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Re: Little things you learned that are game changing

Posted: Sun Sep 18, 2016 2:54 pm
by MimicFaux

Bottom post of the previous page:

XDTM wrote:While doing hydroponics you can make your own mutagen by putting the phosphorus and radium genes from a glowshroom into a blumpkin, which has chlorine.
Bless you for sharing this tidbit.

Everyone knows about omnizine in dues but; Mutating the tabacco plant (which has a base yield of -10-, DNA users, take note!) into space tabbacco will give it salbutamol to counteract oxy loss.
Toss some chilies into the mix and you have your own 'Spacewalk Salad"!

Re: Little things you learned that are game changing

Posted: Tue Sep 20, 2016 9:17 pm
by XDTM
Metabolization speed is important for chems and poisons, it means how much of the chem is consumed each tick. The interesting part is that some poisons have really really low metabolization rates: Curare, Polonium, and Cyanide consume 0.05 per tick which means 20 seconds of action PER UNIT. And the record goes to Coniine, with its 0.024 units per tick, that lasts 40 seconds per unit while dealing 2 tox damage and preventing breathing. A syringe full of it would last for more than ten minutes if left unpurged.

Re: Little things you learned that are game changing

Posted: Tue Sep 20, 2016 9:57 pm
by Anonmare
I think epinephrine increases metabolism speed of chems but I'm not 100% sure on that. It seems to have that effect so I've always used it in when sleepering someone to get them healed just a little bit faster.

Re: Little things you learned that are game changing

Posted: Tue Sep 20, 2016 10:44 pm
by Drynwyn
Anonmare wrote:I think epinephrine increases metabolism speed of chems but I'm not 100% sure on that. It seems to have that effect so I've always used it in when sleepering someone to get them healed just a little bit faster.
Even if it did increase metabolism speed, that wouldn't heal them faster. Chemicals process based on whether they are in you or not; not how much of them was removed.

Re: Little things you learned that are game changing

Posted: Tue Sep 20, 2016 10:56 pm
by FantasticFwoosh
You can repurpose fruit that contain liquid reagents and splat on the ground/into people to disperse reagent as both a beneficial and attack driven hand projectiles, either manually throwing reagent laden fruit or put them inside. The chef can throw fruit at people across the hall and give them beneficial or harmful effects off splattered reagent alone.

For example, if you had poisonous tomato at a hundred percent potency, even if the chance of ingesting the chems on contact is small, loading them into a improvised cannon (the exact name evades me) en mass would load enough into them to keep them down as all those chems would register in the first tick that it takes place. Trays are robust for storing knives/glass shards handlessly in order to MLG throw them at opponents in hit and runs, it can also scoop up small objects to refill. Hitting someone with the tray has a chance to hit them with the objects as they fly off.

If you had a tray full of glass shards there is every chance it could embed in them via collision, same goes for ninja stars.

Also you can seperate fun chemicals like growth serum with a condimaster into food packets/condiment drinks in order to lace foods with it, and more specifically keep repositories of chems like a personal larder. Ice cream can take up to 10 amounts of condiment, so they are ideal for dispensing out chemicals without overdose as every 4 bites (to fully consume) gives 2.5 of desired reagent, allowing you to dose up safely and remain well fed. Robust chefs are always encouraged to be out and about with chemical infused ice creams as its a efficient and calcuated way of delivering chems into people's metabolisms.

Shovels and skateboards are robust and very large weapons meaning great chances of knockdown and unconciousness when applied in melee, they can take out hulks pretty well.

Re: Little things you learned that are game changing

Posted: Wed Sep 21, 2016 12:15 am
by XDTM
Plant genes are fun
Slip + electricity = shock on slip
Squash + electricity = shock on throw
Slips on nonbananas last less UNLESS they have lube in, and blue tomatoes have that gene

Re: Little things you learned that are game changing

Posted: Wed Sep 21, 2016 6:51 pm
by Deitus
is there a guide for hydro? i've always wanted to git gud at it but i look at people like memesy holms and always get discouraged

Re: Little things you learned that are game changing

Posted: Thu Sep 22, 2016 11:14 am
by ShadowDimentio
The wiki is your friend. It won't tell you all the SICK STRATS, but the information to become a plant god is there.

Re: Little things you learned that are game changing

Posted: Thu Sep 22, 2016 3:48 pm
by IcePacks
yack got banned

no way

Re: Little things you learned that are game changing

Posted: Thu Sep 22, 2016 3:49 pm
by TheColdTurtle
Like, permabanned?

Re: Little things you learned that are game changing

Posted: Wed Sep 28, 2016 5:53 pm
by Onule
You can turn stacks of sand into sandstone bricks at once by standing on the stack and turning just one sand pile into a brick.
Digging each floor gives 5 piles of sand. Digging 8 floors gives enough for 4 sandstorm doors, you can make the crappiest, yet ash storm safe room.
Image
Mobs can't really break sandstorm doors and statues apperantly, except colossus's bolts and bubblegum's charge. I've used this to control a legion tendril and fight only one legion at a time.

If you need to unwrench a bunch of pressurized pipes and don't want to get thrown against a wall, buckle down on a chair.

Re: Little things you learned that are game changing

Posted: Tue Oct 04, 2016 5:15 am
by MimicFaux
Makes so much sense to hear it said. I used to be all 'fuck it' with pressurized pipes. That is until I got thrown onto a glass table

Re: Little things you learned that are game changing

Posted: Tue Oct 04, 2016 7:13 am
by MimicFaux
Blink effects, either the spell itself or the RDs teleport armour; are not 'place' effects. But rather move you in a line until you hit the end location.
I witnessed this first hand when the blinkee appeared on the other side of a glass table, on the ground, and the table broke.
Edit: Fuck! Double post. Mods, pls halp.

Re: Little things you learned that are game changing

Posted: Tue Oct 04, 2016 9:00 am
by Cuboos
putting neurontoxin/beepsky smash in a vape will cause an endless stun that lasts as long as the reagent is inside the vape. Fill a few up and scatter them around the station and watch as people lie there helplessly. Give on to your traitor target to prevent them from escaping alive.

Re: Little things you learned that are game changing

Posted: Tue Oct 04, 2016 10:12 am
by Anonmare
Here's what I learned about the different species you can make via Xenobiology. I only did the exotic species since the roundstart races are already well-understood, abductors are also pretty well-understood as well. I didn't do any genetics since I didn't have time or care enough.

Podpeople
Spoiler:
  • Take extra damage from burn type weaponry.
  • Regenerate injuries and nutrition while exposed to light.
  • Possess blood and are affected by diseases.
  • Take toxin damage from Plant-B-Gone.
  • Can be genetically altered by a floral somatoray.
  • Take damage when in darkness.
Android
Spoiler:
  • Not healed by reagents or the medigun beam.
  • No blood, no organs, no hunger, no breath species.
  • Immune to disease.
  • Take about 40 burn damage (before resistances are calculated) from strong EMP sources.
  • Completely spaceworthy
  • About 10% resistance to burn and ballistic projectiles.
  • Roughly 50% resistance to melee weapons.
Shadowperson
Spoiler:
  • Has innate night vision they can toggle on or off.
  • Regenerate injuries very quickly in the dark.
  • No blood, no breath and no hunger species.
  • Immune to disease.
  • Take slight brute and burn damage from standing under a lightbulb that adds up quickly.
  • Surprisingly not weak to burn weapons.
Zombie
Spoiler:
  • Virtually no difference between roundstart Humans.
  • Takes damage from enviromental sources as normal.
  • Bleeds, not spaceworthy and can catch diseases.
Skeleton
Spoiler:
  • No blood, no organs, no breath, no hunger species.
  • Completely spaceworthy.
  • Immune to disease and reagents.
  • Cannot be healed with patches due to a lack of skin, but *can* be healed with a medigun.
  • No resistances to damage.
  • Spookiness more than most people can handle.
Golem
Spoiler:
  • Immune to stamina damage but not tasers.
  • Completely spaceworthy.
  • No breath, no blood and no hunger.
  • Immune to disease.
  • Cannot wear most forms of clothing.
  • Cannot use projectile weapons.
  • Walks with slowdown.
  • ~50% resistance to all forms of damage.
Slimeperson
Spoiler:
  • Can create body duplicates of themselves with enough jelly.
  • No blood species.
  • Blood repalced with slime jelly that is poisonous to most creatures.
  • Harmed by antitoxin medicines.
  • Takes extra damage from cold sources.
  • Takes slightly less damage from burn sources.
  • Always friendly to slimes.

Re: Little things you learned that are game changing

Posted: Tue Oct 04, 2016 11:21 am
by XDTM
Wki has more information, if you want. Podpeople dont take damage in darkness but DO lose hunger quickly. Zombies made with the specific mutation toxin are like noninfective real zombies: spaceproof, slow, take inverse toxin damage and can attach limbs. They do not revive, lacking romerol. Slime/jellypeople lose huge amounts of blood when they get tox "healed", and it may drain their limbs off.

Re: Little things you learned that are game changing

Posted: Wed Oct 05, 2016 7:16 pm
by Onule
Augmenting limbs completely heals it.
Amputating tecnically reduces the amount of damage on a body.
You can repair dead people's augmented parts.
Strange reagent.

Botany can make their own strange reagent by combining blumpkin's phosphorus and radium production with glowshrooms (makes unstable mutagen, keep that in mind too.), holy melons'... holy water and deus/lifeweed's omnizine.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 10:11 am
by XDTM
You can make odysseus mediguns with the right R&D levels. Mediguns heal dead people. An odysseus can also scan and replicate strange reagent, once you make a bit. Who needs cloning?

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 10:29 am
by FantasticFwoosh
Being fully augged and in a fire suit makes you impervious to ash storms physically, also applying strange reagent rhetoric, whilst fully augged you can have your body fultoned out, welded and wired then re-booted with strange reagent to get back out into the field, also if your brain is recoverable you can just be put in a newly augged body for the same process.

Also if i remember correctly gibbed robotic arms and legs are converted back into objects upon being severed, so you may well want to have some spare cadavers lying around with arms and legs amputated off for your robocop surgery studies.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 10:37 am
by XDTM
The fire suit is not necessary for that. Also, if getting augged is boring for you/nobody wants to do the surgery, get unstable mutation toxin from xenobio and become an android, it'll roboticize all your limbs, plus other benefits.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 1:10 pm
by FantasticFwoosh
XDTM wrote:The fire suit is not necessary for that. Also, if getting augged is boring for you/nobody wants to do the surgery, get unstable mutation toxin from xenobio and become an android, it'll roboticize all your limbs, plus other benefits.
Androids cannot be revived(if expired) or cloned from my memory of playing them, its a 1 way street if you die you die (clarification on that would be good). Yes a fire suit and or relevant fire protection IS nessecary else you'll burn up inside your explorer suit and have lots of electrical wire damage to your limbs from severe burns. Ash storms even affect borgs (prior to mining borgs being made ash immune) to require rare instances of circuit repair.

I know this from experience.

Also fire suits are more cost efficient, as they dont require dark blue fire protection potions on all articles of clothing (boots, explorer suit & hood, gloves) and instead with a firefighter cap and coat cover you whole and also offer a airtank storage slot space.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 2:49 pm
by Anonmare
A hardsuit with fire resistance also works. Plus the mining hardsuit can still accept goliath plates.
I remember when the mining hardsuit, when fully plated, gave 80 Melee resistance. Combine it with being fully augged, you were next to impossible to kill with melee - especially if you had healing viruses cause then you healed faster than you were damaged.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 3:12 pm
by DemonFiren
Even better if you also somehow scrounged up a sec jumpsuit. You could literally get 100 melee resist.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 3:30 pm
by Anonmare
IIRC resistances to melee, ballistic and lasers capped at 80 and still do I believe. Dunno if there were ever times they did not though.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 3:32 pm
by DemonFiren
They were capped because someone was jealous of miners having too much fun.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 4:39 pm
by Remie Richards
All armour resistances (that go through the actual human damage procs (so not energy (which is stun defense))) are capped at 90 (which is 90% reduction of incoming damage)
It was capped because people were literally invulnerable, in a method easily obtainable in most rounds.

100 damage or below was reduced to nothing. 100 damage blocking 80%(hardsuit)+10%(sec jumpsuit), this takes it down to 10 damage, and augs reduce damage by 10 flat damage, which is 0 damage.
100 damage is hard to come by in the first place, nevermind anything above that.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 6:51 pm
by Shaps-cloud
max(90, armor)

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 7:32 pm
by FantasticFwoosh
You can fully revive bodies with robotic parts and reagent from just a torso and any head by stitching together the two (having a ckey brain inside helps or praying for admins to suggest the body, technically you can add brains in later so use any skull), however you will also need to refill them with blood and working organs (heart and lungs) then apply strange reagent (which can be made quickly via a experienced botanist) to revive them.

1 alternative for borging if genetics is down or its not what you want to do and you have time while the ghost is mingling in dead-chat or whatever, apply plastic surgery too to change their appearance if they've been long dead and their identity does not matter anymore.

RoboHop read your directives.

1. I MUST SERVE THE PUBLIC TRUST
2. I MUST DISPENSE ADEQUATE ACCESS WITH REASON
3. I MUST DISPENSE MORE CLOWN SLOTS EVERY 15 MINS
Directive 4 - [CLASSIFIED] I must not attempt to subvert myself with higher/all access or attempt to assault anyone higher ranking than i am or my creator

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 10:31 pm
by TankNut
FantasticFwoosh wrote:You can fully revive bodies with robotic parts and reagent from just a torso and any head by stitching together the two (having a ckey brain inside helps or praying for admins to suggest the body, technically you can add brains in later so use any skull), however you will also need to refill them with blood and working organs (heart and lungs) then apply strange reagent (which can be made quickly via a experienced botanist) to revive them.

1 alternative for borging if genetics is down or its not what you want to do and you have time while the ghost is mingling in dead-chat or whatever, apply plastic surgery too to change their appearance if they've been long dead and their identity does not matter anymore.
As a less complicated alternative: Fully augment a genetics monkey made human and simply swap out the brains when you need to. Just make sure that you've got a defib within arm's reach and everything should be fine.

Re: Little things you learned that are game changing

Posted: Thu Oct 06, 2016 11:28 pm
by FantasticFwoosh
Adding the prosthetics is not hard/augging in general since its the same procedure, do it once and quickly go through the rest, and some people are reassured by being in their own ckey bodies as they were recovered, monkeys work too for a cheapskate way, but its more fun to play mad doc and graverob random bits and pieces of people (human or not, i hope in the future they are more distinguishable racial parts, golem arms etc with some character persistence to posession of a limb) post being hacked to bits by esword and captain sword lunatics.

Augging brings damaged severed parts back up to health, (without that synthflesh pr going around suggesting a way to heal organic limbs) so even if the head was cut off violently and everything mutilated it can be re-attached to acceptable means of strange reagent revival.

Re: Little things you learned that are game changing

Posted: Fri Oct 07, 2016 12:46 am
by Remie Richards
Shaps wrote:max(90, armor)
no bully

Re: Little things you learned that are game changing

Posted: Sat Oct 08, 2016 1:50 am
by aranamor
With a good mix the janitor's spraypack is a flamethrower that's better than the actual flamethrower. If you light somebody with a mix carrying colorful reagent, the flames will be colorful too, and spread the same color on contact!

Re: Little things you learned that are game changing

Posted: Sat Oct 08, 2016 2:56 am
by MimicFaux
aranamor wrote:With a good mix the janitor's spraypack is a flamethrower that's better than the actual flamethrower. If you light somebody with a mix carrying colorful reagent, the flames will be colorful too, and spread the same color on contact!
I know what I'm doing next shuttle.

Re: Little things you learned that are game changing

Posted: Sat Oct 08, 2016 5:15 am
by MrAlphonzo
Switching to aggressive intent and grabbing someone is faster than right clicking, and also avoids the infamous right click lag.

Manually recycling monkeys in xenobio is more efficient than using the consoles, especially if its upgraded.

Baseball bats deal bonus damage that completely ignore armor if you knock someone into a wall.

If you fuck up during a hack, you can cut the wire twice to reset it, instead of waiting for the door to fix itself automatically.

Vaping alcohol may or may not set people on fire, if you have hacked it to create clouds.

If you love metagaming/powergaming, slap an infrared emitter or proximity sensor onto a remote signalling device, toss it in the AI upload, stick another signaller in your pocket, set to the same frequency. You now have a ghetto motion alarm. You will now earn the disrespect of most heads of staff and probably the AI itself, but hey, it works.

Breaking into the arrivals checkpoint and cracking open the wardrobe gives you access to free (and stylish) armor. No access required

Re: Little things you learned that are game changing

Posted: Sat Oct 08, 2016 7:33 am
by Professor Hangar
aranamor wrote:With a good mix the janitor's spraypack is a flamethrower that's better than the actual flamethrower. If you light somebody with a mix carrying colorful reagent, the flames will be colorful too, and spread the same color on contact!
I mean, a flamethrower in real life is literally just a hose that sprays flammable liquid after all. Igniter optional depending on the mix. (see Greek Fire)

Re: Little things you learned that are game changing

Posted: Sat Oct 08, 2016 5:14 pm
by aranamor
I think the clown can 'safely' use it too. Will test with laughter mixture next time.

Re: Little things you learned that are game changing

Posted: Sat Oct 08, 2016 11:20 pm
by Reyn
Killing someone with Someone's lungs is doable.

Wizards can turn into security mechs.

Whenever you summon guns, magic AND wizard events, You can expect the station to go to shit even if you die in 10 seconds of going stationside.

Re: Little things you learned that are game changing

Posted: Sat Oct 08, 2016 11:24 pm
by Drynwyn
aranamor wrote:I think the clown can 'safely' use it too. Will test with laughter mixture next time.
Can confirm this via code-dive, flamethrowers are not a child of gun, so there are no clumsiness checks.

Re: Little things you learned that are game changing

Posted: Sun Oct 09, 2016 1:37 am
by The Ultimate Chimera
You can flip a hat with alt-click.

Re: Little things you learned that are game changing

Posted: Sun Oct 09, 2016 9:32 am
by Cuboos
The Ultimate Chimera wrote:You can flip a hat with alt-click.
I actually kind of hate this. I use alt-click to get stuff from a locker, if there's a hat on top of the pile it cancels the alt-click menu and flips the hat... so annoying ...

Re: Little things you learned that are game changing

Posted: Thu Oct 13, 2016 4:05 pm
by TheWulfe
You can use spray cans from the autolathe with a color selected to a dark color to block vision through windows. This can free up build space in a cramped space-exposed windowed area for your cult base so you don't have to build metal walls (one less tile to build on) to block vision to remain secret. This gives you plausible deniability to that location actually being an antag containing base compared to someone just looking through the window, seeing your blood rune/Ratvar base and shouting 'Cult at X!'

There are several methods and different uses:
Spoiler:
Tinting full window block. Which competely blocks vision, saves space. Which at passing glance just looks like a unlighted reinforced window. Not amazingly convincing but your goal is the plausible deniability. Someone seeing that would have to actually enter the room to see what's in it.
Image

Tinting a single pane. This only makes a single tile visible. Way more convincing when passing by but still blocks that building space from antag revealing things
Image

You can see out of it on your side. Though you have to physically be on the exposed tile
Image

The single pane vision aspect can be rather useful in blocking actual run-ins from an airlock into your base. They open it up, only see one tile, and if they even recognize the window, start bashing it rather audibly, giving you time to prep your stuns/hide your stuff while retaining your plausible deniability room.
Image
Also, even single panes on their sides in maint block vision while still being able to move through it, this is useful in what I like to call the "Ratvar Snare."
Spoiler:
A maint dweller bursting in at full speed will have his vision blocked. It's easy to regard it as the game itself not registering your light source's movement yet, and dimmer lights flat out can't see it.
Image

The snare has sprung! He runs facefirst into a Ratvar stun/convert sigil combo and is converted. Do note that crayon is used in substitute for the sigils since I was not Ratvarian during the time I was testing.
Image

Even better, while standing directly on a single pane side tile in maint, his vision is blocked on all sides. So even if the person had the reflexes of a god and would detect something one tile away at full speed, they don't actually see the sigil until they are physically on it.
Image

The snare even works on the double wide maint sections that are popular on Meta, if slightly more obtuse and easier to spot. (Actually, I messed up here since the bottom single panes should be hugging the bottom walls)
Image
Image


Do note that the window panes seen are from a combined hardhat-light + PDA light in a still image. Maintdwellers bursting through maint at full speed with only their PDA light stand no chance.

Re: Little things you learned that are game changing

Posted: Thu Oct 13, 2016 10:02 pm
by Remie Richards
Single panes blocking light when sprayed is almost certainly a bug.
Fulltile windows are a subtype of single panes (WHY), whomever added window spraying forgot to handle single panes differently to full windows.

It can probably be fixed in a way that allows it to still work like:
X | O
but not X _ O

sort of "legitimising" the bug, while fixing most of it.

Re: Little things you learned that are game changing

Posted: Thu Oct 13, 2016 10:22 pm
by TheWulfe
Remie Richards wrote:Single panes blocking light when sprayed is almost certainly a bug.
Fulltile windows are a subtype of single panes (WHY), whomever added window spraying forgot to handle single panes differently to full windows.

It can probably be fixed in a way that allows it to still work like:
X | O
but not X _ O

sort of "legitimising" the bug, while fixing most of it.
Pls no negate 1000 hours of spraypaint research

Re: Little things you learned that are game changing

Posted: Fri Oct 14, 2016 6:40 am
by IcePacks
that one IM JUST ROLEPLAYIN guy actually made an edit to ss13's tvtrope page (ss13 has a tvtrope page)

Image

i'm gonna go ahead and wash my eyes out with acid

Re: Little things you learned that are game changing

Posted: Fri Oct 14, 2016 6:45 am
by DemonFiren
IcePacks wrote:that one IM JUST ROLEPLAYIN guy actually made an edit to ss13's tvtrope page (ss13 has a tvtrope page)

Image

i'm gonna go ahead and wash my eyes out with acid
I utterly despise TVTropes, but I'm gonna do something to remedy this now.

Re: Little things you learned that are game changing

Posted: Fri Oct 14, 2016 7:33 am
by Professor Hangar
Didn't the admins nuke Fetish Fuel off the face of the site so hard the tropers went and set up an offsite for it?

Re: Little things you learned that are game changing

Posted: Fri Oct 14, 2016 1:08 pm
by Screemonster
wasn't that living latex thing that guy who was chased the fuck off after posting furry porn in OOC and honestly didn't understand why people who aren't furries might not be interested in that sort of thing

Re: Little things you learned that are game changing

Posted: Fri Oct 14, 2016 1:15 pm
by aranamor
Sacrifice a virgin assistant to Citadel's bottomless hunger every summer solstice, it's the only way to stop this

Re: Little things you learned that are game changing

Posted: Sun Oct 16, 2016 1:22 am
by IcePacks
Screemonster wrote:wasn't that living latex thing that guy who was chased the fuck off after posting furry porn in OOC and honestly didn't understand why people who aren't furries might not be interested in that sort of thing
yes

that's the whole point of my post

Re: Little things you learned that are game changing

Posted: Sun Oct 16, 2016 1:26 am
by J_Madison
just google that kid's ckey and you're gonna see some shit.

Re: Little things you learned that are game changing

Posted: Tue Oct 18, 2016 9:10 am
by MimicFaux
Even if the 'Ratvarian Snare' gets changed, single panel tinted windows against windows is incredibly useful. As a regular autism fort builder, I'll be sure to incorporate your hard earned research in future builds.