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Re: Little things you learned that are game changing

Posted: Sat Sep 23, 2017 1:57 am
by AnonymousNow

Bottom post of the previous page:

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.

Re: Little things you learned that are game changing

Posted: Sat Sep 23, 2017 7:39 am
by XDTM
That probably does happen if you start xenobio unupgraded, but if you begin at T3 the first two-three grey splits sustain you for most of the round. Overall i think it saves time in the long run, since you don't have to manually drag monkeys out of pens with two doors each.

Re: Little things you learned that are game changing

Posted: Sat Sep 23, 2017 4:50 pm
by AnonymousNow
It's a balance, really. If you're like me and you save up monkey corpses in anticipation of upgrades (and open the outer doors when waiting for the first feed-and-split), it becomes a goldmine; you can slam a dozen corpses per pen, easy, into a grinder, and have a net increase which you can process next to the consoles in batches.

Re: Little things you learned that are game changing

Posted: Sun Sep 24, 2017 5:24 pm
by XDTM
I also like to use glass panes to split pens into two half-rooms, getting 12 pens plus the containment cell. The two tiles between the two cell doors can also be used for another 6 cells. This kinda precludes monkey recycling except by console, which is why i do it with grey slimes only.

Re: Little things you learned that are game changing

Posted: Sun Sep 24, 2017 7:48 pm
by AnonymousNow
Your mileage may vary.

Having saved up the dead monkeys, got upgrades and thinned my slimes a littlew, I went on a two-minute monkey corpse gathering run yesterday and got over two hundred monkey cubes from the grinder in one pop.

Re: Little things you learned that are game changing

Posted: Sun Sep 24, 2017 8:59 pm
by Anonmare
I literally cannot tell you two fucking apart

You need to fight to the death to continue using your avatar whilst the loser must concede theirs

Re: Little things you learned that are game changing

Posted: Tue Sep 26, 2017 1:53 pm
by XDTM
This dispute will be settled in the slime fighting ring

Re: Little things you learned that are game changing

Posted: Tue Sep 26, 2017 11:11 pm
by AnonymousNow
There can be only one.

And then four. Then sixteen etc.

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 12:00 am
by EvilJackCarver
Some of these are a bit obvious, but I've only recently came back off hiatus.
  • Setting the air alarms to contaminated saves a lot of time in setting the air alarms. Which means instead of fiddling with each scrubber individually, you can be in and out in fifteen seconds on a bad day with practice.
  • Tablet PCs have an ID reader in them, and you can slip your Id in it and have it work for doors (you'll still have to eject it for some tasks though). If you're one of the few that always get PDA bombed when someone gets a Detomax (like me), this saves your ID.
  • Disarm intent is a good intent to be on when dragging something behind you: If you and someone collide, the crate/cart/whatever you're hauling doesn't go nearly as far as if you were on help intent.
  • If you're being chased by an active shooter, be a tile off if you can: It's a lot easier to hit what you aim for if you shoot straight ahead than it is to shoot one tile off.
  • If you can avoid it, never go shuttle. Go pods.
  • Once you know your wires, never use a multitool to break into somewhere - use wirecutters. If you nip-jimmy-mend, you can use the same wire to get out.
  • You can use a ghetto method to check for a rogue AI. This method false-negatives a lot and does NOT detect SUBVERTED AIs, but it doesn't often false-positive:
    • Wait a few minutes after roundstart, then put an analyser (screwdriver-analyser-screwdriver) in a random camera it wouldn't benefit. My personal favourites are the two on the I-beam in Atmos.
    • If you get the message that the camera already has an upgrade, there's two possibilities: Either the AI is rogue and has the xray camera upgrade, OR an engi knows how to upgrade the cameras and did that one - do another before calling "AI ROGUE!!111!1eleven".
  • If you want to ruin an engineer's day, emag a bunch of random doors. Each takes a minute and a set of airlock electronics to repair, and engineering only starts with 10, plus 1 in Meta's aux storage.
  • Mesons and Optical T-Ray Scanners (especially the latter) can be used to tell when someone's nearby you in complete darkness. You'll see the wires in Maint/objects on the floor appear before you see someone else.

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 12:05 am
by Nilons
EvilJackCarver wrote:
[*]If you can avoid it, never go shuttle. Go pods.
only massive pussies and people who want greentext take pods every round

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 12:14 am
by Anonmare
Here's a few tips.

When fixing breaches, turn off the air alarms to avoid wasting air and to stop being thrown around by spacewind

Hack the engi-vend in engineering fro smart foam grenades - they make space-tiles into foam floors and can seal a syndi-bomb breach in seconds if you put it in the sweet spot

You can have more than one type of gas in the pure pipeline and fill them up in separate canisters using filters set for different gases

You can set the output of a tank in atmospherics to a maximum of 5066 KPa for more output (and an AI can quietly shut off tank using it if someone is flooding)

You can hide an atmos flood in the waste system by piping the gas you intend to flood into the pure and then into the waste and disable the filters. When you're ready to flood, all you have to do is reverse the distro to waste pump and confuse the heck out of people about the flood's origin point.

You can identify the ID scan wire of a door by pulsing with a multitool. If the door is access restricted, pulsing the ID scan will make it beep with the access denied noise, no access doors will open if their ID scan is pulsed. If you know the ID scan, you can cut it and then pulse it to open any door and ensure that no one, not even with the proper access, can follow you through it without a multitool of their own, and it takes less mouse clicks to do.

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 1:03 am
by EvilJackCarver
Nilons wrote:
EvilJackCarver wrote:
[*]If you can avoid it, never go shuttle. Go pods.
only massive pussies and people who want greentext take pods every round
I very rarely (if ever) roll for antag so I guess I fall in the former category.

Anonmare wrote: You can hide an atmos flood in the waste system by piping the gas you intend to flood into the pure and then into the waste and disable the filters. When you're ready to flood, all you have to do is reverse the distro to waste pump and confuse the heck out of people about the flood's origin point.
If you're patient and can play the long con, you can go one better and make a flood that's difficult to fix with a Single Easy Method (excepting on Pubby due to Pubby's atmos layout) by dumping the plasma/N₂O tank back into the waste line, but setting the N₂ filter to filter out plasma and the O₂ filter to filter out N₂O. It builds up over time, and will eventually make it to the distro, but by the time it's made it to the distro there's more than enough contaminants in the master tanks to make it necessary to add filters somewhere on the master distro line. Alternatively, you can set the O₂ filter to receive CO₂ and knock people out on their ass.

Plasma autoignites at 100°C if there's oxy in the air, so if you set the heaters on the lines to heat it to 99 Celsius you've theoretically got a great setup for a plasma fire.

There's one Atmos flood that I've been wanting to try for a while, but I never roll antag so it'll stay a mystery for a while.

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 1:25 am
by Anonmare
Yeah you can contaminate the air tanks really easily if you know what you're doing

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 2:22 pm
by CPTANT
Just dump the wasteline full of plasma and connect it directly to distro with a pipe.

I already posted that tip in june, stealing my tips and not even doing it right. :roll:

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 2:32 pm
by Cobby
Everyone goes WTF WHAT IS THAT when I do it so I figured I'd put it in here.

The penlight can also act as a quick indicator to tell people to stop so they can be healed. Just use it on someone from range and it will create a cute hologram. It's very good when you can't type fast or the person is yakkety saxxing away

Re: Little things you learned that are game changing

Posted: Wed Sep 27, 2017 3:44 pm
by Dr_bee
CPTANT wrote:Just dump the wasteline full of plasma and connect it directly to distro with a pipe.

I already posted that tip in june, stealing my tips and not even doing it right. :roll:
I once had someone dump the turbine fuel line into distro using maint pipes when I was running the turbine. It flooded the entire station with burn mix. The Turbine is honestly the most easily sabotaged form of power generation on the station.

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 3:09 pm
by DiamondSentinel
ExcessiveJMadison wrote:Everyone goes WTF WHAT IS THAT when I do it so I figured I'd put it in here.

The penlight can also act as a quick indicator to tell people to stop so they can be healed. Just use it on someone from range and it will create a cute hologram. It's very good when you can't type fast or the person is yakkety saxxing away
WTF WHAT IS THAT

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 6:26 pm
by Anonmare
Fun fact lads: Tea, as in the drink, has a small chance per tick to heal toxin damage while it's in your system. Useful if you accidentally breathed a bit of plasma in or don't have access to proper medication.

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 6:47 pm
by Togopal
Anonmare wrote:Fun fact lads: Tea, as in the drink, has a small chance per tick to heal toxin damage while it's in your system. Useful if you accidentally breathed a bit of plasma in or don't have access to proper medication.
Adding on to that, Milk and Milk Cream heal brute damage, Lime Juice heals toxins damage, Orange Juice heals suffocation damage, Tomato Juice heals burn damage

A lot of drinks have their own properties

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 7:21 pm
by Limski
As an engineering cyborg, you can make gib traps by placing 2 field generators (like the ones in xenobio) behind 2 doors given they're close enough, if the AI has vision to the hidden areas, they can turn the field gens on at appropriate times to gib people, and yes, it does work through the doors so people have no way to see it coming.

I don't play very often anymore but I made one of those traps for a malf AI and they were very happy about it.

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:13 pm
by DiamondSentinel
Putting this here because apparently a lot of people don't know this, but if you use almost any AI upload module inhand, you can edit the little settings of it.

So, Asimov can be used inhand to change who gets the human role, for example. It's been a while since I've messed around with them, but do some experimentation to find the others that are editable.

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:17 pm
by Anonmare
Asimov can have its "You must not, through action or inaction, allow [YOUR TEXT HERE] to come to harm." as well as Antimov I believe. So you can antimov the Ai into doing literally all in its power to kill someone and then kill itself.

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:18 pm
by DiamondSentinel
Anonmare wrote:Asimov can have its "You must not, through action or inaction, allow [YOUR TEXT HERE] to come to harm." as well as Antimov I believe. So you can antimov the Ai into doing literally all in its power to kill someone and then kill itself.
Yeah. I knew about those. Some of the others also have changes that can be made. I don't believe the other core modules can, but I might be wrong.

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:22 pm
by Anonmare
Another thing to note is that the Freeform module and the Freeform Core module are very different. The normal freeform module's laws can be removed with a reset, the Freeform Core's laws cannot. It's very important that you don't mix them up if you're making a custom lawset on the AI

Re: Little things you learned that are game changing

Posted: Thu Oct 05, 2017 9:24 pm
by DiamondSentinel
Anonmare wrote:Another thing to note is that the Freeform module and the Freeform Core module are very different. The normal freeform module's laws can be removed with a reset, the Freeform Core's laws cannot. It's very important that you don't mix them up if you're making a custom lawset on the AI
It's always funny watching someone try to reset core module laws.

Re: Little things you learned that are game changing

Posted: Fri Oct 06, 2017 11:24 pm
by Anonmare
I'm putting this here because everyone keeps freaking the fuck out.

The "Draught" setting on air alarm operating modes sets the vents to the same setting as it is on refill and activates the scrubber syphons. This setting is very useful for stabilising temperatures, especially after a fire or freon as it can be used to warm up or cooldown a room, depending on the temperature of the air in the pipes. It's not the AI being rogue, it's the AI fixing the room.

Re: Little things you learned that are game changing

Posted: Fri Oct 06, 2017 11:47 pm
by DemonFiren
You're forgetting that people who post on +the forum don't play the game.

Re: Little things you learned that are game changing

Posted: Fri Oct 06, 2017 11:49 pm
by DiamondSentinel
DemonFiren wrote:You're forgetting that people who post on +the forum don't play the game.
I play, but again, I seem to be in the minority...

Re: Little things you learned that are game changing

Posted: Sat Oct 07, 2017 4:06 am
by Dr_bee
Anonmare wrote:I'm putting this here because everyone keeps freaking the fuck out.

The "Draught" setting on air alarm operating modes sets the vents to the same setting as it is on refill and activates the scrubber syphons. This setting is very useful for stabilising temperatures, especially after a fire or freon as it can be used to warm up or cooldown a room, depending on the temperature of the air in the pipes. It's not the AI being rogue, it's the AI fixing the room.
Whenever I play atmos tech I run into this problem. People scream at me about siphoning or the AI will repeatedly turn off the scrubbers, or they will wrongly blame the AI. I have just turned to using the atmos resin launcher backpack. Atmos resin basically resets the air on a tile to default temp and air composition, and doesnt panic jumpy crew members looking for a reason to robust the AI.

Atmos resin was the best addition ever.

Re: Little things you learned that are game changing

Posted: Sat Oct 07, 2017 5:35 am
by Deitus
speaking of law modules, i was unaware that you can modify them with telekinesis.

1) get full sight and telekinesis
2) stand outside ai upload
3) get/modify the module you want
4) TK throw it into console, uploading the law/lawset
5) ?????????
6) profit

Re: Little things you learned that are game changing

Posted: Wed Oct 11, 2017 6:08 pm
by Anonmare
Cyborgs can place camera assemblies on walls the same they can APC/fire/air alarm frames by standingo n the same tile as them, facing a wall and hitting it with a screwdriver to place it on a wall.

Re: Little things you learned that are game changing

Posted: Sat Oct 14, 2017 12:41 am
by Anonmare
The firing range's magnet, when active, is damn near impossible for a cyborg to escape from as long as it's turned on and has a respectable level of range

Re: Little things you learned that are game changing

Posted: Sat Oct 14, 2017 9:35 pm
by huehuehue
cutting the wire that turns off the test light for a door allows you to crowbar open and close the door for a few
unfortunately you need to recut the wire to do it again plus it doesn't always work with certain doors

Re: Little things you learned that are game changing

Posted: Sun Oct 15, 2017 3:55 am
by Anonmare
It's better to do it with a multitool so that the door doesn't get broken.

Airlcoks have two power wires, the main power and back-up power. Cut both and the door is permanently depowered. Multitools shortcircuit the power, doing it to the main power wire will disable the door for 10 secondsb efore the backup power kicks in. Pulsing the back-up power will disable the door for 60 seconds until both wires reboot.

Re: Little things you learned that are game changing

Posted: Sun Oct 15, 2017 9:46 am
by huehuehue
Anonmare wrote: It's better to do it with a multitool so that the door doesn't get broken.

Airlcoks have two power wires, the main power and back-up power. Cut both and the door is permanently depowered. Multitools shortcircuit the power, doing it to the main power wire will disable the door for 10 secondsb efore the backup power kicks in. Pulsing the back-up power will disable the door for 60 seconds until both wires reboot.
oh, ok
eh, i'll do it my way
i find it faster, and i usually repair the door afterwards

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 5:58 pm
by Anonmare
The bartender can make really weak healing chems with his soda dispenser. Tomato juice heals burns, milk cream heals brute, lime juice heals toxin and orange juice heals suffocation. It's very slow but you can down many glasses of each to have weak passive healing with no downsides.

Milk, soy milk and soy lattes also help heal brute damage and tea from coffee machines also helps heal toxin damage. Iced tea also helps reduce toxin damage and can be made from ice from an ice cup and tea from a coffee machine

Coffee and tea will also warm you up if cold and counteract drowsiness, unconsciousness and dizziness.
The soft drinks from the vending machines will help with overheating and counteract drowsiness and unconsciousness, remember to drink different brands to get the most effect.

Drinking iron will passively increase your blood regeneration

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 9:18 pm
by AnonymousNow
Anonmare wrote:~
Makeshift chemical healing from the bar is one of those things that help flesh out the game for me.

I do miss Doctor's Delight, though. First healing, then requiring tricord, and now just a drink.

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 9:49 pm
by Clones-A-Corpse
Doing research and development properly means you never have to visit a chemist.
Research only goes up in ones.

Re: Little things you learned that are game changing

Posted: Sun Oct 22, 2017 9:58 pm
by Jegub
The wiki is in need of an update, as Doctor's Delight still heals you, it's the active ingredient in Syndi-Cakes. Its usefulness is diminished in that it greatly accelerates your digestion now, but there are times when being hungry but healthy is a worthwhile trade off.

Re: Little things you learned that are game changing

Posted: Fri Nov 10, 2017 1:18 am
by Swindly
The revenant's blight can kill plants.

Re: Little things you learned that are game changing

Posted: Sat Nov 18, 2017 2:37 am
by Anonmare
Borgs can be devils and get a couple of Law 666's to go with their powers, though the pitchfork power doesn't work and i had to ask an admin to scramble my security codes

Re: Little things you learned that are game changing

Posted: Mon Dec 11, 2017 9:09 pm
by Deitus
most people know that you can pry out a bomb payload and slap a c4 on it to get a highly mobile bomb with a shorter countdown and the same explosion radius, but i have also found out that you can detonate a clown bomb payload the same way and it still spawns the clowns. however, they spawn hostile this way (as opposed to nonhostile the "regular" way(until attacked)), so put some distance between you and the payload first.

Re: Little things you learned that are game changing

Posted: Mon Dec 11, 2017 9:10 pm
by huehuehue
Deitus wrote:most people know that you can pry out a bomb payload and slap a c4 on it to get a highly mobile bomb with a shorter countdown and the same explosion radius, but i have also found out that you can detonate a clown bomb payload the same way and it still spawns the clowns. however, they spawn hostile this way (as opposed to nonhostile the "regular" way(until attacked)), so put some distance between you and the payload first.
honk.mp4

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 3:32 pm
by Denton
Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes

Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 5:49 pm
by TribeOfBeavers
Denton wrote:Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes

Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.

There is no downside to overheating anything except meth, so when making pent acid (or anything that needs to be heated) you can save a bit of time by setting the heater to max the first time you put the beaker in.


Atropine + Tricord is good for general cases or if you're in a hurry, but if you know a certain damage type or situation is coming up you should use a mix of chems to suit it. Also toxins damage is rare, so just having 5 bicaridine and 5 kelotane works better than 10 tricord most of the time.

If you're using it to heal people in crit, include 1u epinephrine (or less if you want to go through the trouble of diluting it) to set their oxygen damage to 35, and 1 or 2u of Atrophine.

Atropine metabolizes very slowly, so you don't need much of it. 1u heals 50 oxygen damage and 20 of each of the others, so 1 or 2u is probably enough if you're also using epi (which will only heal 5 of each per u). They only heal in crit though, so using a lot wastes the space. 5u will get anyone in crit up alone, but if you have any other healing meds in there you waste a bit of it.

From there you want to add chems depending on if you need long or short term healing and what type you think you'll need. Stacking a bunch of different healing chems gives faster healing but doesn't last very long. If you want longer term just put a bunch of one type.

It's worth noting they'll still have a bit of damage after the syringe runs out most of the time, so give them some other meds once they're stable.

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 6:16 pm
by Anonmare
Save yourself a bunch of time with complicated recipes by making a bunch of bottles of stuff like diethelyamine, oil, ash and so on and putting them in the smart fridge for oyu to retrieve as needed.
Really helps if there's a viral outbreak and you need to mass produce a particular chemical to treat everyone, like cyptobiolin or spaceicillin

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 6:36 pm
by Denton
TribeOfBeavers wrote:
Denton wrote:Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes

Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.

There is no downside to overheating anything except meth, so when making pent acid (or anything that needs to be heated) you can save a bit of time by setting the heater to max the first time you put the beaker in.


Atropine + Tricord is good for general cases or if you're in a hurry, but if you know a certain damage type or situation is coming up you should use a mix of chems to suit it. Also toxins damage is rare, so just having 5 bicaridine and 5 kelotane works better than 10 tricord most of the time.

If you're using it to heal people in crit, include 1u epinephrine (or less if you want to go through the trouble of diluting it) to set their oxygen damage to 35, and 1 or 2u of Atrophine.

Atropine metabolizes very slowly, so you don't need much of it. 1u heals 50 oxygen damage and 20 of each of the others, so 1 or 2u is probably enough if you're also using epi (which will only heal 5 of each per u). They only heal in crit though, so using a lot wastes the space. 5u will get anyone in crit up alone, but if you have any other healing meds in there you waste a bit of it.

From there you want to add chems depending on if you need long or short term healing and what type you think you'll need. Stacking a bunch of different healing chems gives faster healing but doesn't last very long. If you want longer term just put a bunch of one type.

It's worth noting they'll still have a bit of damage after the syringe runs out most of the time, so give them some other meds once they're stable.
That's pretty great, I never even thought about the atropine metabolization rate and that epi sets oxyloss to 35 max.

6u bicardine/kelotane, 1u epi and 2u atropine would heal much better than just flat atropine+tricord!

After that I'd probably just use Synthflesh and Pentetic Acid to treat damage.

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 8:33 pm
by EagleWiz
You can swap the clone mix for an explosion mix to make a cryo tube explode when someone is placed inside

Re: Little things you learned that are game changing

Posted: Wed Dec 13, 2017 10:20 pm
by TribeOfBeavers
Denton wrote:~
I was bored and did the calculations:

For 150 of one damage type:

10 bicaridine/kelotane
1 Atropine
1 Epinephrine
3 Oxandrolone/Salicylic Acid

Leaves 30 damage


For 75 brute and 75 burn:

4 Kelotane and Bicaridine
1 Epinephrine
4 Atropine
1 Oxandrolone and Salicylic Acid

Left about 26 of each type (52 total)

Re: Little things you learned that are game changing

Posted: Thu Dec 14, 2017 12:29 am
by Calibraptor
Targeting legs with double esword

Re: Little things you learned that are game changing

Posted: Thu Dec 14, 2017 7:30 am
by DemonFiren
Calibraptor wrote:Targeting legs with double esword
Remember: no legs