Simple Questions Thread

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DemonFiren
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Re: Simple Questions Thread

Post by DemonFiren » #320380

Bottom post of the previous page:

>genetics
https://tgstation13.org/phpBB/viewtopic ... 88#p314463
>botany
No comprehensive guide, but https://tgstation13.org/phpBB/viewtopic ... 36#p286514
>xeno
Been ages since I played that myself, but it's really just slime roulette. Start by reading the wiki guide.
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Re: Simple Questions Thread

Post by Grazyn » #320430

I basically gave up on toxins and I know what I do only because someone taught me or I managed to scrape some knowledge while observing or through trial and error. But for most of it I just feel like I'm banging rocks together. I wouldn't try to learn toxins right now anyway if I were you, bombs and bomb-making is gonna get nerfed before the end of the year if not outright removed.
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Re: Simple Questions Thread

Post by tacolizard » #320564

so are these chemical bombs not explosive capped?
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Re: Simple Questions Thread

Post by Anonmare » #320565

tacolizard wrote:so are these chemical bombs not explosive capped?
They ignore the cap, it's probably the only reason why you'd go to such effort to make one.
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Re: Simple Questions Thread

Post by tacolizard » #320596

Grazyn wrote:
AnonymousNow wrote:
DemonFiren wrote:See, this is something you didn't mention.
I must know how powerful this bomb would be, theoretically and in the game proper.
Would it clean a Z-level? Is it the new mining endgame, with an ashfield covered in dropped ore, pulverised ruins and dazed, mortally injured monsters?
Freon bombs already do what you described and they're easier to do than 2000u nitroglicerin chemical bombs
so do freon bombs bypass the bomb cap? I didin't think they did.
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Re: Simple Questions Thread

Post by CPTANT » #320602

tacolizard wrote:
Grazyn wrote:
AnonymousNow wrote:
DemonFiren wrote:See, this is something you didn't mention.
I must know how powerful this bomb would be, theoretically and in the game proper.
Would it clean a Z-level? Is it the new mining endgame, with an ashfield covered in dropped ore, pulverised ruins and dazed, mortally injured monsters?
Freon bombs already do what you described and they're easier to do than 2000u nitroglicerin chemical bombs
so do freon bombs bypass the bomb cap? I didin't think they did.
They don't
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Re: Simple Questions Thread

Post by tacolizard » #320605

CPTANT wrote:
tacolizard wrote:
Grazyn wrote:
AnonymousNow wrote:
DemonFiren wrote:See, this is something you didn't mention.
I must know how powerful this bomb would be, theoretically and in the game proper.
Would it clean a Z-level? Is it the new mining endgame, with an ashfield covered in dropped ore, pulverised ruins and dazed, mortally injured monsters?
Freon bombs already do what you described and they're easier to do than 2000u nitroglicerin chemical bombs
so do freon bombs bypass the bomb cap? I didin't think they did.
They don't
so that would mean a 2000u nitroglycerin bomb does have value if detonated onstation, as it creates an over-cap explosion
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Re: Simple Questions Thread

Post by DemonFiren » #320607

2100 u to be precise
and it creates something ilke 10 dev range plus secondary explosion

detonating this in the bridge hallway on meta destroyed one of the mechbay chargers as well as a brig window
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Re: Simple Questions Thread

Post by Anonmare » #320610

tacolizard wrote:
CPTANT wrote:
tacolizard wrote:
Grazyn wrote:
AnonymousNow wrote:
DemonFiren wrote:See, this is something you didn't mention.
I must know how powerful this bomb would be, theoretically and in the game proper.
Would it clean a Z-level? Is it the new mining endgame, with an ashfield covered in dropped ore, pulverised ruins and dazed, mortally injured monsters?
Freon bombs already do what you described and they're easier to do than 2000u nitroglicerin chemical bombs
so do freon bombs bypass the bomb cap? I didin't think they did.
They don't
so that would mean a 2000u nitroglycerin bomb does have value if detonated onstation, as it creates an over-cap explosion
It's powerful but very resource intense. It'd actually be significantly easier for you to steal two TTVs, supercooled O2 and a canister of heated gas to get the same effect. Plus TTVs are generally more forgiving as you can use any tank for the making of it, big or small.
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Re: Simple Questions Thread

Post by PKPenguin321 » #320670

I'm pretty sure chem bombs actually do adhere to the cap, but I'd have to check the code to be sure. The only explosions that aren't subject to the standard bomb cap are the nuke and the supermatter (and admin bombs).
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Re: Simple Questions Thread

Post by Alipheese » #320685

Professor Hangar wrote:And here I still struggle with basic plasma and oxygen tank bombs, and thought it was a breakthrough when I used the air pump to fill the oxy tank to full with supercooled oxygen.

Maybe not a simple question but an almost philosophical one: is there a point where it's acceptable to say you're probably not gonna get much better at a particular aspect of the game and focus on what you can do? I could never start to comprehend genetics and I'm pretty entry-level with botany, for one. And I dunno if I'll ever get around to learning xenobiology.
i ask myself this every shift. And i tend to find the answer is no. Not untill im so prepared for everything that i get banned for powergaming

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Re: Simple Questions Thread

Post by Grazyn » #320708

tacolizard wrote:
Grazyn wrote:
AnonymousNow wrote:
DemonFiren wrote:See, this is something you didn't mention.
I must know how powerful this bomb would be, theoretically and in the game proper.
Would it clean a Z-level? Is it the new mining endgame, with an ashfield covered in dropped ore, pulverised ruins and dazed, mortally injured monsters?
Freon bombs already do what you described and they're easier to do than 2000u nitroglicerin chemical bombs
so do freon bombs bypass the bomb cap? I didin't think they did.
I was referring to the "mining endgame" he mentioned, since lavaland has no bombcap and a single freon bomb can erase pretty much the whole z-level.
Last edited by Grazyn on Thu Jul 27, 2017 7:21 am, edited 1 time in total.
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Re: Simple Questions Thread

Post by Professor Hangar » #320709

I mean, I can handle R&D like a champ, and even try to be helpful, but when it comes to toxins I tend to forget what little I ever actually knew quickly. I made some decent bombs once following the guide carefully but can't get it to work again.

I probably could be good at botany if I didn't get more interested in seeing how many variants of one plant I can grow rather than rushing gaia.

Bombs need to be rethought, all the poorly considered nerfs have made them useless for both their intended purposes.
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Re: Simple Questions Thread

Post by MimicFaux » #321150

Simple Questions: do augmented arms increase punch damage? K.D. Chance? Lower uncuff time?
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Re: Simple Questions Thread

Post by AnonymousNow » #321167

I occasionally see a blue square form, about 5x5, usually around peacekeeper cyborgs. What is it?
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Re: Simple Questions Thread

Post by MimicFaux » #321168

AnonymousNow wrote:I occasionally see a blue square form, about 5x5, usually around peacekeeper cyborgs. What is it?
Projectile dampening field. Makes shooty bit less dangerous
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Re: Simple Questions Thread

Post by Anonmare » #321170

AnonymousNow wrote:I occasionally see a blue square form, about 5x5, usually around peacekeeper cyborgs. What is it?
It also prevents people from riding the borg. When borgs could buckle people to them, it could be used as an unreliable stun.
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Re: Simple Questions Thread

Post by PKPenguin321 » #321581

MimicFaux wrote:Simple Questions: do augmented arms increase punch damage? K.D. Chance? Lower uncuff time?
No to all unfortunately, but like all augments they do have a flat damage reduction meaning that low damage punches deal no damage to you (and high damage punches deal less), so if you're augmented you still have a leg up in a fistfight.
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Re: Simple Questions Thread

Post by Anonmare » #321605

I think it's a flat 5 damage reduction before damage resistance from armour is applied so it's worth getting augmented - especially if you're a miner. Being fully augged will make you immune to the cold beams from watchers, reduce the damage from enemies and you can carry a lot more welder fuel and cable coil for the purposes of healing.

I strongly recommend it to miners since I'd rather spend the time augging you and increasing your chances of survival than risk you dying because a watcher and a goliath got lucky.
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Re: Simple Questions Thread

Post by MimicFaux » #321658

But do hivelord cores work on augments?

EDIT: My spessmen is showing. Legion core*
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Re: Simple Questions Thread

Post by PKPenguin321 » #321688

MimicFaux wrote:But do hivelord cores work on augments?

EDIT: My spessmen is showing. Legion core*
I think they should, they outright call the revive proc.
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Re: Simple Questions Thread

Post by AnonymousNow » #321749

For the past few weeks, I've been seeing transit space as normal space. It should be moving, it isn't; between shuttles' initial speedup and slowdown, it looks like the shuttle is completely still. What's up with that?
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Re: Simple Questions Thread

Post by Anonmare » #321759

AoE flash won't stun cyborgs. it *might* confuse them but I'm not 100% sure.

Flashbangs.

Flashbangs.

Don't bother going in through the front, get thermite or hulked or tools and break down the walls. It's honestly faster and easier unless you're prepared specifically for it. Or hope the AI hasn't bought the destroy RCD power and decon the doors.

Get the heck out of the way or flash it ahead of time.

Turrets depends on LoS, smoke grenades and metal foam grenades can impede their LoS and allow you an easier time to get through the AI's rooms. If you can get an angle on the AI's APC - you can simply shoot it with a regular gun or an ion weapon to put them all out of commision.

Think of something else, or plan ahead and back-up R&D on tech disks. Or get EMP grenades from cargo, or make your own from uranium and iron - it'd be unusual for an AI to get powerful enough to be able to counter everything and for mining/R&D to have no uranium at all on station (Just decon the protolathe or the ORM with screwdriver+crowbar if you don't have access).

Try and get access to the AI sat's cams if you know engieborgs have changed the layout. Or make one unsynced cyborg, have it go engie and laugh at the AI's impotent attempts to stop it, especially if you rename it to one of the AI's actual synced cyborgs to cause confusion or destroy the other cyborgs beforehand.

Deconstruct the cyborg chargers on station and you'll force the cyborgs to play on the defence, especially if you deal with the welder tanks as well. Use welders on harm intent to deal irreparable burn damage to them and wear them down by attrition. Attempt to re-establlish/re-take R&D and construct a robotics console, locate an ID with robotics access and destroy the cyborgs.
You can permanently disable a camera by welding it after wirecutting it but if that's too time-consuming then wirecut and pulse it with a multitool - the reactivate camera power can only repair one thing at a time and the AI can't buy the power more than once. Once the power's out of charges, it's out for good.
Diagnostic HUDs can identify shocked doors, in the event of a rogue AI - acquire one if you're concerned about shocked doors.
Build a secondary AI to undo the malf's defences. It cannot interact with a malf AI's hacked APCs however.
Maintain communications silence, speaking on comms will make you easier to find, and disable your suit tracking beacon.

A malf AI's strength is dependant on its preparation, the sooner you catch it out - the weaker it is. Remember to make sure not to cross the line between proper paranoia and metagaming.
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Re: Simple Questions Thread

Post by Anonmare » #321795

In a pinch you can make flash grenades if you can get access to a chem console. Get some metal, craft a grenade casing and put a cable coil, or whatever your preferred activation method is, and acquire two beakers. Fill up some beakers with the reagents to make flash powder (Have one beaker have, if using 50u beakers, 30u of aluminium and 15u of potassium whilst the other beakers also has 15u of potassium and 30u of sulfur), or alternatively, fill up a very big beaker with stabilised flash powder (you only need 1u of stabilising agent to be present when mixing the flash powder to stabilise it) and have it set to go off by igniter - this is less reliable but you can hide it under something like a sheet of cardboard and use it to amush a cyborg. Effective range is dependant on how much flash powder is in the grenade's beakers

Don't forget that tear gas grenades are functionally identical to a smoke grenade and sec has a LOT of them.
Portable flashers also can stun borgs and they don't have a walk intent to prevent setting them off.

I thought cargo could order spec OPS crates if they pulsed their console board but apparently that's not how you unlock them so ignore that.
You don't need access to the ORM, a crowbar and a screwdriver is all you need to break it open and scoop up the uranium and metal sheets. After that, make grenade casings, get beakers grind up the uranium and iron and fill up one beaker with uranium and the other with iron and you have an EMP nade. Standard 50u grenades have an EMP randius of 4 heavy, 7 light which makes it into a full screen stun that ignores walls and can kill/permastun the AI if you hit the APC and the SMES fast enough.

If you can kill one of the rogue borgs, try and get it out of sight and deconstruct it down to the components. A cyborg's panel automatically unlocks when it dies so all you need to do is crowbar the panel, toss aside the cell, screwdriver to expose the wires and cut every wire until you lock it down (though it's a good idea to do them all to make sure the AI connection wire is cut so it doesn't blow it up) then you can decon it with a wrench. The flashes will be consumed however so make sure you have two replacements. Also make ABSOLUTE SURE you use a multitool on the endoskeleton and disable its AI connection. Re-assemble, put the MMI back in and tell it to go kill the AI and they can walk past 90%of the AI's defences.

Cyborgs cannot rebuild broken machinery and it's an undervalued tactic. A cyborg with no power is utterly defenceless and you can drain a cyborg's power by firing disablers at it. It's not a very effective method against the original cyborgs but ones made by a cyborg factory only have 5K cells and those drain fast.

Diagnostic HUDs can be found in the robotics locker, there's usually three already in there and R&D can print off more really cheaply and yes they do show a silicon's health/power levels but they also show when a door is shocked with a big lightning bolt overlay above it
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Re: Simple Questions Thread

Post by Anonmare » #321796

Also get inducers from engineering or get R&D to print some off. You can use inducers to recharge your weapons by using the gun on the inducer while both are in your hands and means you don't need to go back to a weapons charger. It's slow and more inefficient however than using a charger but you can recharge anytime and anywhere.
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Re: Simple Questions Thread

Post by FantasticFwoosh » #321991

recharge spell also works to instantaneously replenish weapons as well as magical object charges.

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Re: Simple Questions Thread

Post by Anonmare » #321993

FantasticFwoosh wrote:recharge spell also works to instantaneously replenish weapons as well as magical object charges.
Bear in mind you get decreasing returns when recharging wands. It's a balancing feature, technically infinite wand of death would be no fun.
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Re: Simple Questions Thread

Post by FantasticFwoosh » #322030

But not on station guns.

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Re: Simple Questions Thread

Post by Reece » #322055

FantasticFwoosh wrote:But not on station guns.
Wiznerds using guns are scum
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Re: Simple Questions Thread

Post by DiamondSentinel » #322327

What's the best way to heat freon for freon bombs?

I literally spent the entirety of a 2.5 hour round attempting to figure out how to heat it above around 1300K and I couldn't figure it out.
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Re: Simple Questions Thread

Post by Anonmare » #322341

DiamondSentinel wrote:What's the best way to heat freon for freon bombs?

I literally spent the entirety of a 2.5 hour round attempting to figure out how to heat it above around 1300K and I couldn't figure it out.
I think the best way would be to take some incinerator burn mix canisters and attach them to a loop with a filter leading into a freon can and use that filter to shunt all the gas into it one at a time, then filter the freon out into another can using the same method.

Incinerator burnmix is usually above 95,000 celsius and you're almost guaranteed to have a few cans of the stuff and if that won't get you hot freon, I don't think anything can.
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Re: Simple Questions Thread

Post by Grazyn » #322383

The way I do it, is to transfer a very small amount of freon in an empty canister (like 10 kPa), then wrench it to an unconnected outlet. When you detach it, some amount of freon remains in the outlet, so you can wrench your 95k °C burnmix to it and the freon will go inside the canister. The result is a slightly cooler burnmix canister (60-70k) with like 1% freon...which you can then filter out into a pump to fill your tanks with superheated goofgas. It's fast and doesn't require additional loops or filters.
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Re: Simple Questions Thread

Post by DiamondSentinel » #322658

Grazyn wrote:The way I do it, is to transfer a very small amount of freon in an empty canister (like 10 kPa), then wrench it to an unconnected outlet. When you detach it, some amount of freon remains in the outlet, so you can wrench your 95k °C burnmix to it and the freon will go inside the canister. The result is a slightly cooler burnmix canister (60-70k) with like 1% freon...which you can then filter out into a pump to fill your tanks with superheated goofgas. It's fast and doesn't require additional loops or filters.
So, I did this, and I have 75K freon. A full tank of it. And then in the other tank is my plasma mix, which you guys said room temperature, right?

So why am I only getting 1/2/4?
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Re: Simple Questions Thread

Post by Grazyn » #322667

Because we didn't say room temperature, it has to be supercooled to 15-10 K or something (13 K seem to work)
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Re: Simple Questions Thread

Post by DiamondSentinel » #322668

Grazyn wrote:Because we didn't say room temperature, it has to be supercooled to 15-10 K or something (13 K seem to work)
But that's regular bomb temperature? So why does the freon even do anything different?
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Re: Simple Questions Thread

Post by Grazyn » #322706

Freon is special because it has a high heat capacity. Any other gas in the game heated to high temperature will have very few moles of it compared to Freon at the same heat and pressure. This means that any other gas won't be able to significantly raise the temperature of the bomb mix when the bomb activates, just like dropping a single drop of scalding water into a pot of freezing water doesn't do anything. A 1012 kPa tank of 90k °C CO2 is the equivalent of the drop of scalding water, which you are dropping in the freezing tank of o2 and plasma. But with Freon, you're dropping a whole gallon of hot stuff in it.

Freon is the primer needed to heat the o2/plasma mix so that it can expand and explode like a regular bomb.
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Re: Simple Questions Thread

Post by DiamondSentinel » #322829

Grazyn wrote:Freon is special because it has a high heat capacity. Any other gas in the game heated to high temperature will have very few moles of it compared to Freon at the same heat and pressure. This means that any other gas won't be able to significantly raise the temperature of the bomb mix when the bomb activates, just like dropping a single drop of scalding water into a pot of freezing water doesn't do anything. A 1012 kPa tank of 90k °C CO2 is the equivalent of the drop of scalding water, which you are dropping in the freezing tank of o2 and plasma. But with Freon, you're dropping a whole gallon of hot stuff in it.

Freon is the primer needed to heat the o2/plasma mix so that it can expand and explode like a regular bomb.
I understand the specific heat part. But is the freon part of the explosive? I was under the impression that the explosion was caused by the plasma and oxygen.
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Re: Simple Questions Thread

Post by Grazyn » #322856

Freon only provides the heat, it allows the oxygen/plasma mix to reach the temperature needed to proc the explosion. Because the mix is supercooled, there are a lot of moles of plasma and o2 in it, so the explosion is huge.
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Re: Simple Questions Thread

Post by Anonmare » #323140

How viable are narcotic smoke grenades? As a tool of murder and as a tool of griff
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Re: Simple Questions Thread

Post by Professor Hangar » #323286

Speaking of, how does Bacchus' Blessing actually work?
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Re: Simple Questions Thread

Post by RandomMarine » #323288

It's just absurdly powerful booze. Nothing more nothing less.

To go any further would mean breaking down how alcohol in general works.
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Re: Simple Questions Thread

Post by Dr_bee » #323413

Professor Hangar wrote:Speaking of, how does Bacchus' Blessing actually work?
It has something like 500 booze power where most booze has it in the double digits, it also adds more success chance to surgery than sterilizine when sprayed on a person, which is hilarious.
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Re: Simple Questions Thread

Post by TribeOfBeavers » #323429

Dr_bee wrote:
Professor Hangar wrote:Speaking of, how does Bacchus' Blessing actually work?
It has something like 500 booze power where most booze has it in the double digits, it also adds more success chance to surgery than sterilizine when sprayed on a person, which is hilarious.

Close, it's 300. Hooch and Manly Dorf and tied for next highest at 100. Most of the rest are about 70-90.
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Hulkamania
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Re: Simple Questions Thread

Post by Hulkamania » #323485

What the hell is ATMOS Resin and how do you create it? How does it function?

There's nothing about it on the wiki and I can't for the life of me seem to locate how it's made in game.
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Re: Simple Questions Thread

Post by Anonmare » #323503

It's made in the atmospheric water backpack tanks, assuming the backpack has enough water to work with. It's a transparent barrier that blocks heat transfer and scrubs the air of toxins
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Hulkamania
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Re: Simple Questions Thread

Post by Hulkamania » #323506

Oh here's another one: How does space travel actually work? Are you randomly moved to another z level once you hit the edge, or will you start to loop back in on yourself?

If one were to look for objects out in space, would you need to constantly change directions or could you just keep drifting and eventually hit something?
Reece
Joined: Tue Dec 08, 2015 7:02 pm
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Re: Simple Questions Thread

Post by Reece » #323534

Anonmare wrote:It's made in the atmospheric water backpack tanks, assuming the backpack has enough water to work with. It's a transparent barrier that blocks heat transfer and scrubs the air of toxins
Shit that's useful. If it scrubs toxins is it faster than air scrubbers?
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AnonymousNow
Joined: Tue Jul 15, 2014 1:41 pm
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Re: Simple Questions Thread

Post by AnonymousNow » #323544

Hulkamania wrote:Oh here's another one: How does space travel actually work? Are you randomly moved to another z level once you hit the edge, or will you start to loop back in on yourself?

If one were to look for objects out in space, would you need to constantly change directions or could you just keep drifting and eventually hit something?
I can't be certain of this, but from what I've experienced recently (because it always seems to fuckin' change), it's a little complicated.

Essentially whatever is in a given direction from a Z-level is randomised once per round, and then remains consistent; however, that randomisation can be somewhat bullshit. For example, there have been numerous times when I've been trying to leave a Z-level, and going in three of four directions leads directly back to that Z-level, with one direction leading to another Z-level which may have one or two directions that lead back to the first sodding Z-level.

"Eventually hitting something" seems quite common, but the only way that you'll be guaranteed to hit something is if you float diagonally and change diagonal direction every so often. If you want to find anything in space, take a GPS and a PKA; the GPS will offer signals for most things, including compass directions and proximity levels if they're on the same Z-level (recent change and a good one), and the PKA will allow you to infinitely, if slowly, propel yourself.
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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Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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MimicFaux
Joined: Sun Apr 10, 2016 10:49 pm
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Re: Simple Questions Thread

Post by MimicFaux » #323609

AN has the gist of it. Like doorwires, it's randomized per round but made consistent. A jet pack and GPS is the most reliable way to explore space, but like our forefathers before us, and the inspiration for one of the lobby screens, a space suit and a fire extinguisher will suffice.

Any space ruin with loot will typically have a GPS signal with a few solid exceptions (Sky Buldge being one), but a lot of the more atmospheric ruins are just adrift and tossed out there.
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XDTM
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Re: Simple Questions Thread

Post by XDTM » #323913

The fat warning appears before the actual disability, if i remember correctly. As for eating it while full, you can grind it with a reagent grinder, and drink it as a reagent to bypass the limit. You can also do this with sugar to gain nutrition after being full.
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Professor Hangar
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Re: Simple Questions Thread

Post by Professor Hangar » #323919

Back on goonstation the mint would function as intended, I think it got broken somewhere along the way.

Being fat was more its own thing back then, with its own sprites and being able to swallow monkeys whole.
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