Guide to Awesome Miscellaneous Stuff: Difference between revisions

Moved more tips outta here!
imported>Kosmos
m (Moved some tips outta here.)
imported>Kingofkosmos
(Moved more tips outta here!)
Line 1: Line 1:
{{needs revision
|reason=Lots of stuff out of date (bugs being fixed and/or content changed/removed), those things need to be removed.
}}
These are the "little things you learned that can be game changing" collected from the threads on the forum which can found [http://www.ss13.eu/oldtgforum/tgstation/Little%20things%20you%20learned%20that%20can%20be%20game%20changing.html here] (old OLD Forum), [http://ss13.eu/phpbb/viewtopic.php?f=3&t=30 here] (old forum) and [http://tgstation13.org/phpBB/viewtopic.php?f=2&t=55 here].
These are the "little things you learned that can be game changing" collected from the threads on the forum which can found [http://www.ss13.eu/oldtgforum/tgstation/Little%20things%20you%20learned%20that%20can%20be%20game%20changing.html here] (old OLD Forum), [http://ss13.eu/phpbb/viewtopic.php?f=3&t=30 here] (old forum) and [http://tgstation13.org/phpBB/viewtopic.php?f=2&t=55 here].
If some info is not up to date, or is duplicated, feel free to remove them. Everyone is free to add their awesome stuff!
If some info is not up to date, or is duplicated, feel free to remove them. Everyone is free to add their awesome stuff!
Line 37: Line 33:




=[[File:Generic_janitor.png]] Janitor=
*How to be a good janitor and not create a slipping hazard:
:# Get ammonia from chemistry (very easy for them to mass-produce)
:# Fill your mop bucket with 50 units
:# Fill the remainder of the bucket with water
* Instead of refilling the Light Replacer with light tubes/bulbs, you can refill it by using glass sheets.
* The bars of soap are a great cleaning implement on the station. They do not run out of ammo like spray bottles do. They can get those hard to reach places (like that vomit under the surgery table) that cleaning grenades can't.
* If (or when) your Janicart gets spaced, there is another one in maint above the chapel.
* Lose your shoes? Need more default Cleaner Grenades or buckets? Cargo can order a Janitorial Supply crate, if you ask nicely.
* Clicking a spray bottle while it's in your hand actually changes the pressure knob to use less of the content when sprayed. (Alternates between 5 and 10)
** Sprays can be sprayed up to 3 tiles away, cleaning 3 tiles at once, but only when firing at 5 units per spray.
** Right-Clicking on a spray bottle gives you the option to empty it.
* Not even your galoshes can save you from the evil of Space Lube.
===[[File:Janitor.png]] Traitor Janitor===
* Mousetraps can be used in combination with single tank bombs, if you're familiar with the process of making them
* A backpack full of mousetraps is by far one of the most annoying things to deal with when Security is searching you
* Soap and other cleaners can wipe prints off of a body of piece of evidence. Leave no trace.
* Bear Traps are actually fairly effective at crippling people if you manage to hide them underneath some other piece of trash (Pizza Box, etc.)
* Cleaner Grenades can potentially stop an entire party of pursuers by slipping them, or forcing them to stop - It can easily fill nearly an entire screen with slippery foam
=[[File:Generic_librarian.png]] Librarian=
*Librarian system is much more robust than most people think:
**You can activate barcode scanner to switch modes.
**You can use it to add printed books to your library's "inventory", then use the check in/check out computer to actually give people books for specified amount of time, like a real library would.
* You can cut inventory slots in books with wirecutters.
=[[File:Generic_security.png]] Security/Security Officer=
* Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
* The riot gear gives you excellent protection against melee attacks at the cost of defense from bullets and lasers. The ablative armor is the same, except for lasers. The bulletproof armor is the same as the other two, but protects against bullets.
* If you're wearing sunglasses/secHUD + a helmet/Warden's hat/HoS's hat OR a pair of earmuffs, flashbangs will only stun you for 5 seconds, otherwise you'll be down helpless for a full 20 seconds. This gives security 15 seconds (the same as a taser/stun baton) to slap the bracelets on the perp that’s too slippy to hit normally.
* If you're wearing sechud glasses and examine someone, you can change their wanted status by clicking on it in the description.
* Any blunt item applied to the head (this includes bibles) can de-revolutionize someone if you ran out of implants. This doesn't prevent them from being re-revved, though, and it'll knock them out for quite some time.
* Donuts heal security staff much more than the normal crew. Frosted donuts even more!
* There is a recharging station near arrivals that you can access from the desk outside of the security checkpoint. Good if you are a traitor and need to give your weapons a bit of juice without suicide running into Brig.
* You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
* Loyalty implants prevent someone from being rev'ed and deconvert revs. They also prevent someone from being culted but do not decult those tainted by the Dark Lord's power.
* If you are cloned you lose your loyalty implant.
* As a Security Officer, when you see someone set to arrest, friendly ask them to follow you to the brig first. You'd be surprised how often people cooperate even when they are criminals, and it saves you the hassle of SHITCURITY and HELP ME. You can always stunbuckle them if they refuse.
* If you get stuck in maintenance, summon Officer Beepsky through your PDA to open the door for you.
* You can retrieve the MMI from a beaten-to-death cyborg by welderbombing it, if you want it to fess up to who the potato is that subverted him and you don't have access to the robotics console.
* Armor is a lifesaver, even the base officer armor.
* Examining shell casing tells you what kind of ammo it is. .38? Detective. .357? Traitor. 12mm? Nuke ops. ADDED: .357 and 12mm could also point to a wizard round. .38 for that matter, too.
* Once you have a combat mech, the only two things that can stop you is high level antags (wiz / nuke ops / ninja),toxins, and Ion Rifles (R&D can make them and there is one in the Armory). Deal with all of these, and you’re a god among men. And yes, a hulk is shit against a Gygax spamming ac 2 SMG fire as well as KO punching him at close range. And no, xenos are shit against a Gygax due to the KO punch then ac 2 SMG fire.
* Gygax, set to harm intent: KO punch. And Gygax can overload in order to go at SANIC SPEED, so it can retreat at the cost of some damage.
* Riot shields have a good chance block melee attacks, even hugs.
* In addition, Riot Shields compleatly protect against Alien jump attacks and can block their disarms. If your fighting Aliens bring a Riot Shield.
* EMP'ed stun batons only lose 10% charge, can be a life saver (not that you get EMP'ed often).
* While using the security cameras console you can take a regular camera in your hand and take a picture of the image you are viewing through the console. You can finally get a picture of a suspect for your wanted papers.
* Mesons can detect bombs.
* Soap will keep you down for about 3-4 seconds. Peels for about 8 seconds. Water slips for about 10 s . Detective’s revolver for ~10 seconds. Egun stun is about 10 Seconds. It takes about 4 seconds to cuff someone.
* Giant Pussy? Unrobust? Security? Call Officer Beepsky to you, disable his patrol mode, then drag him around everywhere. Shift+click anyone who fucks with you and set them to arrest and Beepsky will ensure you never get robusted again.
* Security Camera consoles can track borgs.
* You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
* You can chain-open things by dragging containers in containers to your sprite. Can't actually take/put things, but it's slightly faster for checking suspect boxes.
* Filling half of the pepper spray with wielding fuel and having a zippo in pocket is pretty flamy thing, it gives a lot of fun to aliens if they are horribly unrobust.
* PRO SECURITY SEARCH TIP: Always check the Janitor's trash bag and the Chaplain’s bible.
* You can "defuse" ticking syndicate bombs by blowing them up with smaller bombs. Minibombs are the best method to do this.
* Disablers deal 34 holodamage, take three hits to do anything more than slowdown, and can be reflected. However, they paralyze hulks, so they can safely be dehulked, they knock out wizards, so they can't cast anything, and if someone has been knocked out by it, they are down for however long it takes for them to sleep off the holodamage, no shaking them back up. ADDED: Disablers are nice to have as a sidearm, or if you want to pass out guns. They get twenty shots.
===[[File:Generic_hos.png]] Head of Security/Warden===
* Here is a very secure and working brig setup by Malkevin: https://dl.dropboxusercontent.com/u/95696802/dorfbrig2.png
* If you label all the items in the armoury, and all items you distribute, you'll know exactly who fucked up and how when said items turn up in the backpack of the Clown.
* The HoS has the access required to nab the spare crew monitor board from secure tech.
* There is now a muzzle and a box of prisoner ID cards in the perma wing.
* If you fill full NO2 tank and put in on  a changeling (traitor) you can give them fate worse than death for time close to eternity.
* Implants:
** Chem Implants never get used. Fucking use them, ON YOUR OWN OFFICERS.
** Each Chem implant can be filled up with 50units of chems.
** I like to fill mine with Tricorder, Synaptizine, and Dexalin+. When an officer calls out for help over the radio, I can give him a remote injection of a healing, stun resistance and oxygen from my prison management console.
** Tracking Implants are your friend. Implant the Captain and HoS at least so you can find their naked corpses in space or maint. I wish there was a way to order more of these.
** Always implant suspected LINGs, this way if they change form you're wise to their bull-shit. (I didn't implant Sally Q. assistant, but oh look, they have a lil blue dot...)
** You can use tracking implants to give completely private orders to individual officers even while telecomms is down.
* Giving a parole + parole implant: Giving someone a lethal 50u Chloral implant to act as a killswitch in the event that it's reported that they are breaking the law. Fuck up, and the warden presses a button and you die.
* Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that
* Space Law is only a suggestion. The only thing that is actively non-kosher is executions/perma for non-capital crimes. So 10-minute sentences from littering can be handed out like candy. But expect a lyncing + ban/jobban for being a shitlord if you do it too much.
* People often forget that HoS has Cargo-access and if you need to get somewhere quick, go and make an RCD in the Autolathe and break a wall/door with it.
===[[File:Generic_detective.png]] Detective===
* If you want to check if a husk was drained or burned, try extracting blood from it with a syringe.
** Got a husk in genetics? No ID on him? Use the scanner on the body to get the fingerprints and you know who that poor sod was.
* An Advanced Mass Spectrometer will allow you to insert a blood sample, analyzing and listing the chemicals in the sample - This can be useful in finding abnormal toxins, if a body is fresh
* The built-in Medical Scanner function of your PDA will show time of death - This can be used to force alibis from your suspects
* You can put an empty speedloader back into an autolathe to recieve a full refund of materials
* You can use Meson Scanners to find hidden walls; they show hidden doors as open spaces when not in direct sight of them.
* The Detective's scanner can be used at range, to scan containers and such.
* You can get a person's fingerprints by directly scanning them with a forensic scanner.
* Got a husk in genetics? No ID on him? Use the scanner on the body to get the fingerprints and you know who that poor sod was.
* You are not an Officer. If you need to fill to role of absentee Security Officers, gear yourself appropriately and abandon your semi-autonomy from Security.
=[[File:Doctor.png]] Medical System/Medbay/Medical Doctor=
* If you implant a guy with a flashlight, he can still use it as a flashlight, and even toggle it.
* 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.
* Raw carrots heal eye damage.
*Heres a little something to stop you being a wasteful mofo with medicine. Per 5 units:
**Bicard heals 26 brute
**Dylovene heals 26 toxic
**Keloton heals 26 burn
**Dermaline heals 39 burn
**Tricordrazine heals 23 all
**Doctor's Delight heals 46 all
* You can use a health analyzer on a body to see the time of death.
* Starkist is just cola with orange juice. Thus will metabolize a bit faster and can be used as a very poor man's dexalin to speed up CPR.
* Cryo won't work on you if you have cold resistance. This is something EVERYONE should know:
** Insulating items like hardsuits, ins. gloves, gasmask, firesuits - they all slow down cryo or even stop it from working entirely.
** You do not have to strip people to the bone, but please, for the love of god(s), dont throw engineers in a spacesuit into cryo for 10 minutes before you realize that SUITS DESIGNED TO PROTECT ONE FROM THE COLD OF SPACE actually, really, protect from the cold.
** If the patient in question has cold resistance, you may want to try go old-school and actually apply some medicine yourself, lazy bum.
** That is, of course, if there's only cryoxadone or clonexadone in the tubes, since those need cold body temperatures to work.
** Also: just don't fill cryo with ONLY clonex. A mixture of cryox and clonex works faster because a) clonex requires an even lower temperature than cryox before it starts to work and b) given it's cold enough, they both work at the same time.
* If you're a field doctor and chemistry are too busy making space lube to fuck each other up the arse you can ghetto make tricord using the medivend: A bottle each of inapprov and antitox will give you a full syringe and beaker.
* Wearing ear muffs will heal ear damage.
* Wearing a blind fold will heal eye damage.
* You can clone people that have been turned into an alien, by extracting the alien's brain and shoving it into a human body.
* You can attach a stethoscope to your uniform and it'll make you look like you know what you're doing.
* You can drag&drop people onto the cryo tubes or the sleepers. This will also close the tube/sleeper right away.
** Sleepers can now dispense medicine other than inapprov for patients in critical condition.
** They still don't give anti-toxins though... yet mutagen/plasma poisoning is the most severe emergency, since the toxin damage will keep rising if the poison is still in the body.
** If somebody has been injected with a lethal dose of mutagen, the best to way to heal is hyronalin or even better arithrazine: mutagen does not cause toxin damage, mutagen causes radiation and being irradiated causes toxin damage. Arithrazine kills any bit of radiation in a few seconds, stopping almost all toxin damage. Mutagen poisoning is easy to spot: the patient will 'collapse' rapidly.... don't be an idiot and dump him into cryo; he will not survive if he's still poisoned.
** No competent chemist (i.e. no anti-rad medicine)? At least make him swallow an AT pill and then try cryo.
* Upgraded sleepers can dispense anti toxins and tricord.
* R&D almost always has some downtime between finishing mech research and getting Mining delivery. Bitch at them to upgrade the cloner, clone scanner and sleepers.
* A fully upgraded cloner negates clone damage and retardation. It can also clone suicides and husks.
* The sleepers in medbay will show any reagent in the patient’s body, not just the chemicals you can inject them with.
* Anti-toxin will not only heal poison damage, it will also actively remove certain reagents like Sleep Toxin or Plasma from the body.
* Showers (on cold) work just as well as cryo, as long as you have the drugs in your system.
===[[File:MedicalDoctor.png]] Traitor Medical Doctor===
* The stethoscope can be used to break into the safe. There's not much of value there, though.
* You can replace the cryos with acid, so instead of healing people will melt to death.
* Syringe guns are one of the most underrated and lethal weapons on the station. A simple 15 unit lexorine or plasma syringe will kill unless the victim receives medical care. If you have more time, you can also create interesting poison mixes that crit in less than 10 seconds, or add something that stuns to the mix. Anyone with a thick suit will block syringes though.
* You know those useless linen boxes in medbay and elsewhere? You can hide items in there.
===[[File:Generic_cmo.png]] Chief Medical Officer===
* Tips for the CMO:
** Put inaprov or Dex plus in your hypo. The most dangerous thing on the station is idiots pushing you away from dying guys, thinking it's more important they can make out with their cold, dying lips than you inject them. Inject the wrong guy with the hypo and he will meta and scream CMO IS A CHANG, so just put inaprov/dex plus and use it for dying dudes.
** Medical doctor and CMO players should try to learn a few basic chem recipes, the HoP will usually give you access.
** Tricord: Set the output to ten and press: carbon, oxygen, sugar. Then scroll all the way down: silicon, potassium, nitrogen = 60 units of tricord
** Then go beg the bartender for Lime Juice, Orange Juice, Tomato Juice, and Milk Cream, mix it with your tricord to make Doctors delight. You can mix the doctors delight 50 50 with tricord to make faster acting medicine, or just use Doctor's Delight for more potent medicine.
** For Bicard (heals brute damage): Set it to ten and do: carbon, oxygen, sugar, then set the output to 30 and press carbon.
** For Dermaline (heals burns): Set output to 20 then do: carbon, silicon, then set the output to 30 and do: oxygen, phosphorus. It'll have 10 kelo left over to just take that shit out.
** Dex Plus (use it instead of inaprov, instantly heals all suffocation damage): put 5 or 10 (depends on if you're too lazy to find the dropper) of plasma in a beaker, switch the output to 30 and press oxygen twice, then press: carbon, iron. (Always re-bottle the plasma using the ChemMaster, as chemistry only gets 40 units) Congrats.
** ADDED: I prefer a mixture of dex plus and doctor's delight. Unless the patient has been damaged while in crit, most of the damage below 0% health is due to oxygen loss. Dex plus effectively restores the patient to almost non-critical level, giving you plenty of time to get him to Medbay or use medicine - medicine like DD. Usually, after an injection with the hypo with DD and dex plus, the patient comes out of crit by himself. I havent used inapprovaline in ages (except in sleepers).
* Consider moving your Crew Monitoring Console out of your office is the other doctors can use it.
** You might remind the RD to get the Crew Monitoring Console board out of secure tech to use in telescience. (Useful for locating traitors teleporting them to you, then off into space somewhere)
===[[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 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 it’s no longer as useless.
* 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.
* Also, 1 pill with 10 Derma, 10 Tricord, 10 Bicard, 10 Dex+ and 10 DD will keep you alive in a raging fire or in space for a good amount of time (10 seconds completely unharmed).
* Ryetalyn-loaded syringe guns, use them to instantly shut down hulks.
* Don't waste your Dexalin Plus, just do 1u of Dex Plus and whatever amount of Inaprov. It's the same effect as just Dexalin Plus.
* If you're going to be in chemistry and have five minutes, I find it's often easiest to just create a couple of 10/10/10/10/5/5 tri/dex+/bic/derm/antitox/hyperzine pills. Sure it's a bit more effort, but they'll work in nearly all situations, and are great at popping people out of crit, and getting them moving again. For a more combat based one, you can always scale down on the antitox and put in synaptizine too. If you can get DD, you can put that in 10 of that instead of the hyperzine and 5 of the dex+. Only issue is that they are a bit of effort to make and that people will never actually use them unless you falsely label them as tricordrazine pills or whatever.
* You can grind up the Dexalinpills for an easy thirty units to fix up more cryoxadone without using plasma. Just snag a blue first aid kit out of an oxygen closet.
* Most people know that you can insert a beaker of chemicals into medical robots, but this doesn't seem to be used much. Try getting creative with it - dangerous chemical combinations, such as chloral hydrate, impedrezine and lexorin can turn a medical robot toggled back on at the right time into a somewhat subtle, hard-to-stop-without-access death dealer, whereas those of you with a heart may want to put in an improved mixture of healing chemicals, such as bicard-tricord-derma-antitox-dexalin plus.
* Make ryet/bicard/dermaline mix, load Medibot with mix, set to 5 damage inject threshold, 5 units. Geneticist finally gets hulk. Steps out to go on a rampage. "Hey you! You're injured" He loses hulk. Good against hulk but bad when you need to spacewalk and their kindness is going to remove this ability from you.
* 1u pills of vaccines work. More than one virus released? Mix two vaccinations together and make the 1u pills. cure 30 people with one batch.
** You can stretch that even further by just dilluting the vaccines. Inject 5 units into an empty beaker and top it off with water, you now have 10 injections with 0.5 units of vaccine each that still cure perfectly well. Unfortunately, dilluting it again to achieve 0.05 unit injections is not enough to cure anymore, or at least it wasn't when I last tried.
** Similarly, you can dillute the virion cultures you have, and end up with 0.5 unit injections of infected blood that still guarantee infection. Injecting this into a glass of water causes it to remain a glass of water, only dangerous, which you can then feed to people to easily infect them after they slip for a second or so. Strangely enough the added dillution for this case doesn't seem to affect the infection chance.
** In contrary to this: you can't dillute virus food / mutagen / plasma / synaptizine to stretch their usage. It's hardcoded to require 5 units for a reaction, so you gotta bug the chemist a bit more.
*A quick way to make clonex and dex plus in one swoop is:
# Grind a dexalin pill, giving 30 dexalin
# Add 10 carbon and iron, 20 water and oxygen
# Make dex plus bottle and one cryoxadone bottle, keep 30 cryoxadone in the beaker
# Add 30 sodium
# Put the beaker into the grinder, add plasma, and grind
# Results in: a bottle of dex plus and cryoxadone, 2 bottles of clonexadone.
# Takes about a minute and I always found it a hassle to mix clonex (put plasma in, plasma out, plasma in, plasma out...)
* Medbay sabotaged? Need to save those patients but no cryo tubes? Inject them with cryox/cloneox and stick them under a wrenched shower. It will actually cool them off enough for the meds to work.
* Also, 10u mixtures of cryox/cloneox/bicarid/derma/DD is robust as fuck in the tubes.
* Desperate for precious plasma? Miners absent, slimes dead, chemistry being stingy? Take apart an r-wall and grind it! Not like the gateway room is using those things, anyway. Two sheets of plasteel are worth forty liquid units.
* Spessmen process reagents (like drugs) 0.4 units per tick, with different chems being processed in parallel.
** The chemical reagent cap is 1000. Tricordizine 500 and synaptizine 500 in your system at start of round (TRICORD FIRST) and you’re a walking ling. Take them in pills, in 5 minutes you can get both of them if you use both chem dispensers. By default, chemicals will be consumed at 0.4 units EACH per tick. So the above example of synaptizine + tricord is 500 / 0.4 * 1.8, giving 2,250 seconds, or 37.5 minutes.
* ChemMasters, and the chef's condiment thing, work on Star-Kist and other drinks. Also glasses and bottles.
* Chemists have what may be the easiest access to space in the game: Make large amounts of Lepo-razine - Copper, Silicon and a 5u plasma catalyst. Then make a bunch of doctor's delight (it's easy to get ingredients from the bartender, they're usually more than happy to trade for some tricord). You can find the red spacesuit pretty quickly on the derelict or mining station too.
* You can navigate space without a suit or internals. Just pack a ton of dexalin+, leporazine, and DD in several pills.
* Pill bottles work like mining satchels and plant bags. So you can just click a pile of pills and they will all go in. ADDED: More pill bottle stuff: you can insert it directly into the chem dispenser to use it from there.
* You can inject cigarettes/cigars with 15u of chemicals to provide a steady dose while it's lit. A cigar will hold more, 30u IIRC. A cigar full of Synaptizine and Bicard or tricord makes for a pretty robust dude.
* You can inject 15 units of welder fuel into a cigarette (or dip the cig in it) and it will explode once you light it, playing the explosion sound and everything (it doesn't hurt you or anything). Hilarious when you start blowing up a whole packet and people can't understand what the hell is going. Lighting a cigarette with only 5 or 10 units in it will only produce sparks.
* Inject your cigarette with space drugs. Smoke the reefer.
* Chemist labcoats can hold large beakers.
* A bluespace beaker water-potassium grenade will hit bombcap, detonates instantly instead of waiting for atmospherics processing, can't be disarmed, and is incredibly easy to hide.
* Note that as a result of human reagent cap being 1000, drinking tons and tons of water, say from a botany water backpack, will make you immune to parapets and syringe guns. You have to constantly keep drinking to be "immune" from them, though. And gotta chug at least 15 units of water every single minute to stay hydrated.
# Be Chemist
# Make a SHIT ton of dexalin. Eat a SHIT ton of your pills. Make more pills.
# Now suicide.
# Your a walking zombie. If the dexalin runs out, you start to die FAST.
# My favorite thing to do, is to become a dexalin zombie and then lie down somewhere in the hallway and when people try to loot you, jump and yell "BOO".
====[[File:Chemist_action.png]] Traitor Chemist====
*A mixture that's four times as lethal as Cyanide:
:Five units of the following in one pill (damage of each roughly):
:* Plasma (~40 toxin damage)
:* Sulphuric acid (~13 toxin damage, ~5 brute damage)
:* Polytrinic acid (~26 toxin damage, ~10 brute damage)
:* Chlorine (~15 brute damage)
:* Thermite (~15 burn damage)
:* Lexorin (~40 oxygen damage, 5~ brute damage)
:* Plant-B-Gone (~15 toxin damage)
:* Welding fuel (~15 toxin damage)
:* Toxin (~19 toxin damage)
:* Arithrazine (~3 brute damage)
* Beepsky Smash inside of a Hypospray or syringe gun is very powerful. Beepsky Smash paralyzes when you hit someone. You can get bar access pretty easily as chemist/CMO by telling the HoP you want doctors delight ingredients. Beepsky Smash knocks the victim down again if someone tries to shake them back up. 5 units in an eyedropper lasts about as long as the ole parasting did, and it's even better in a syringe gun where one shot means they can't move. A 50 unit pill of Beepsky Smash is something to be terrified of.
* A polyacid/sulphuric acid mix shot from a spray bottle does not do any more damage than just straight polyacid. Likewise, a 5 unit spritz hurts just as much as a 10 unit spritz.
* If you inject chemicals into someone and gib them, their meat will inherit a portion of that chemical. Parapen someone, grind them into meat, grind that meat with your grinder, make a condiment bottle of zombie powder, squirt that into people's eyes with an eyedropper..... Always remember to recycle, folks.
* 15u of Plasma is a lethal dose. Meaning a single syringe gunshot and the target will die without anti-tox treatment. You'll be dead within 30 seconds with 15u of plasma.
* If you buddy up with a botanist and make them tons of mutagen, they can get you koibeans, which contain carpotoxin. this lets you make zombie powder, which is literally parapen juice.
* Mix a grenade using one bottle with 20 Polytrinic Acid and 10 Potassium and the other bottle with 10 Phosphorous and 10 Sugar to make a polyacid smoke grenade which makes acid melt anyone nearby. Staying in the smoke the entire time knocks anyone inside to critical.
*Poly Acid will melt shit down. Remove all evidence.
* You're able to fill eggs with chemicals and throw it at people and apply the chemicals effect to them. It is much more effective then a syringe since you can fill an egg with 48u, you don't carry a weapon that could warn your enemy and it looks so harmless and innocent.
* Plasma smoke reactions are stupidly robust.
** Even 5 units are enough to flood a much larger area than what you get when you release a plasma canister in the hallways. Better yet, the plasma is so damn cold that it will keep expanding by cooling down the air nearby. Even internals won't protect you as it's so cold that you'll die from it.
** It's so good, releasing a single grenade in the huge metastation escape shuttle is enough to kill everyone inside without a firesuit. Actually, sometimes you even die with a firesuit if you put enough plasma in the grenade. And that is without even igniting it, purely from the freezing cold gas.
* Sprayed poly acid melts bullets.
===[[File:Generic_virologist.png]] Virology/Virologist===
* Virology can turn you into just as much as a superhuman as Genetics.
* Coughing as a symptom makes people drop grabs and can thus be used to make changelings miserable as they keep dropping absorbs.
* A perfectly made virus blend from virology can heal you at a slow, but decent rate, even out of critical condition. A person can only be infected by three viruses at a time, I believe. A virus blend that has three instances of the following symptoms will heal you from crit (assuming there is no other source of damage present), protect you from suffocation, and allow you to run at max speed even if you have a bulky exosuit with active magboots. Toxic Filter, Toxic Compensation, Self-Respiration, and Stimulant. Add Weight Even to one of the strains to grant hunger immunity, and something else such as Eternal Youth to give yourself a third unique strain. Matching symptoms in different virus strains will stack with each other.
** Viruses with different, unique symptoms can be mixed together in a beaker to produce a strain with some or all of the symptoms of component strains.
* If you actually do manage to make a beneficial virus and want to distribute it, have a superior vet it and ask them to announce it to the station via their desk.
* Iif you get denied a crate (probably more than half your rounds), ask Engineering for a share of their plasma ask the HoP for mining access so you can get your own plasma. (This is the only reliable way you are going to get plasma!) mix enough times and you can discover liver enhancer by yourself!
** If you get a virus with unwanted symptoms, use your dropper set to transfer one unit of synaptizine to your virus. Your 30 unit bottle will be good for a full 30 uses! So many problems would be solved if plasma were the same...
* If you are a virologist who wants the most from a beneficial virus, but cannot fit all the desired symptoms into one strain, consider removing "Weight Even" from your symptoms if you already included stimulant. All that hunger does is reduce a person's speed; Stimulant totally negates all slowdowns, and thus this renders Weight Even redundant.
====[[File:Virologist.png]] Traitor Virologist====
* Spreading an infectious and deadly disease, while extremely effective, should be a last resort, because it causes everyone to scream over the radio LYNCH THE VIRO! Unless you aren't viro, which is great.
=[[File:Scientist_generic.png]] Science/Scientist=
*RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It'll replace the parts in the machine with the next best parts in the RPED!
**Using an RPED on a machine will tell you what parts it's made of!
**You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!
* Slimes will glomp you if you hug them enough times.
* Golems cannot slip. A golem with a spray bottle or a bucket is one of the most dangerous things in the game.
* You can easily kill slimes with TK. You don't even have to get close to them to kill them. Just tele-throw something like floor tiles or metal sheets at them from another room.
* Friendly Spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.
* Black extracts turn people into actual slimes, green extracts only turn people into googirls/guys.
* Also black/green slime work even in fairly minute amounts, you can throw 1 unit of green/black extract in 40 units of water and the resulting 5 unit injections would still have an effect.
* If you have bluespace slimes and large grenades you can use them together to make a weaponized teleport. Space all the beacons you can and then make more and space them as well. Huck the grenade in confined spaces (i.e. the shuttle) and delight as large portions of the crew are probably thrown into deep space. Just make sure you're out of the grenade's range. ADDED: Stash the grenade in one of the shuttle's medkits/lockers and activate with a signaler.
* The slime processor and the chef's food processor are the same thing. So you can grind slimes in the chef's food processor and make fries in the slime processor!
* Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.
* If you're making a typical valve transfer bomb, don't follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.
* You can now research and build cyborg rechargers.
* Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.
* Plasma cutters (AKA infinite welders) can cut through regular walls without causing damage to your eyes.
* You can scan Slime Jelly with the Odysseus and have it produce more.
* I recently learned that you can move all the equipment in xenobio so you barely have to leave the slime pens to process monkeys and dead goo. That was such a timesaver. I was running the whole way back every time.
* If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.
===[[File:Generic_scientist.png]] Traitor Scientist===
*Test Range firing pins can be emagged to work like a normal firing pin.
*With enough illegal research, you can make things like universal suppressors and ebows.
* Orange slime extracts can be used as ghetto firebombs.
* How to ruin someone's day with slimes:
** Red - Makes all slimes within sight range hyper aggressive. Also makes glycerol with blood in case you want to make a stupidly large hole in the station with a bluespace beaker grenade.
** Green - Produces 1 unit of a chemical that turns people into slime persons. Use it on someone and convince the AI that they're a danger to humanity. Needs at least 5 units for it to work in a smoke grenade.
** Black - Turns people into actual slimes, no fort save. Again, 5 units in a smoke grenade will make for a very interesting shuttle flight.
** Orange - Ignites a large fire
** Bluespace - May have gotten nerfed into uselessness, but it used to teleport everything in a room that wasn't bolted to the floor to a random beacon. This meant you could send the entirety of escape to the toxins test site. May only give bluespace crystals now.
** Yellow - Huge EMP
** Silver - Only way to get real roburgers (with nanites), kudzu seeds, and motherfucking GATFRUIT
** Gold - We all know what this does.
** Oil - Explosion. Pretty meh considering there's materials for IEDs everywhere.
** Adamantium - Makes golems that can be converted to the cult/soul shard/revved. They have to follow orders given to them by their creator so feel free to make them suicide bomb with gold slime cores.
===[[File:Generic_rd.png]] Research Director===
* Lamarr can be used for internals.
* If you are doing srs research as RD, remember that you can delete each technology from each server. So, end research, sync servers, go to this little room of mysteries and freezed air and delete them Durands from robotics server. Or better, just mech weapons.
* You can restore dead AIs using the AI system integrity restorer consoles! There's one in the RD office, and one DIRECTLY TO THE RIGHT OF THE AI UPLOAD FOYER. That's right! When your AI dies, you don't have to fart around and say ''"uh, so, like, should we call the shuttle or something? or build a new one? herp?"'' Just use an intellicard on the destroyed AI core and slot it into the console! Wow! You're a helpful little furless monkey!
* Unlike what some roboticists says, they must answer to the RD. If they are too stubborn to remember that, make yourself the joy to demote them so they remember next time. Otherwise, sync your research often, and go check on 'em to eventually congratulate them on their job. Bring them sulfuric acid so they don't ask you for boards too often. Don't hesitate to steal some materials if the miners are dragging it all to robotics: and remember, 10 sheets of everything is enough to make a good chunk o' stuff.
----
::Tweak to the guide: 15 sheets of metal into the protolathe, 10 of glass into each of protolathe and circuit imprinter. Make 2 rods from a sheet of metal. Dump your acid to the imprinter.
::Micro Manip, Capacitor/Tatobattery, High-Cap cell, analyzer, flamethrower (screwdriver your welder, stick rods to it, done). Print tracking beacon, mesons, mining drill, decon each in turn. Get teleporter board, decon. Print an exosuit fabricator board, decon.
::Synchronize: Engineering 4, Data 4, Materials 3, Bluespace 3, Combat 2, Plasma 2
::Now, my very silly way to avoid having to print a third mech syringe is that you ask medical for a health scanner. If they're being stupid and won't give you one (no seriously they have like 10 in the vendors) open O2 lockers until you can take one from an oxygen dep kit. Decon it for bio 1, the print and decon a Med HUD for bio 2. It's much cheaper than deconning a third syringe gun or MMI.
::So you decon 2 super caps, 2 mech syringe guns, 2 mech tasers, 1 wormhole gen, then one each gold, uranium, and diamond pickaxe.
::This allows you to build anything, even the more arcane things like MRSPACMAN generators (who wants to BURN DIAMONDS?) at minimal additional cost.
* Episkopos' RnD Guide:
:https://docs.google.com/document/d/1Eo7No74QjRO14iT9iFgxVFq3M5HpBiTVEcCtozmNZEU/edit?usp=sharing&pref=2&pli=1
* The two non computer parts of a teleporter use telecrystals in their design, so you can get more than enough for max telesci by cannibalizing one of the abandoned ones in space.
* Sync up before upgrading your machines in RnD. ...fuck.
* If you have an assistant or extra Science crew, give one a RPED full of parts for said machines and a screwdriver, then send them to Medical to be useful. Fully upgraded clones spit out perfect clones. No retards, no defects. They can get dressed and back to bustin' heads.
* Timrod's RnD Guide:
:http://pastebin.com/aLQL9fCz
* Mandurrrh RnD Guide:
:http://pastebin.com/1XMmXjSH
* Bluespace RnD Guide:


:http://pastebin.com/AZYDwVMT


* Imblyings's RnD Guide:


:http://pastebin.com/2LNkuz4A


* RG4's RnD Guide:


:http://pastebin.com/LH3B2Y2p


====[[File:ResearchDirector.png]] Traitor Research Director====
* Traitor RD : you have so many ways to screw the station over...Bombs, guns, a possible access to chemistry, the power to make EVERY POSSIBLE AI UPLOAD BOARDS, the power to call back the shuttle by using a foreign comms board, bags of holding (and thus singulos), extra tracking beacons for your teleporting needs, a spacesuit and a jetpack from telecomms, mechs, an excuse to emag borgs...You can tear the station apart and make them stay on it.
* Illegal modules for cyborgs, which unlocks their locked module (laser for Secborg, pacid for medborg, diamond drill for minerborg, etc.) at the cost of damaging their interface, making it seem like they're emagged. You can also make the clusterbang launcher, for mechs, and the T.Y.R.A.N.T. module for AIs, with that illegal tech you got.
* Don't forget illegal borg modules, which emag a borg without adding any laws. Unlocks the special borg robusting tools like lasers and electric stun-arms. For fighting changelings and other xenos I guess, or nonhuman'd revs/cultists
** Even better - an illegal-module borg CANNOT BE EMAGGED because the interface is already damaged.
* [http://pastebin.com/4vxttwzz Anonymous's Bomb Code Research]


===[[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).
* Medibots are a bit more robust than people often seem to account for.
**Anywhere between adding the robotic arm and the sensor module, you can write on the assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they're all just named "Medibot".
**Additionally, you can make medical bots out of any of the four different colors of first aid kit available on the station, and the resulting medical bot will keep that color.
**Medibot assemblies can be crafted to the last step, and then stored in your backpack. Proximity sensors are tiny items, and can fit in your pockets and your internals box - so it's entirely viable to carry and deploy a small army of medical robots, simply by combining the proximity sensors with them in your backpack. They'll spawn on the ground there and then, ready to work.
**If you have medical access, a good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, great for topping people up. Remember to lock it after you are done.
**Again if you have medical access, you can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they're needed the most simply by temporarily turning them off. You don't even need to unlock them to do this, and turning them on again is simple.
**Though I've not tested it, logic dictates (see next point) that increasing the injection amount probably isn't going to help too much, since a lower threshold means a Medibot can keep injecting you until you're healthy without overdosing you (which, like with all healing chemicals in the game, has no negative effects other than redundancy).
**Medical robots all use the same chemicals as standard, so it won't stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - I've been brought out of crit several times because I had two medical robots healing me a few minutes before.
**The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel.
**Offering a tetrality of appropriately named and colored medical robots at the chapel to the Spess Machine God Mechatron will grant you his favor.
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don't have a space suit and you need to cross dangerous breaches.
* The Odysseus can scan a stupidly robust assortment of chemicals with its syringe gun, from the laughable to the freakishly deadly. One such chemical is Plasma. Unlimited liquid plasma can be generated.
* Mech drills can bust open lockers to get the goodies inside.
*RIPLEYs are a Roboticist's BEST FRIEND.
** They are Relatively Cheap
** They Have Storage Capability
** Their Internal Airtank, when activated, negates the effects of both hot and cold environ-ments and holds enough air to last the entire round. Literally hours.
** Their Drill can cut through almost anything including most items, walls, even blast doors. If upgraded to diamond the drill can even cut through Reinforced walls. It is a fairly robust weapon and can gib bodies.
** If caught in a singularity the mech will be destroyed first giving you the chance to flee.
** It has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds.
** It blocks line of sight.
** When it is destroyed turrets cannot target anyone standing on the same square as it IE the person who was inside when it went boom.
** A good roboticist should have one on hand at all times.
** As a side note: An intelligent roboticist in a RIPLEY can rob the vault in 3-5 minutes.* The Odysseus is a force to be reckoned with. It can scan any chemicals, this includes drinks. The Odysseus' internal generator makes infinite amounts of any chemical and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents.
** You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance:
** Healing mixture: Doctor's Delight, Tricordrazine, Inaprovaline.
** Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash.
* Clicking a box with syringes while in an Odysseus with syringe gun raised will load every syringe from the box in the Odysseus.
* Constructing a Ripley Chassis at Materials 1 costs 30,000 metal; at Materials 5, it costs 24,000; at Materials 7, 21,600.
** At Materials 1, fully upgrading the Exosuit Fabricator (Good luck doing that) makes it cost 27,600 metal (down from 30,000)
** At Materials 7, fully upgrading the Exosuit Fabricator changes the cost 19,200 metal (down from 21,600 metal)
** To build a Durand at Materials 7 on a default ExoFab requires:
*** Metal: 329400 (87.84 sheets); Glass: 32400 (8.64 sheets); Silver: 27000 (7.2 sheets); Uranium: 10800 (2.88 sheets)
** On a fully-upgraded ExoFab, the numbers drop to:
*** Metal: 292800 (78.08 sheets); Glass: 28800 (7.68 sheets); Silver: 23600 (6.293333 sheets); Uranium: 9600 (2.56 sheets)
** Gygax, Default ExoFab:
*** Metal: 297000 (79.2 sheets); Glass: 32400 (8.64 sheets); Diamond: 10800 (2.88 sheets)
** Gygax, Pimped ExoFab:
*** Metal: 264000 (70.4 sheets); Glass: 28800 (7.68 sheets); Diamond: 9600 (2.56 sheets)
** tl;dr -- Combat Mechs mostly cost exorbitant amounts of metal - a stack and a half at least in most cases - but not actually that much of anything else.
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.


====[[File:Roboticist_action.png]] Traitor Roboticist====
* People can't tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Changed your mechs name to some other mech and you can walk across the station as a conferred traitor.
* You can load a Medibot with '''any''' chemical mixture. Refer to the mixture in the Traitor Chemist section and they will inject them with said mixture over and over until they die.


===[[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.


=[[File:Generic_engineer.png]] Construction/Engineering/Engineer=
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use an analyzer 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.
* By placing Arcade machines next to the singularity in engineering, every time the singularity spits out an EMP, the arcade machines will spit out toys. I'm not sure if it's necessary, but you can simply screw and unscrew it again to reset the EMP check so you can spawn more toys from the same arcade cabinet. Engineering toy factory ahoy!
* How to make an airlock with selected access: Get a hold on the airlock control circuit and click it in your hand, use your engineer ID to change settings on it and pick the access you want it to have.
* Had a power sink? Found and removed it? Good, now turn the output of every SMES off - and then turn the output back on. Sounds silly and IT-crowdish, but it works. If you do not do that some APCs may not recharge correctly.
* Currently having a power sink? Wire the singularity into the grid! Stage 3 (purple) and up can counteract a power sink. Although I must admit I'm not quite sure how much MW is needed exactly to do this.
* A stage 2 (red) singularity is enough to power the 3 engineering SMES at max input. I don't know why everyone wants the singularity to be stage 3. Having it at stage 2 gives you a bit more time to spot particle accelerator sabotage.
* With the current setup of field generators, a stage 4 singularity can be contained without a problem. Stage 5, however, is coded to dislodge structures, i.e. it WILL eat the field generators by simply pulling them apart.
* Emitters will still work even after wiring in engineering as been destroyed by a bomb. Only cutting a power cable with wirecutters will cause them to stop working.
* Arriving half an hour into the round and no one cba to setup the engine? Engineering SMES are drained entirely, thus the emitters just won't go online? Grab the plasma from engineering storage, put it into the PACMAN. Drag the PACMAN to the tile south of the engineering APC, use a wrench on it, set the output to 10000 and turn it on. With the 30 sheets the game starts with, you now have a good while to supply enough current to the emitters to get the engine working.
* How to wire singulo straight to grid: If you look at the complete station map thing, you'll see that the three Engineering SMES units receive input together and send their output out across each other. Wire the inputs across each other and into the output. You should virtually NEVER do this EXCEPT to counteract a power sink because if anyone gets shocked anywhere they’ll go straight to crit.
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time. Works when drawing with crayons as well if you move through the UI fast enough.
* You can put windows directly on grilles.
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever.
* Power testing:
** The most power the system will drain seems to be around 225000 W. (Tested this by using the Make All Areas Un-powered secret, then the Power All SMES secret.) With most of the station's lights shut off, except for medical and security areas the system drains around 150000 W. (Tested that by shutting off lighting for every APC except for those areas.)
** I've also been messing around with the PACMAN type generators and have discovered that, if created with the best parts you can make, each generator will produce:
** P.A.C.M.A.N generator = 60000 W
** S.U.P.E.R.P.A.C.M.A.N generator = 180000 W
** M.R.S.P.A.C.M.A.N generator = 480000 W (Probably enough to power Meta on it's own, but I dunno.)
** They will also hold 450 sheets of fuel. Meaning, if you've maxed out research you can power the entire station with one SUPERPACMAN and a PACMAN (240000 W), or the entire station minus lights with one SUPERPACMAN.
** So if you're playing sandbox and you wanna power your own station, put those solar panels away.
** Also, the solar panel crate in engineering only starts with 13 solar assemblies instead of 21 like solar crates ordered from cargo. A proper solar array is made up of 61 solar panels (including the tracker), so it takes 60 supply points to completely replace one.
* Powersinks explode when they've drained a certain amount of power. This explosion is only slightly smaller than that of a proper syndicate bomb, but it'll make an obnoxious and largely unique sound for the last few seconds before the blast. This means you can wire the singularity straight to the powernet and the powersink will overload after a while.
* First of all, the Power Monitoring computer should always be the first port of call.
# '''Power goes out everywhere, in under 10 seconds or so?''' This is most likely a power sink, power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere were the lights are still on, or if it's in maint, where you don't have to crowbar the doors.
# '''Power goes out everywhere, but gradually, section by section?''' This means there's a problem in Engineering itself as the rest of the station is being topped up with charge. It'll be immediately obvious if the engine isn't on/has escaped. Your next port of call should be the SMES cells. Check they're outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station.
# '''Power is out across a small area?''' This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, it's APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn't showing any of its APCs on the power monitor. The wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used.
# '''Power is out across 2 small rooms or in one room?''' This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn't show up on the Power Monitoring computer, it means it's been severed from the power net and wire either inside that room or very close to the APC has been cut.
# '''Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?''' Your SMES aren't outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don't.
* It is possible to upgrade the AI's cameras by using certain items... For example, you can give them x-ray properties if you apply a ultra micro laser to them. Pretty useful if the AI needs eyes in maint and you actually have the research to produce them. Watch as the AI freaks out when it realizes it now sees EVERYTHING in the dorms.There is also a proximity sensor upgrade. Install a proximity sensor upgrade on a camera and the AI will be immediately alerted if anyone comes in view range. There's a third upgrade too, but it's not as good and I do not remember it. (the guide to construction states: For upgrades, insert solid plasma for EMP proofing, a carrot for X-Ray and a proximity sensor for Motion).
* You can make a voice-locked door by making an airlock, attaching a signaler to the bolt wire, creating a voice analyzer-signaler assembly and keep it on you, when you speak the code word, it toggles the bolts. You can also just use a signaler but that's no fun.
* Still don't get why people watch the singularity during start-up. The point you turn the PA to 0 is reached when all of the SMES are charging - not when the singularity goes purple, red, green or whatever. The power output of the singularity goes up exponentially (at least it seems like it from my experience) so by the time the SMES start blinking, the output is usually between 1 - 1.5 MW already.
* Here's a hint for noticing power sinks before anybody else does:
** always set up the SMES so that all the APCs stay full all the time (100 000+ output each)
** if you see an APC go red (i.e. not charging), check if it is still connected to the power grid
** if it is connected, go check the total power load on the station (either via PDA or a power monitoring console)
** normal load for the entire station is <200 000W. If you see the load steadily rising to well above 500 000W start thinking about wiring the black hole into the grid
** during a power sink, load tops out at around 1.4MW; so get the singularity to ouput at least 1.7MW or so.
** Note that even after the sink has been removed, the system is still all wonky and buggy. Disconnecting the singularity from the grid again, may make it look like there's a second sink in place, causing power alarms all over the station, depending on how well charged the APCs are. Feels like some APCs simply break down after such stress - best course of action is to just keep the singularity wired in...
* Power output is a function of singularity size and the amount of total plasma in collectors.
* How to be a good engineer:
** Get singulo stable at stage 2, set all SMES units to 200K in 110K out.* How to be a manly engineer:
** Get singulo stable at stage 3, set all SMES units as above... including the 4 solar SMES units. Wire singulo and all 7 SMES units to grid directlike. Stroke your beard in satisfaction.
* You can screwdriver wooden flooring to remove it without breaking it.
* If a window is not attached (Screwdriver, Crowbar, Screwdriver), you can use a wrench on it to deconstruct it.
* You can turn one color of wire into another color easily.
** Get a color of wire you want, and a color of wire you have
** Add the color you have to the color you want to increase the amount of the color you want
* Need to set up the singulo? No CE or AI to open secure storage? Use the nearby APC to turn off equipment power and crowbar open the blast doors.


===[[File:Engineer.png]] Traitor Station Engineer===
See [[#Hacking|Awesome hacking stuff]] and the official [[Hacking]]-page.


===[[File:Generic_ce.png]] Chief Engineer===
* Use emitters against blob. Shit cuts through blobs like it ain't no thang. However, the strong blob surrounding the core will sometimes regen so fast that emitters can't hurt the blob core. In that case, get a few lasers ready and shoot at the core from a tile diagonally adjacent to the emitter and between the blob and the emitter itself. The laser projectile will immediatly transfer to the line of fire from the emitter. You only need to cut a single line to the blob, every other part of it can be ignored.
* Magboots don't just stop you slipping into space, they stop you slipping in general when they're activated.
* All that is needed for telecomms is: receiver->mainframe->processor->mainframe->server->broadcaster. Just make sure everything is linked to each other properly and you won't need a hub. Mining and people on the DJ station are still fucked though without a hub.
* Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get Poly to attack them). Works on carps too!
* Monitor key allows you to use the message monitoring computer to read all of the PDA messages that have happened during the round.
* CE’s hardsuit is fireproof, and is said to be able to hold a jetpack on the exosuit slot.
* You can mute intercomms with NTSL scripting (RIP WGW lynchings).
* You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.
* The message monitor console in telecoms can be used to forge PDA messages. Go to the last option, to send a system administrator message, and change the name and title. (They don't have to be on the manifest, even.)


===[[File:Generic_atmos.png]] Atmospherics/Atmospheric Technician===
* Firesuits protect between 60 to 30,000 kelvin.
* 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 dangerous. 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.
* N2O knocks out in low amounts, suffocates in high amounts.
* 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 wonderful opportunities for killing people, however it takes shitton of time to build everything you need.
* Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can easily compute the release pressure you'd need for a given airmix by dividing 16 by the percentage of oxygen in the mix; i.e. for 20/80 O2/N2 air mix you'd need a release pressure of 16/0.2 = 80 to be fine.
* '''Steps To Set Up Atmospherics So You Never Need To Worry And It Fucking Helps You Out'''
# Turn off and unwrench Air to Distro and Waste In, two pumps in the northern area of Atmos where the distro loop and mixing is done and all that. They are labeled and easy to find. Keep them in place on the floor.
# Go to the atmos pipe dispenser a few meters away, and vend two volumetric pumps. These are like regular pumps but almost literally better in every way whatsoever. They pump more, faster.
# Fit your volumetric pumps in place of Waste In and Air to Distro, making sure the red stripe lines up with how the pumps were fitted by default so the flow goes the right way.
# Volumetric pumps are automatically set to full fucking power so just turn on both of them.
# Set every scrubber in the loop around the room to 4500 kPa. This is full blast.:* You have now completely set up Atmospherics to be beast mode in, like, three minutes. You can also do other stuff, like fit manual valves to the bad gasses to hamper solo-AI floods, and replace other pumps in the bowels of Atmospherics with volume pumps, but really, that five point checklist will do it. Ninety-plus percent of people don't know jack shit about Atmospherics, and it's so easy to set it up so that it actually does shit. It's so rare to see it happen that the CE actually sought me out for praise for doing it this way.:* For AIs, if no organics are around competent/willing to do this manually and your Engiborgs (if you have any) are busy, which is like a guarantee, you can do a simpler version of this; just turn Air to Distro and Waste In up to 4500 kPa and set each scrubber station to 4500 kPa too. It won't be as effective but it's so much better than nothing. Cranking up the air available in the distro loop poses no threat to safety, and in fact makes it harder to start up harmful floods since there's so much good air in the way in there. And since you're the AI, you can now use air vents (and scrubbers) as they were fucking designed to be used; to scrub, drain, and replace air in rooms as necessary, and it fucking works. It is astonishing how little is required to turn a system so often seen as worthless into a helpful part of the station.:* Minor addendum: A maxed volume pump and a maxed normal pump pump at the same rate given ideal circumstances. The difference is the volume pump won't stop pumping once its output end is at 4500 kpa or more. This makes it excellent for waste in, where no matter how much gas the previous fire/atmos experiment clogged the filtering loop with, Waste In is still pumping waste out of the scrubbers pipes, and by extension, helping keep the scrubbers from getting clogged to the point of uselessness.:* For the record, the advice of adding manual valves to the plasma loop will result in you getting yelled at by an admin if there's no evidence that the AI is rogue. It's "Spacing objectives tier", and for good reason.:* Setting up atmos doesn't really matter that much anyway as long as you give the distro loop some pressure. The entire supply and equipment is designed for a space station that's supposed to last month. There's about two instances in which a proper setup is useful: massive hullbreaches which will drain a lot of air (most of which will then uselessly disappear in space anyway) and station wide plasma fires which might fill the waste loop (in which case you're at fault as an atmos tech for not keeping an eye on the system in the first place).
* If you are an atmos tech and want to greatly reduce possibility of harmful atmos manipulations... or if you are an AI and you spotted a guy just turning valves to release plasma to distro:
:* Open atmospherics console for specific chamber and toggle power on output. 90% of players don't check this console. As AI I laughed many times as sabotagist was running back and forth, checking every pump 3 times, and still no plasma appeared. In this way you can also shut down harmful gases pumping when one is smart and changed pipes under grilles.:* Or put manual valves in front of every harmful gas, switch out some gas pumps for volumetric pumps, and repipe the mixing pipes to disallow the mix tank to provide into the distro. (Setting up Atmos in such a way it can't be sabotaged by the AI before there's a reason to think the AI might sabotage Atmos is not only metagaming, it is also bannable. If you see this happen, adminhelp it!)
* You can rotate a pipe in your hand by click on it.
* Fire extinguishers fit in firesuit suitstorage.
* The Fire Axe Cabinet can be opened with a multitool.
* You can disable fire alarms by multitooling them.
* You can trigger fire alarms by shooting them with a projectile. ADDED: Or hitting them with anything.


====[[File:AtomsTech.png]] Traitor Atmospheric Technician====
* The incinerator can easily be used to create canisters of pure death.
* Plasma + N2O is extremely deadly if you can get someone to use it as internals/force them to use it. They won't even be able to scream.
* Wielded fire-axes break grilles and reinforced windows. In one shot.
** And open unpowered doors and kill people fairly reliably.
* You can change sensor settings on air alarms so it doesn't cause an alarm by setting the value to -1, which turns that sensor off. Do it for all sensors and you can get rid of pesky alarms that are pretty much already fixed, or hide atmos fuckery.


=[[File:Generic_shaft.png]] Mining/Shaft Miner=
* Always go with at least 2 other people when mining. Not only can you mine faster together, the chance that they could both be 'lings/traitors is rather low. Pickaxe to the skull tends to put down most people.
* If you have a pickaxe in your non-active hand you can walk into ores and walls to automine them. What's even better, if you are holding a mining satchel in your active hand clicking the ores you just mined will NOT disrupt any more mining you are doing, meaning you can walk in a wall, start mining automatically, and then keep walking and pick the ore up as you go, AND unloading into an ore box you may (should) be dragging. Heck, you don't even need to click on the ore sprite, you just need to click the tile! Mining borgs can choke on it!
* If you have access, there are two first-aid kits and a sleeper on the mining station.
* You can view the contents of a mining satchel as if it were a backpack.
* Durands only require uranium and silver, which are abundant. Gygaxes require diamond, which is very rare in most cases. So if you find just 5 diamond, to get yourself a diamond drill, and mine out shit tons of metal, uranium and silver, you can make it Durand station 13!
* Wish soup is made of 20 units of water and nothing else, but sometimes (~25% of the time) will actually be generated with nutriment you can actually get full on. Meaning it's one of the only things you can make with the non-kitchen microwaves once the donk pockets run out. It's also the only thing you can make on the DJ station at all without importing ingredients (provided you bring something to hold the water in).
* From the Questions thread: Ctrl-Z (with no hotkey-mode) or just Z (with hotkey-mode on) apparently cocks the combat/mining shotgun. No more clicking in between shots!
* When mining alone, it's better to take the resonator. The gun doesn't do as much damage, is harder to use, and requires that you be right next to your target constantly, increasing the risk that you'll be stunned, pulverized, and your body guarded so you won't get back into the game. With the resonator, you can stand four or five tiles away at all times, wait for the tentacle attack, dodge it, move in, place a field(or two, if you feel robust), and move back out with a low risk of harm, and no risk of being stunned.
* Minebots are great at distracting targets. You just walk near and bash them with your drill (targets, not bots). They can take quite a beating, but goliaths can take them down pretty quickly if you're not quick enough. Plus they collect all the crap gibtonite left.
* The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.
* Hivelords drop remains which heals all damage and can be eaten without taking off your mask/helmet, but becomes useless fast and will remove stimulants from your body!
* Lazarus Injectors no longer make resurrected mobs hostile to other players, only other NPC mobs, and goliaths can't be dragged around once resurrected.
* The Head of Personnel will probably reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.
* If you're expecting trouble on the station, consider taking out a window on the mining shuttle before you return to make a quick getaway so you're not trapped like a rat in a cage.
* Taking stimulants before delivering materials to science will help keep you alive.
* The mining drone can be repaired with a welding tool, but not in the middle of a fight. A goliath will always win in a one on one fight with a mining drone.
* There are microwaves and a box of donks in every mining station that you can use for healing.
* Life improving things:
** Mining rig upgrade : Goliath plates add +10% melee resist each time when applied to a rig, ideally if you're just mining you'd want to solely apply that to your chest piece. When maxed out you'll be able to fight a goliath without kiting and take minor damage. It is recommended to apply plates to the head instead if you plan to antag as players more often target your head. The plates will stack until they reach 80%. That makes your suit a space worthy riot suit.
** Security Jumpsuit : This gives a +10% melee resist to everywhere but your head. Nag the QM or HoP to give you one.
** Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Downside : EMP vulnerability.
** If these all 3 are combined you become close to immune to melee, only a ninja's energy blade is robust enough to even so much as scratch you, and blobs are utterly hopeless. However, guns are still a threat, and anybody can still surprise you with a stunprod and strip away your precious +4 rig. And be wary, the [[Admin | gods]] may not take kindly to your hubris.


===[[File:Miner.png]] Traitor Shaft Miner===
* If you're a miner and you have to kill another miner; there's a really easy way to block communications one way so he can't call for help.
** Grab a multitool, go to the mining communications room.
** Use the multi tool on the relay and make sure the relay isn't sending, meaning your headset won't go to people on the station.
** Kill your target with their shouts for help unheard.
* You can get plasma at exactly the heat you need for canister bombs by welding a plasma door in vacuum. Use an air pump to take it, then put [REDACTED] KPa into an empty large tank (the size of plasma, emergency O2, etc). You can then ignite it with a can of pure O2 set to release at 1013.25 KPa. This is the Shaft Miner's canister bomb. It's easy to set up on the asteroid.
* More than one uranium wall is hilariously deadly. IIRC they give off a "pulse"of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.
* Beg admins for Death Ripley, if no admins or non responsive, give it to cargo tech so they can drill open lockers and crates they shouldn't be able to. DO NOT BRING TO MINING.


=[[File:Clown.png]] Antagonist/Traitor=
=[[File:Clown.png]] Antagonist/Traitor=
Anonymous user