Guide to Awesome Miscellaneous Stuff: Difference between revisions

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more shit
imported>Kosmos
m (Moved more tips out. Now only the interface tips, robust tips and other tips remain.)
imported>Scones
(more shit)
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=[[File:Unknown.png]] Other Tips=
=[[File:Unknown.png]] Other Tips=
* You can go AFK in a locker with internals and you won't die. The same goes for garbage disposals but that's considerably more risky.
* '''Help intent: People run through you. Other intents: People bump into you.'''
* '''Help intent: People run through you. Other intents: People bump into you.'''
* 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).
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* Your most powerful tool in Space Station 13 is communication. As any head role you can order about your underlings, a lot of the time they will actually do it, and a lot of the time you can trade goodies for them following your orders. As RD, if you want to get into tech storage but the HoP didn't give you access like the pansy he is, you can go hunt down tools yourself. Or you can order an assistant to do it (clown often works as well), and it's often done faster than you could have with no effort on your part. Two chemists can spend a round not once talking, but a "Hey dude, what's up?" or a "I like your hair, Alisen~" can gain you a valuable resource: a friend, the most important protection against changeling attacks. Detectives gain a surprising amount of information just by chatting with people like the bartender and the mime. You can often have food delivered to you via the disposals system with just a PDA, not once leaving your office. Speaking of orders, always give an order to a person, not the department. Ordering your department to do something is rarely carried out, ordering a person to do something is more often than not followed.(although still not followed that often).
* Your most powerful tool in Space Station 13 is communication. As any head role you can order about your underlings, a lot of the time they will actually do it, and a lot of the time you can trade goodies for them following your orders. As RD, if you want to get into tech storage but the HoP didn't give you access like the pansy he is, you can go hunt down tools yourself. Or you can order an assistant to do it (clown often works as well), and it's often done faster than you could have with no effort on your part. Two chemists can spend a round not once talking, but a "Hey dude, what's up?" or a "I like your hair, Alisen~" can gain you a valuable resource: a friend, the most important protection against changeling attacks. Detectives gain a surprising amount of information just by chatting with people like the bartender and the mime. You can often have food delivered to you via the disposals system with just a PDA, not once leaving your office. Speaking of orders, always give an order to a person, not the department. Ordering your department to do something is rarely carried out, ordering a person to do something is more often than not followed.(although still not followed that often).
* If you use a Cup Ramen on a sink twice, it becomes warm.
* If you use a Cup Ramen on a sink twice, it becomes warm.
* If you confirm people are antags without them knowing and you have a free moment, adminhelp your intent to robust them to establish records of your knowing they're antag before they adminhelp you for dealing with them. That way, you won't have to explain yourself at a crucial moment.
* The abandoned ship, abandoned satellite, and AI satellite teleporter room are all on one z-level. The DJ station, derelict, and crashed clown ship are all on another.
* The abandoned ship, abandoned satellite, and AI satellite teleporter room are all on one z-level. The DJ station, derelict, and crashed clown ship are all on another.
* You can open containers like boxes and bags by standing next to them and drag and dropping their sprite onto your character's sprite.
* You can open containers like boxes and bags by standing next to them and drag and dropping their sprite onto your character's sprite.
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* You can teleport into the shuttle mid-travel using a beacon. This is incredibly useful for those meteor rounds.
* You can teleport into the shuttle mid-travel using a beacon. This is incredibly useful for those meteor rounds.
* Hydroponics, the Bartender and Cook have a common service radio channel with :v.
* Hydroponics, the Bartender and Cook have a common service radio channel with :v.
* Use a coin on the tool vending machine in tool storage to get access to insulated gloves. Only 1 in stock so hurry. This is huge since gloves are one of the most important items on station.
* Use a coin on the tool vending machine in tool storage to get access to insulated gloves.
* Communication is the most important part of this game: Whether it's trying to manage your team as a Head or the Captain, conveying important information as the AI, or even dealing with accusations that you're a traitor malf cultist changeling nuclear cultist revolutionary monkey, saying the right thing can make all the difference. Especially let's talk about when someone calls you rogue. Whether it's true or not, remaining silent is the absolute worst thing you can do. If you speak up immediately, it changes things because lots of people will stop and pause and wonder who's right, whereas if the radio is only filled with yelling your way, people tend to take it as the truth and take you out. If you're an antag and you're not like running around with an esword or pumping plasma, or even if you are doing that shit, just keep denying, deflecting, accusing others, calling the other party the real traitor, etc. Obviously when you're like a suspected Ling, lying your ass off is a basic skill, but other antags could use it. Unless you're a nuke op or something, but even then, communicate with your team regularly. Shit, even a Wizard can benefit because if you convince them you're going a peaceful route you can really fuck some people up before you get called out as hostile.
* Also yes - learning that you can lie (hell, you don't even have to lie to an AI) and get almost everything you need is game changing. I'm not sure if some of the playerbase is naive or just uncaring at this point.
* You catch the lasers that mutate wizards shoot at you? The wizard is technically "throwing" them. You can also catch taser shots and bullets.
* You catch the lasers that mutate wizards shoot at you? The wizard is technically "throwing" them. You can also catch taser shots and bullets.
* You can eat crayons to unleash your inner two year old.
* You can eat crayons to unleash your inner two year old.
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* 4noraisins are, of the solid snack machine foods, the best food to eat. They contain 6 nutriment, whereas all others contain less than 5, and if they have less than 4, some sugar in them.
* 4noraisins are, of the solid snack machine foods, the best food to eat. They contain 6 nutriment, whereas all others contain less than 5, and if they have less than 4, some sugar in them.
* The ion rifle can EMP airlocks open by shooting at them. They are rechargeable as well.
* The ion rifle can EMP airlocks open by shooting at them. They are rechargeable as well.
* An electrical toolbox has a 1% (maybe?) chance of holding insulated gloves. Always check. Tool Lockers (Auxilliary Tool Storage, but also Engineering) have a chance to spawn Toolbelts, Hazard Vests, and Insulated Gloves.
* An electrical toolbox has a very small chance of holding insulated gloves.  
* You can use alcoholic drinks to remove ink from papers and books.
* You can use alcoholic drinks to remove ink from papers and books.
* If you're trapped in a disposal pipe, improvised explosives will allow you to break free without taking any damage. All the same, blowing one up while inside a locker will not damage you but will still damage everything around the locker. You can get a little revenge if some asshole welded you in and is dragging you around the station now!
* If you're trapped in a disposal pipe, improvised explosives will allow you to break free without taking any damage. All the same, blowing one up while inside a locker will not damage you but will still damage everything around the locker. You can get a little revenge if some asshole welded you in and is dragging you around the station now!
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* Doorbell systems are fun.
* Doorbell systems are fun.
* Wirecutters get rid of spacevines in two-three hits.
* Wirecutters get rid of spacevines in two-three hits.
* The most useful question you can ask in SS13 is "How?" Try and learn something new every round; The ability to learn is one of the most robust things there is. As a corollary to the above, try not to make the same mistake twice. Most times you die (or lose) come back to one of two things; Either it's something you could've prevented with proper gear, skill, knowledge, or foresight, or it's something you couldn't have prevented - plain old fashioned bad luck. Minimize the former through learning, and accept the latter as inevitable and immutable.
* People should know the origin of the [https://www.youtube.com/watch?v=rhZBDNQ3gas lobby title theme.]
* People should know the origin of the [https://www.youtube.com/watch?v=rhZBDNQ3gas lobby title theme.]
*If somehow you are turned into a corgi, and you find your self next to a snack from a vending machine, you can click on it and eat it. But the fun part is once you have finished eating said snack, the packaging disappears as well. So corgis are the K9 version on the janitor! (Not sure if Ian will do the same as I haven't tested it with him)


[[Category:Guides]]
[[Category:Guides]]
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