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Re: Simple Questions Thread

Posted: Tue Jan 13, 2015 9:16 pm
by DemonFiren

Bottom post of the previous page:

So ":g absorbing AI" actually happened for a while?

Re: Simple Questions Thread

Posted: Tue Jan 13, 2015 10:37 pm
by Vigilare
- what are the best all-purpose syndie items

like, say you got 20TC and some generic objective... what do you buy

- alcoholic drinks from the bar, which is the strongest

- how many pairs of cuffs should sec carry at once

Re: Simple Questions Thread

Posted: Tue Jan 13, 2015 10:50 pm
by Malkevin
I carry three cuffs, the bare minimum of two plus one spare.

Re: Simple Questions Thread

Posted: Wed Jan 14, 2015 10:29 am
by peoplearestrange
Malkevin wrote:I carry three cuffs, the bare minimum of two plus one spare.
I generally carry 3 as well. Though only 1 real set of cuffs (in internals box) and 2 zipties (one on belt one in pocket or backpack)

Re: Simple Questions Thread

Posted: Wed Jan 14, 2015 10:50 am
by Malkevin
I dont know why anyone would use zip ties.

They're shit.

Same cuff time as normal cuffs (or if there is a difference its negligible)
They can resist out of them in only 30 seconds compared to two minutes (this by the way made beepsky useless, sure he tells you where he arrested someone but its quite possible for them to resist out of the zip cuffs before you get there), this is especially annoying when you're questioning someone and they resist out whilst you're typing.
And you can't reuse them.

Because of points two and three I pretty much don't bother unbuckle cuffing people because they can do it themselves in just as much of a time frame.


I don't care if they look more tactitool, rl SWAT uses them because they can carry a bundle of a dozen without suffering any encumperance. AFAIK zip cuffs can't be stacked.

Re: Simple Questions Thread

Posted: Wed Jan 14, 2015 11:06 am
by Whoisthere
Zipties aren't reusable and are easy to take off so you can cuff a minor nuisance with them when you have bigger fish to fry without worrying about uncuffing said nuisance later/worrying about those same cuffs being applied to you.

Re: Simple Questions Thread

Posted: Wed Jan 14, 2015 1:13 pm
by peoplearestrange
Whoisthere wrote:Zipties aren't reusable and are easy to take off so you can cuff a minor nuisance with them when you have bigger fish to fry without worrying about uncuffing said nuisance later/worrying about those same cuffs being applied to you.
Pretty much this. Or if its a group and Im worried about them disarming me or uncuffing their friend and then trying to re-cuff me with the then "free" pair of cuffs. Plus zip tying perma prisoners is really usefull. Can just let them resist out and dont have to retrieve a pair of cuffs, giving them no chance to dunk you.

Re: Simple Questions Thread

Posted: Wed Jan 14, 2015 1:27 pm
by Malkevin
Buckle to bed > start uncuffing > count to 2 > apply stun baton > ctrl-click cuffs > run out of cell > laugh at them calling you shit

Re: Simple Questions Thread

Posted: Wed Jan 14, 2015 1:30 pm
by Steelpoint
When I'm throwing them in perma I buckle them to the bed, run out, activate the flasher, go back in, uncuff them and run out. That works for me.

Re: Simple Questions Thread

Posted: Wed Jan 14, 2015 1:36 pm
by Malkevin
Always found the stun would wear off just as I'd uncuffed them with the wall flasher

Re: Simple Questions Thread

Posted: Sun Jan 18, 2015 9:54 pm
by Xhuis
Is there a way to make a burn chamber that doesn't start cooling down as soon as the fire dies? Even sealing this in space doesn't seem to help.

Re: Simple Questions Thread

Posted: Sun Jan 18, 2015 11:01 pm
by Malkevin
Do stuff to make your burn mix in your canisters combust.

Re: Simple Questions Thread

Posted: Mon Jan 19, 2015 1:36 am
by Xhuis
What do you mean? I'm very stoopud when it comes to atmospherics.

Re: Simple Questions Thread

Posted: Mon Jan 19, 2015 7:13 pm
by Cipher3
1. What does the experimentor do?
2. What does it take to reproduce real chem machines?

Re: Simple Questions Thread

Posted: Mon Jan 19, 2015 7:56 pm
by Vigilare
1. magic
2. you don't, you make portable chem machines and upgrade them with an RPED for more chemicals

Re: Simple Questions Thread

Posted: Fri Jan 23, 2015 1:54 am
by AnonymousNow
Three miners sit around a table and eat warm donk pockets. One of them suffers mild poisoning - one of them suffers severe poisoning, from something the sleeper calls "Bad Food".

What exactly is "Bad Food", and where does it come from?

Re: Simple Questions Thread

Posted: Fri Jan 23, 2015 1:56 am
by Wyzack
Is it maybe a reagent found in the failed meals that come out of the microwave?

Re: Simple Questions Thread

Posted: Fri Jan 23, 2015 3:07 am
by Cipher3
Wyzack wrote:Is it maybe a reagent found in the failed meals that come out of the microwave?
This is exactly what it is.

It shouldn't be in donk pockets. Report the bug.


...We can warm donk pockets again? Hooray

Re: Simple Questions Thread

Posted: Fri Jan 23, 2015 10:04 pm
by AnonymousNow
Cipher3 wrote:
Wyzack wrote:Is it maybe a reagent found in the failed meals that come out of the microwave?
This is exactly what it is.

It shouldn't be in donk pockets. Report the bug.


...We can warm donk pockets again? Hooray
I'm going to try to replicate it first. The circumstances were a little more complicated, in that I was perfectly fine with my donk pocket, but the last lot of food cooked by the microwave was two donk pockets (and turned into a pile of burnt muck which nobody ate).

Also I used the smoke spell around that time...

Re: Simple Questions Thread

Posted: Sat Jan 24, 2015 2:10 am
by Wizardjenkins66
How is the shoulder holster supposed to work? The Cowboy gun doesn't even fit in it.

Re: Simple Questions Thread

Posted: Sat Jan 24, 2015 2:32 am
by Luke Cox
How can I make my own anesthetic mix that won't kill someone? I like using it as HoS to control prisoners and for... special punishments. I tried making a 1/2 O2 1/2 N2O mix and it killed a cultist. I'd like to avoid that.

Re: Simple Questions Thread

Posted: Sat Jan 24, 2015 3:50 am
by Wyzack
Pretty sure shoulder holster is bugged. Mostly because it looks like the bandolier and can only hold one shotgun shell

Re: Simple Questions Thread

Posted: Sat Jan 24, 2015 3:05 pm
by Vigilare
Luke Cox wrote:How can I make my own anesthetic mix that won't kill someone? I like using it as HoS to control prisoners and for... special punishments. I tried making a 1/2 O2 1/2 N2O mix and it killed a cultist. I'd like to avoid that.
internals are weird, they need to have 100% oxygen at 16kPa; 50% oxygen at 32kPa; 25% oxygen at 64kPa.. etc etc
it's a really bad idea to give someone 50% oxygen internals unless you set the tank output pressure to over 32kPa, otherwise they'll die of suffocation

if you really need anaesthetic, medbay has some in the surgery room that they never use (because surgery doesn't hurt unless your M.D sucks)
failing that, 15u chloral hydrate in a syringe gun will sedate - and 30u will kill

anaesthetic tanks are hard to mix, but if you can, 1/2 O2 and 1/2 N2O does work, so long as you set the O2 tank (the one you put in the big canister, the one that gets filled up) to ~32kPa

when they start sleeping, it's probably a good idea to take it off though
(pester RnD for a rapid syringe gun, and chem for sleep toxin or chloral; it's a lot easier)

Re: Simple Questions Thread

Posted: Sat Jan 24, 2015 3:11 pm
by Ricotez
Vigilare wrote:internals are weird, they need to have 100% oxygen at 16kPa; 50% oxygen at 32kPa; 25% oxygen at 64kPa.. etc etc
The idea is that, regardless of gas mix and the pressure you inhale it at, there has to be 16kPa oxygen in it or you suffocate. I'm not sure if that would work in real life, but it's how the math works in the game.

Re: Simple Questions Thread

Posted: Sat Jan 24, 2015 4:49 pm
by Vigilare
in real life, if you breathe in 95% N2O and 5% O2 at 320kPa (= 16kPa oxygen, 304kPa N2O), you're gonna have a bad time

filling a tank to 1014kPa pure O2 and having it output at 16kPa will make it last a loooong time

Re: Simple Questions Thread

Posted: Sun Jan 25, 2015 12:06 pm
by Kot
Is there any way to deconstruct firelocks? I tired every tool, even RCD doesn't work! D:

Re: Simple Questions Thread

Posted: Mon Jan 26, 2015 3:32 pm
by peoplearestrange
Why would you need to decon a firelock? A simple crowbar, or shift click as a silicon opens them if they're closed.
I don't think you can decon them anyway, much like shutters and blastdoors.

Re: Simple Questions Thread

Posted: Mon Jan 26, 2015 5:16 pm
by Wyzack
Apply singulo

Re: Simple Questions Thread

Posted: Mon Jan 26, 2015 7:21 pm
by Saintish
is there any way to counter residual radiation in SS13? like, say you have 3 PAs firing at each other in a chamber as a sort of execution device, how do you keep that radiation from spreading and killing the rest of the crew?

i got 6 PAs to make one this one round but admins said 'no' and it was all for naught

Re: Simple Questions Thread

Posted: Mon Jan 26, 2015 7:46 pm
by Malkevin
PAs only irradiate you if the projectile travels over your mob, they're basically radiation guns.
Funfact: PAs have a weird bug that causes the projectile to spawn +2 tiles away from the front of the gun, meaning that the tiles directly under the Box-station PA are completely safe to move over

If I remember rightly uranium walls and the singulo are irradiate based on LoS.


Radiation is pretty snowflakey so it really depends on what you're doing.

Re: Simple Questions Thread

Posted: Mon Jan 26, 2015 7:48 pm
by Phalanx300
How to ride on a Mule as a AI? Heard it was possible but not quite sure how to do it.

Re: Simple Questions Thread

Posted: Mon Jan 26, 2015 7:59 pm
by Malkevin
Unbolt yourself, get an engineering borg to drag you to the mule and then hack its loading ramp

Re: Simple Questions Thread

Posted: Mon Jan 26, 2015 9:02 pm
by Braincake
Malkevin wrote:If I remember rightly uranium walls and the singulo are irradiate based on LoS.
It's the range of LoS, but they do irradiate through everything, including rwalls. Uranium walls hidden behind regular walls can be a real killer.

Re: Simple Questions Thread

Posted: Tue Jan 27, 2015 9:42 am
by Kot
peoplearestrange wrote:Why would you need to decon a firelock? A simple crowbar, or shift click as a silicon opens them if they're closed.
I don't think you can decon them anyway, much like shutters and blastdoors.
They're fucking pugly and break my immulshions when i build best Cargo ever, just because of that one firelock in mail office.
Add a way to decon firelocks, shutters and blastdoors 2015.

Re: Simple Questions Thread

Posted: Tue Jan 27, 2015 12:21 pm
by peoplearestrange
Kot wrote:
peoplearestrange wrote:Why would you need to decon a firelock? A simple crowbar, or shift click as a silicon opens them if they're closed.
I don't think you can decon them anyway, much like shutters and blastdoors.
They're fucking pugly and break my immulshions when i build best Cargo ever, just because of that one firelock in mail office.
Add a way to decon firelocks, shutters and blastdoors 2015.
Because that wouldn't be abused at all... Seriouesly blastdoors and shutters need not to be breakable as part of what then need to do (90% stopping greytide). If shutters were able to be deconed there would be no way to prevent anyone breaking into the HoP's office or the bridge etc. Plus firelocks are pretty damn useful for stopping the spread of fire. If they could be deconned, most would be, because assitants will break everything they can.

Let me re-purpose a hashtag that some may know well:

#assistantsruineverything

Re: Simple Questions Thread

Posted: Tue Jan 27, 2015 1:14 pm
by Malkevin
Do stun turrets still fire tasers or disabler beams now?

Can porta turrets be built to fire disablers?

Re: Simple Questions Thread

Posted: Tue Jan 27, 2015 3:07 pm
by DemonFiren
Stun turrets fire tasers afaik.
Portable turrets? Just build them with a disabler.

Re: Simple Questions Thread

Posted: Wed Jan 28, 2015 2:08 pm
by Jordie0608
I'm pretty sure it targets the one activated first.

Re: Simple Questions Thread

Posted: Wed Jan 28, 2015 2:27 pm
by DemonFiren
I always figured they went by proximity.

This is a question that requires a practical test.

Re: Simple Questions Thread

Posted: Thu Jan 29, 2015 6:30 am
by mikecari
What foods contain xeno-microbes? Like the shit that mutates people.

Re: Simple Questions Thread

Posted: Thu Jan 29, 2015 7:00 am
by ExplosiveCrate
Anything with xeno meat used to contain it, but not anymore.

Re: Simple Questions Thread

Posted: Mon Feb 02, 2015 9:30 am
by Luke Cox
What all can you implant in yourself? Sec-lights are obvious, but I want to experiment a little. Specifically, can you implant pAIs?

Re: Simple Questions Thread

Posted: Mon Feb 02, 2015 10:58 am
by peoplearestrange
Luke Cox wrote:What all can you implant in yourself? Sec-lights are obvious, but I want to experiment a little. Specifically, can you implant pAIs?
When you say implant do you be via surgery in your chest cavity? I think you can put anything that will fit in your pocket, and yes that includes pAI's.

Re: Simple Questions Thread

Posted: Mon Feb 02, 2015 12:48 pm
by DemonFiren
And yes, that includes large chemnades. Because fuck explosive implants.

Re: Simple Questions Thread

Posted: Mon Feb 02, 2015 8:21 pm
by Not-Dorsidarf
Also bluespace-beaker potassium-water grenades can set to trigger by prox and then hidden in a backpack. or set with moustraps and put on the floor in a box or something

Re: Simple Questions Thread

Posted: Tue Feb 10, 2015 11:03 pm
by Luke Cox
How do you reach the DJ station and the white ship with telescience gone?

Re: Simple Questions Thread

Posted: Tue Feb 10, 2015 11:09 pm
by Wyzack
Do the different colored names in the vending machine menu mean anything? They can be blue, green, red or i think maybe yellow?

Re: Simple Questions Thread

Posted: Tue Feb 10, 2015 11:38 pm
by DemonFiren
I always assumed it was for flavour.

Re: Simple Questions Thread

Posted: Wed Feb 11, 2015 3:11 am
by Xhuis
Luke Cox wrote:How do you reach the DJ station and the white ship with telescience gone?
There's two possible ways:
1. Jump into space and drift until you find something, then compare it with the rest of the z-level
2. Jump into space and drift until you find what you are looking for

Re: Simple Questions Thread

Posted: Wed Feb 11, 2015 3:34 am
by Kangaraptor
Luke Cox wrote:How do you reach the DJ station and the white ship with telescience gone?
If you download a copy of the source code you can open it up and see all the maps. Pretty easy to tell where you are while space drifting when you do it.

Re: Simple Questions Thread

Posted: Wed Feb 11, 2015 8:39 am
by Luke Cox
How does the gas chamber in the prisoner transfer center work? I wrench the tanks in place, set the gas pump on to maximum pressure, but the air injector does nothing. Is there something I'm not doing?