Guide to Awesome Miscellaneous Stuff: Difference between revisions

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=[[File:Hud-inventory.png]] Gameplay/Interface=
=[[File:Hud-inventory.png]] Gameplay/Interface=
* You can click on the 'Chat' button at the bottom of the Dreamseeker window, and never have to type 'Say' again.
* You can click on the 'Chat' button at the bottom of the Dreamseeker window, and never have to type 'Say' again.
* Control + arrow key makes you face that direction.


* Have throw active and you will automatically catch things. Dodgeballs are bugged and you can't catch them.
* Have throw active and you will automatically catch things. Dodgeballs are bugged and you can't catch them.
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====Against a Malfunctioning AI====
====Against a Malfunctioning AI====
* Cutting power to the powernet is the difference between a malf AI making every door a death trap or a laughable 6 damage stun.
* Cutting power to the powernet is the difference between a malf AI making every door a death trap or a laughable 6 damage stun.
* There is an easier method to kill an AI than to thermite in: science should build an AI circuit board, cut cams all around arrivals, build it next to a wall comm, and put a brain in. Law 1 AI, other AI is killing humans, turn off the APC in the core while I distract the AI.


* Cutting power by turning off the SMESes is no longer a good idea. The emitters run directly off the grid, so turning off SMES output will result in the singularity escaping in a short time. Instead what you should do is cut the power line between the SMES output and main grid.
* Cutting power by turning off the SMESes is no longer a good idea. The emitters run directly off the grid, so turning off SMES output will result in the singularity escaping in a short time. Instead what you should do is cut the power line between the SMES output and main grid.
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* Emagged Engiborgs get an electrified arm, which stuns when you touch something with it. This stun works on other cyborgs. ....but you can already stun other cyborgs with your flash. The stuttering it produces, however, is hilarious. Try zapping the AI with it.
* Emagged Engiborgs get an electrified arm, which stuns when you touch something with it. This stun works on other cyborgs. ....but you can already stun other cyborgs with your flash. The stuttering it produces, however, is hilarious. Try zapping the AI with it.


* A borg's flash will not burn out, unless it has been EMP'd while the flash is out, then it's bro-ken forever. Borg flashes recharge overtime, similar to a secborg's taser.
* You use less power as a cyborg by having less active modules.


* When I said that borg flashes never burn out, apparently that's not true, BUT! If you recharge, it will be repaired/replenished. The same goes for things like metal and wires for engiborgs. So basically any finite material a borg has can be replenished by recharging.
* When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for engiborgs. So basically any finite material a borg has can be replenished by recharging.


* Engiborgs and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them and secborgs can walk on their taser shots and change direction (if you're quick enough, otherwise you're stopped in place usually).
* Engiborgs and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them and secborgs can walk on their taser shots and change direction (if you're quick enough, otherwise you're stopped in place usually).
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=[[File:Generic_captain.png]] Command/Captain=
=[[File:Generic_captain.png]] Command/Captain=
* As Captain, you should ALWAYS have the pinpointer on you. That's the item you use to locate the Nuclear Disk, the guarding of which is your entire job.
* As Captain, you should ALWAYS have the pinpointer on you. That's the item you use to locate the Nuclear Disk, the guarding of which is your entire job.
* Test fire the teleporter first. Enjoy not getting spaced.


* The captains cap is not only armored, it is spaceworthy
* The captains cap is not only armored, it is spaceworthy
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=[[File:Generic_chaplain.png]] Chaplain=
=[[File:Generic_chaplain.png]] Chaplain=
* Chaplains can bless practically any water container by whacking them with their bibles, making holy water.
* Holy water, aside from preventing wizards/wraiths jaunting, also have the advantage of being non-slip. So Chaplains should go around whacking the janitors bucket to prevent him being an asshole.
* Blessing fire extinguishers as a chaplain makes you able to cover a huge area in holy water.
* Blessing fire extinguishers as a chaplain makes you able to cover a huge area in holy water.


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* If you implant a guy with a flashlight, he can still use it as a flashlight, and even toggle it.
* If you implant a guy with a flashlight, he can still use it as a flashlight, and even toggle it.


* If you are a pAI and your master get cryoed, if you are with him you can instaeject him in case doctors forget him.
* On that note, if you are cryoed and the doctors forget about you, you can eject yourself by right-clicking on the pod and clicking eject-occupant. It takes 2 minutes. I find it that it's generally a good idea to start the ejection process as soon as you're put in a tank since 2 minutes is enough to heal from whatever clone damage you have suffered.
 
* Bruise packs and ointments are not 5-use items, but 5-item stacks of 1-use items. Never give science a full stack of packs again.


* On that note, if you are cryoed and the doctors forget about you, you can eject yourself by right-clicking on the pod and clicking eject-occupant. It takes 2 minutes. I find it that it's generally a good idea to start the ejection process as soon as you're put in a tank since 2 minutes is enough to heal from whatever clone damage you have suffered.
* Raw carrots heal eye damage.


* You can use a health analyzer on a body to see the time of death.
* You can use a health analyzer on a body to see the time of death.
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===[[File:Chemist.png]] Chemistry/Chemist===
===[[File:Chemist.png]] Chemistry/Chemist===
* The effects of chloral don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. Anti-toxin completely negates chloral, however.
* The effects of chloral don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. Anti-toxin completely negates chloral, however.
* The effects of different chemicals stack, meaning if you inject someone with a 50/50 kelo/derma they'll heal almost twice as fast, add a bit of tricord to other chemicals and its no longer as useless.


* Stimulants will wake you up from an overdose of chloral
* Stimulants will wake you up from an overdose of chloral
* The Science Goggles in chemistry act as beakers.


* If you are planning to make a medicine that has tricord and doc's delight, if you use the DD made by the bartender, proportions will fuck up. If you drop 10 tricord and 10 DD you get 13 tricord and 7 DD. Instead, if you use the DD you get from grinding Syndicakes, proportion will remain. You drop 10 and 10, you get 10 and 10.
* If you are planning to make a medicine that has tricord and doc's delight, if you use the DD made by the bartender, proportions will fuck up. If you drop 10 tricord and 10 DD you get 13 tricord and 7 DD. Instead, if you use the DD you get from grinding Syndicakes, proportion will remain. You drop 10 and 10, you get 10 and 10.
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* If someone has a cavity implanted item, you can instantly remove it by monkeying them.
* If someone has a cavity implanted item, you can instantly remove it by monkeying them.


* Geneticist, eject half-cloned body, put in cryo which has clonexadone and cryoxadone beaker inside and save loads of time.
* Clones start with 190 clone loss and 99 brain damage, they can be ejected with a geneticists ID at 120 clone loss (about 40% complete). The cloner takes about 2:30 minutes to pop out an, almost, complete clone. Ejecting at 40% then sticking in a cryotube with '*Urist's healing tincture*' speeds up the process by only a few seconds, but does mean you can clone multiple people at once. Force ejecting by either turning off APC power or emagging the clone tube then shoving them in the cryo tubes does finish them almost twice as fast AND means you can clone 3 people at the same time.


* If you have access to genetics, change your identity if you're caught being a shitler. Keeps people off of you.
* If you have access to genetics, change your identity if you're caught being a shitler. Keeps people off of you.
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* You can scan Slime Jelly with the Odysseus and have it produce more.
* You can scan Slime Jelly with the Odysseus and have it produce more.


===[[File:Generic_rd.png]] Research Director===
* Cheatsheet for the researching RD:
**Materials: Micro manipulator, mining drill, advanced storage bin. From there you really should wait for more materials to come in because you can't do much without uranium or diamonds etc. Then destruct three uranium blocks, then a diamond drill (materials 7)
**Engineering: atmospheric analyser (in the blue toolboxes), destructive analyser board, exosuit fabricator, diamond drill. (engineering 5).
**Electromagnets: Atmos analyser, destructive analyser board, hi-powered laser... either mech heavy lasers or mech RCD, or now you can grab the telecoms equipment, and finally a subspace transmitter. (Level 6)
**Plasma: as you said. (plasma 4)
**Power manipulation: as you said except use a mining drill instead of a hyper capacity cell and a diamond drill for (power 5). And you can't destruct pacman boards/mrspacman boards without them being broken.
**Combat: Deconstruct a flamethrower first and then do durand weapons boards as you said, and finally if you really want to mech projectile armour (combat 6)
**Data: Micro manipulator, destructive analyser board, exosuit fabricator, durand weapons boards, message monitor. (prog 6)
**Bluespace: Beacon, teleporter circuit, telecoms relay board, bag of holding. (bluespace 5)
**Biotech: as you said. (biotech 5)
**Illegal tech: suspicious toolbox (on the derelict), Tyrant module, mech energy relay (Syndicate 4)


===[[File:Roboticist.png]] Robotics/Roboticist===
===[[File:Roboticist.png]] Robotics/Roboticist===
* Putting better parts in your robotics fabricator reduces the materials required to build stuff and the time equivalent to increasing the efficiency via materials science, so upgrading at the start helps a lot to get the most out of your starting metal. It stacks with materials science. In particular; the micro laser and manipulators as well as a high materials research will lower amount of materials used.
* Losing a mech to an explosion will eject you completely unharmed. (Probably a good idea to be in space gear though.)
* Losing a mech to an explosion will eject you completely unharmed. (Probably a good idea to be in space gear though.)


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* An oddysseus's syringe gun can scan many reagents. I’ve promised an admin on another server not to reveal what it is, but i can tell you, it makes a fully upgraded and armed gygax look like a joke when it comes to killing humans if you figure out what i mean. (Advanced Slime Toxin and frost oil?)
* An oddysseus's syringe gun can scan many reagents. I’ve promised an admin on another server not to reveal what it is, but i can tell you, it makes a fully upgraded and armed gygax look like a joke when it comes to killing humans if you figure out what i mean. (Advanced Slime Toxin and frost oil?)
===[[File:Pai.png]] pAI/Personal AI===
* pAIs can not only jack doors, but cameras as well.
* If you are a pAI and your master get cryoed, if you are with him you can instaeject him in case doctors forget him.




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* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use a carrot on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use a carrot on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.
* Tired of asking RD for circuit boards? Robotics has a circuit imprinter in it.


* Firesuits protect between 60 to 30,000 kelvin.
* Firesuits protect between 60 to 30,000 kelvin.
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===[[File:Generic_atmos.png]] Atmospherics/Atmospheric Technician===
===[[File:Generic_atmos.png]] Atmospherics/Atmospheric Technician===
* Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. But be careful with the pressure on the vent tile itself, if the pressure in the outgoing distro loop is very high it might be dan-gerous.
* Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. But be careful with the pressure on the vent tile itself, if the pressure in the outgoing distro loop is very high it might be dan-gerous. ADDED: Don't max the vents. Set the vents to internal and desired pressure 0 instead. Maxed vents at 5000 KPA in a 100 KPA room will output 2450 KPA in the first tick, then 1225 KPA, 612.5 KPA, 306.25 KPA, 153.125 KPA, etc etc (assuming vents are always provided with max air). Zero'd vents will output 5000 KPA, then 5000 KPA, then 5000 KPA, etc.
 
* If you're an atmos tech trying to repair a hull breach without a fire/space suit: Turn off the vents. No more air will be vented into the room, which means there won't be any space wind to fight against if you accidentally fall out the window.


* Atmos tech is actually an interesting job, disposal tubes give such a wonderful opportunities for killing people ,however it takes shitton of time to build thing you need.
* Atmos tech is actually an interesting job, disposal tubes give such a wonderful opportunities for killing people ,however it takes shitton of time to build thing you need.
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===[[File:Cult.png]] Cult===
===[[File:Cult.png]] Cult===
* You can stack Blood Drain runes infinitely, but stacking more than two is a death sentence to yourself due to the debuff that is applied to you afterward, but instantly sending someone into crit with one click is fairly hilarious.
* You can stack Blood Drain runes infinitely, but stacking more than two is a death sentence to yourself due to the debuff that is applied to you afterward, but instantly sending someone into crit with one click is fairly hilarious.
* Cultists can know a rune's words by examining a blood rune.


* Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you.
* Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you.
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* Disposal units with stuff in them have a little blue light at the bottom, which is dark when the disposal unit is empty (disposal units can be toggled not to eject their stuff).
* Disposal units with stuff in them have a little blue light at the bottom, which is dark when the disposal unit is empty (disposal units can be toggled not to eject their stuff).
* You can check how long a round has been going on for. Open a PDA and check the time, every round starts at 12:00; find the difference by taking 12 hours away from what the time currently says on the PDA. I.e: 13:37 - 12:00 = 1:37 - The round has been going on for an hour and thirty seven minutes.


* Various objects can be hidden (glitched or badmind) underneath the floortiles, this works very well with soap and bombs
* Various objects can be hidden (glitched or badmind) underneath the floortiles, this works very well with soap and bombs
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