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Re: Little things you learned that are game changing
Posted: Fri Aug 11, 2017 2:59 pm
by XDTM
Bottom post of the previous page:
FantasticFwoosh wrote:Thats why it got removed from being applicable on dead bodies.
Augments work well though in its place for repairing damage and allowing bodies to be repaired even if they are hideous bloody mess.
Fun fact: Synthflesh now works again on dead bodies (styptic and silver sulf still don't). Another method is implanting, like you said, and there's also the option of mech medbeams or the secret surgery technique.
Re: Little things you learned that are game changing
Posted: Fri Aug 11, 2017 3:28 pm
by Nilons
I really like the idea of a body being recoverable but only if you have to rebuild it with robotic parts. We have the technology.
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 8:44 am
by XDTM
we should to be able to build body shells in robotics (which would be a completely dismembered robotic chest, i suppose) which could eventually become an android once fully built. People wouldn't have to wait several minutes for a full aug anymore!
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 9:04 am
by MimicFaux
Body Shells = stealing the golem disk from Liberator golems and risking a mech war. Either way, is going to be awesome.
I've learned that you need to rescan yourself after every clone. Even fully upgraded, the cloner wipes your record after it's been 'used'.
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 2:41 pm
by XDTM
I'm also 90% sure it remembers your dna from the time of the scan, meaning that if you get mutated into a plasmaman and get cloned from a record you'll be back to human. A new scan would overwrite this, of course.
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 2:45 pm
by FantasticFwoosh
If you attach a head onto another species & clone them there and then, the emergent body will be the identity of the head transplant but the other species, albiet you can cut off plasma-people's heads and then attach them to normal humans to resurrect them as a last ditch attempt.
Like that time i oversaw the creation of a ashwalker bryce pax from a reclaimed corpse from mining in the surgery viewing room, or when i attached a bryce head personally onto a bikini model monkeyperson and defibbed them back to life after.
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 3:30 pm
by Reece
SS13 doctors are fucking wizards apparently.
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 7:26 pm
by JStheguy
Reece wrote:SS13 doctors are fucking wizards apparently.
Nah, it's just that centuries of genetic modification has resulted in basically everything being genetically compatable. Transplant rejection doesn't exist in the grim darkness of the year 2557,
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 9:03 pm
by Anonmare
Except for bloodtype because BIG NANOTRASEN PHARMA
Re: Little things you learned that are game changing
Posted: Sat Aug 12, 2017 11:12 pm
by D&B
If you want something nerfed or removed kill kevinz000 with it and at the end of the round you will get two guaranteed pr's to remove what you used to kill him.
Re: Little things you learned that are game changing
Posted: Sun Aug 13, 2017 10:26 am
by FantasticFwoosh
D&B wrote:If you want something nerfed or removed kill kevinz000 with it and at the end of the round you will get two guaranteed pr's to remove what you used to kill him.
Removes source of shitcode #29777
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 12:09 am
by Anonmare
You can put AI cores in Suit Storage Units.
You can also hack them to not display the presence of a living being and lock them and disable enviromentals as well
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 5:24 am
by MimicFaux
Like... the entire core, or just the intellicard
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 8:25 am
by XDTM
i suppose you could close the SSU while the core is inside and it'll act like a locker
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 8:45 am
by Remie Richards
it doesn't check what kind of mob it is, just that its a living one (ie: not a ghost)
meaning you can fit megafauna in them too.
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 8:51 am
by Screemonster
Remie Richards wrote:it doesn't check what kind of mob it is, just that its a living one (ie: not a ghost)
meaning you can fit megafauna in them too.
Okay so now I'm thinking of the monster-in-a-box traps in the old final fantasy games, especially the ones in the final dungeon that dropped superweapons and that one optional bonus boss in FF5
add ash drakes to the abandoned crate drop list when
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 8:55 am
by Remie Richards
I like angler whelk in FF6
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 5:27 pm
by Anonmare
>Hide ash drake in EVA SSU
>Wait for greyshits to break-in
>Cue the inevitable "WHO THE FUCK PUT A DRAGON IN THERE?!"
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 7:12 pm
by DemonFiren
Anonmare wrote:>Hide ash drake in EVA SSU
>Wait for greyshits to break-in
>Cue the inevitable "WHO THE FUCK PUT A DRAGON IN THERE?!"
Surprise dragons are my fetish.
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 10:06 pm
by Anonmare
DemonFiren wrote:Anonmare wrote:>Hide ash drake in EVA SSU
>Wait for greyshits to break-in
>Cue the inevitable "WHO THE FUCK PUT A DRAGON IN THERE?!"
Surprise dragons are my fetish.
Stupid lizards need to die.
Re: Little things you learned that are game changing
Posted: Tue Aug 15, 2017 10:29 pm
by Nilons
Anonmare wrote:Stupid lizards need to die.
Re: Little things you learned that are game changing
Posted: Wed Aug 16, 2017 12:00 am
by Limski
You can gib people by putting them in between shield gens (like the ones in science) and then turn them on.
It's a good way to dispose of lings, or suicide.
Re: Little things you learned that are game changing
Posted: Wed Aug 16, 2017 10:20 am
by CPTANT
A cannister linked to the distribution loop with a connector is a great way to re-pressurise rooms.
It requires no power, is faster than vents and also has a way better check to prevent overpressure. Vents and air alarms usually aren't on the same tile so they tend to overpressure rooms when set to fill.
Re: Little things you learned that are game changing
Posted: Fri Aug 18, 2017 10:04 pm
by Bluespace
The DRAGnet is incredibly robust. With a small amount of prep time, you can send anyone to a death room in another Z-level entirely with it.
Stun people and dragnet them into a derelict plasma fire, and they just vanish without you ever touching them.
Re: Little things you learned that are game changing
Posted: Fri Aug 18, 2017 10:13 pm
by Nilons
Limski wrote:You can gib people by putting them in between shield gens (like the ones in science) and then turn them on.
It's a good way to dispose of lings, or suicide.
You can also gib people by throwing them in front of shuttles, very good for when you're fighting a ling miner or just in general as sec because you don't have to fuck with the crematorium
Re: Little things you learned that are game changing
Posted: Wed Aug 23, 2017 11:06 pm
by FantasticFwoosh
You can stop people escaping from boxes by sitting on said boxes (drag self to the sprite) as well as lock yourself in a box by yourself in the resting position.
> bundle dead ling into a box, have your officer friend sit on box till backup arrives.
Re: Little things you learned that are game changing
Posted: Thu Aug 24, 2017 1:33 am
by Tokiko2
The fake sounding roundstart tip about being able to win pulse rifles from arcade machines is not a joke tip.
Take a look at arcade.dm line 68 and beyond if you don't believe me.
Re: Little things you learned that are game changing
Posted: Thu Aug 24, 2017 8:01 am
by Remie Richards
It's not locked, but it does give you a byond medal (basically achievements)
Re: Little things you learned that are game changing
Posted: Thu Aug 24, 2017 3:37 pm
by XDTM
There is also a space ruin which is basically a fake space tile in space, which gives a pulse rifle when clicked
Re: Little things you learned that are game changing
Posted: Thu Aug 24, 2017 3:51 pm
by Bluespace
XDTM wrote:There is also a space ruin which is basically a fake space tile in space, which gives a pulse rifle when clicked
Wasn't this removed because someone made an autohotkey that clicked every tile in a Z-level?
Re: Little things you learned that are game changing
Posted: Sat Aug 26, 2017 10:41 am
by XDTM
It would only work in melee anyway, no?
Re: Little things you learned that are game changing
Posted: Sat Aug 26, 2017 8:18 pm
by MimicFaux
It was disguised as a arcade space tile. You had to crowbar it up
Re: Little things you learned that are game changing
Posted: Sat Aug 26, 2017 8:20 pm
by MimicFaux
FantasticFwoosh wrote:You can stop people escaping from boxes by sitting on said boxes (drag self to the sprite) as well as lock yourself in a box by yourself in the resting position.
> bundle dead ling into a box, have your officer friend sit on box till backup arrives.
Best tip in a while.
Re: Little things you learned that are game changing
Posted: Tue Aug 29, 2017 12:11 pm
by Remie Richards
Unfortunately, the mob inside can just attempt to move/resist.
If the closet isn't welded or locked, then the mob will instantly escape.
So in terms of a ling, the box essentially makes no difference to just standing next to them while they revive themselves.
I do however like the concept of welding someone into a footlocker, and then burying said footlocker in the lavaland ashes... perhaps I should look into that.
Re: Little things you learned that are game changing
Posted: Tue Aug 29, 2017 1:23 pm
by FantasticFwoosh
We do have coffins after all. so uh,
*cough cough*.
And yeah, its just a tactic for buying time and keeping them in place rather than a hard lockdown, drag the box anywhere with the person still sitting on the box and it'll reset.
I wonder if shocking the box (electropack & wire on a box) will keep the ling contained from the inside?
Re: Little things you learned that are game changing
Posted: Sat Sep 02, 2017 6:21 am
by Anonmare
People seem to forget this little tidbit.
You can extract a loyalty implant without destroying it, if oyu have an empty implant case in your other hand when you extract it with a hemostat.
Save on implants and recycle
Re: Little things you learned that are game changing
Posted: Sat Sep 02, 2017 8:03 am
by XDTM
Damn, this is huge, and works for traitor implants apparently
Re: Little things you learned that are game changing
Posted: Sat Sep 02, 2017 8:17 am
by Deitus
sec doesnt use chem or tracking implants enough.
they're a thing. use em.
Re: Little things you learned that are game changing
Posted: Sun Sep 03, 2017 11:24 pm
by Anonmare
XDTM wrote:Damn, this is huge, and works for traitor implants apparently
Antagonists can also extract the mindshield implants as part of disguises. Traitors could combine a pilfered loyalty implant, an agent ID, a looted baton from destroying beepsky, a pair of handcuffs and a chameleon disguise kit to impersonate a security officer. You could just walk up to your target while they're out in public, prod them with your baton and almost nobody would stop you.Though without additional legwork, you wouldn't have access to security or a real taser or even proper body armour.
A cultist could ambush a sec officer, extract their implant, steal their identity via genetics and hit themself with an implanter with the implant loaded and completely subvert security from the inside-out.
They could discreetly corrupt holy water in captured cultists, intercept and re-route captured cultists being dragged to security and even do the same to other officers/Heads of Staff. Cultsec could be legitimately viable
It's honestly one of the most game-changing tips I could've given out, given all that you have to do is either kill a sec officer or wait for one to die of natural causes and either steal/ask for an implant case and an implanter from R&D who are unlikely to question your request. Hell, even for the surgery you could just use a glass shard/wirecutters/bedsheets/etc. for the implant extraction. With a chamo kit, you wouldn't even need access to Genetics or the officer's clothing.
Re: Little things you learned that are game changing
Posted: Mon Sep 04, 2017 1:27 am
by Anonmare
CosmicScientist wrote:I thought cultists broke mindshields on use?
Nope. They just don't affect them.
Cultists react like regular crewmembers when implanted since their brainwashing is supernatural in nature. Mindshields will prevent a loyal crewmember from being converted but it will nto break or de-convert in a cultist.
It's why you shouldn't just hand out mindshields during a confirmed cult round, you'd be doing more harm than good without giving them holy water first after searching them of cult contraband. All it would take is one slap of a tome and that holy water is immediately purged.
Re: Little things you learned that are game changing
Posted: Thu Sep 07, 2017 12:54 am
by Anonmare
Also fun fact, in case you all forgot again, trashbags can hold any object that is W_CLASS small or smaller, allowing them to function as a military belt or whatever they've been replaced with now. Trashbags of Holding also function as effectively as a Bag of Holding, except for your belt and can't hold normal or larger items, but their big advantage is that it takes not a whole lotta research to get the design and doesn't even require diamonds to make or have any risk of making a singularity.
Re: Little things you learned that are game changing
Posted: Mon Sep 11, 2017 4:19 am
by MimicFaux
The pizza boxes in the ruined party on lava land, have a chance to be syndicate pizza bombs.
Re: Little things you learned that are game changing
Posted: Sat Sep 16, 2017 2:13 pm
by The Clowns Pocket
Sneaking into Sec 4noreason? You can hide in the body-holder in its medbay.
When coming home after being gulaged, if you dont care about your previous equipment, keep your ID in the prison camp shuttle. You'll be able to easily get back in if you get gulagged again.
Re: Little things you learned that are game changing
Posted: Sat Sep 16, 2017 2:37 pm
by InsaneHyena
Today I've learned that Clown's Pocket is a stalker and probably a child molester.
Re: Little things you learned that are game changing
Posted: Sat Sep 16, 2017 5:48 pm
by teepeepee
Smoke grenade plants - Easy HowTo:
(some of these steps can be done simultaneously, as you get used to it you'll manage to do it faster, although rng will always play a part. If you dont do one of these steps you will either not make smoke or you wont be able to effectively control when it's formed)
1)mutate berries to glow berries, extract "separated chemicals" trait with DNA machine.
2)extract "liquid contents" trait from tomato seeds.
3)extract phosphorus content trait from glowshrooms seeds (there are two seeds in a hacked machine at roundstart).
4)extract pottasium content trait from banana seeds.
5)extract sugar content trait from white beet seeds.
Voilá, you have the most basic smoke plants possible, just toss them and they will make a cloud of smoke upon hitting something.
Note:Smoke will spread any other chemicals
in the plant, so adding acid, for example, will make it into an acid smoke grenade - Get creative with it!
I might just do a longer botany guide in the future for more stuff I learned these few months I've been playing.
Re: Little things you learned that are game changing
Posted: Sat Sep 16, 2017 10:46 pm
by AnonymousNow
Slimecores have thin-enough walls to be "injected" by droppers. That means that you can use a hundred units a hundred times, very efficiently if you know your hotkeys, in the same or less time it would take a syringe to have twenty tries from that amount. It seems insignificant from the outside, but bloody hell, that's a lot of good for a xenobiologist.
Also, the monkey grinder can be dragged behind you and used unanchored. Suddenly it becomes a whole much more efficient to use!
Re: Little things you learned that are game changing
Posted: Fri Sep 22, 2017 3:23 am
by MimicFaux
Also, you get net-positive gains with a minimum of pico-tier upgrades for the monkey grinder
Re: Little things you learned that are game changing
Posted: Fri Sep 22, 2017 10:50 am
by XDTM
Splitting one grey slime into 4 is (3 extra slimes x 3 cores per slime x 3 cubes per core) - 2 cubes per split = 25 monkey cubes of profit
Bottom line is, monkey grinder is a huge waste of time
Re: Little things you learned that are game changing
Posted: Fri Sep 22, 2017 1:07 pm
by FantasticFwoosh
At later stages when you have a lot of grey slimes & spare cores, but pre-slime setup and slime processor upgrades its still a good idea to dispose of spare monkeys manually instead of suck them into the console.
And of course you may be juggling 30+ slimes or more at a time if you begin pushing multiple adult slimes into pens together then cherry picking the children after.
Re: Little things you learned that are game changing
Posted: Sat Sep 23, 2017 12:27 am
by XDTM
I usually do R&D up to T3 before starting, so i can afford to never think about cubes after the first two grey splits
Re: Little things you learned that are game changing
Posted: Sat Sep 23, 2017 1:57 am
by AnonymousNow
Frankly, for time purposes, if you've not got cages full of slimes but you have got cages full of dead monkeys you were saving up, having a slightly upgraded monkey grinder and dragging it behind you into pens is a fantastic way to get a lot of monkeys quickly, and self sufficient.