
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