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=[[File:Hud-inventory.png]] Gameplay/Interface Tips= | =[[File:Hud-inventory.png]] Gameplay/Interface Tips= | ||
* You can use period or a # instead of colon for non general chat. No more accidents! | |||
* You can click on the 'Chat' button at the bottom of the Dreamseeker window, and never have to type 'Say' again. | *You can use period or a # instead of colon for non general chat. No more accidents! | ||
* Control + arrow key makes you face that direction so long as you are not clicked into the chat bar. | *You can click on the 'Chat' button at the bottom of the Dreamseeker window, and never have to type 'Say' again. | ||
* Have throw active and you will automatically catch things. Dodgeballs are bugged and you can't catch them. | *Control + arrow key makes you face that direction so long as you are not clicked into the chat bar. | ||
* You can pick up obj/effects like bullets if you time it very well. | *Have throw active and you will automatically catch things. Dodgeballs are bugged and you can't catch them. | ||
* Some things that are normally static and dispense when clicked on (paperboxes, donut boxes) can be picked up by dragging to your character, which will put them in your active hand should it be empty (wonderful bonus for security officers needing to centralize their donut stock or arms-dealer cultists when they're mass-producing stun and teleport runes). | *You can pick up obj/effects like bullets if you time it very well. | ||
* You can click the internals on/off status display thing to turn your internals off or on, without having to fiddle with the tank in your belt. Shit saved me once. | *Some things that are normally static and dispense when clicked on (paperboxes, donut boxes) can be picked up by dragging to your character, which will put them in your active hand should it be empty (wonderful bonus for security officers needing to centralize their donut stock or arms-dealer cultists when they're mass-producing stun and teleport runes). | ||
* You can button up your labcoat by using the toggle-labcoat-buttons verb (or something like that). | *You can click the internals on/off status display thing to turn your internals off or on, without having to fiddle with the tank in your belt. Shit saved me once. | ||
* Fore = north, aft = south, starboard = east and port = west. | *You can button up your labcoat by using the toggle-labcoat-buttons verb (or something like that). | ||
* You can right-click on a tile to see what area it is assigned to. If you can't see it, then you're looking at an area you are not in. If you can see it, then you are in that area. Good for locating where shuttles will dock, or where a pod used to be. | *Fore = north, aft = south, starboard = east and port = west. | ||
* You can drag two things at once, as long as one of them can have the grab intent used on it. Ctrl+click one and grab intent the other. Very useful in Xenobiology where you're trying to drag a bunch of monkey or slime corpses at the same time. You can do something similar with non-grabbable things with telekinesis and Ctrl+clicking. Added: You can actually move 3 things with grabs-switch to the other hand. If this stops you from pulling, then it's only 2 things. | *You can right-click on a tile to see what area it is assigned to. If you can't see it, then you're looking at an area you are not in. If you can see it, then you are in that area. Good for locating where shuttles will dock, or where a pod used to be. | ||
* Press tab to activate hotkey mode. WASD to move, Q to drop, R to throw, T to talk, F, G, Z to use what's in your hand, and X to switch hands. | *You can drag two things at once, as long as one of them can have the grab intent used on it. Ctrl+click one and grab intent the other. Very useful in Xenobiology where you're trying to drag a bunch of monkey or slime corpses at the same time. You can do something similar with non-grabbable things with telekinesis and Ctrl+clicking. Added: You can actually move 3 things with grabs-switch to the other hand. If this stops you from pulling, then it's only 2 things. | ||
* You can add items to boxes even if the box is already in your backpack. No need to Tetris. | *Press tab to activate hotkey mode. WASD to move, Q to drop, R to throw, T to talk, F, G, Z to use what's in your hand, and X to switch hands. | ||
*You can add items to boxes even if the box is already in your backpack. No need to Tetris. | |||
* :l, :r, and :i are some of the most important things to know how to use in the event of radio issues. :r and :l will attempt to speak into radios held in either your right or left hand, and :i can be used to speak into an intercom if you're adjacent to it. | * :l, :r, and :i are some of the most important things to know how to use in the event of radio issues. :r and :l will attempt to speak into radios held in either your right or left hand, and :i can be used to speak into an intercom if you're adjacent to it. | ||
* BYOND's stretch to fit distorts the view. Use 64x64. | *BYOND's stretch to fit distorts the view. Use 64x64. | ||
* You can Ctrl+F search any BYOND window (helps A LOT with PDA's and computer terminals). | *You can Ctrl+F search any BYOND window (helps A LOT with PDA's and computer terminals). | ||
* In the job selection menu, from the lobby, you can use right click on the "Low/Medium/High" priority button to make it cycle backwards. | *In the job selection menu, from the lobby, you can use right click on the "Low/Medium/High" priority button to make it cycle backwards. | ||
* The changelog ingame is usually out of date and unreliable, as noted your better off reading up on Github for any new changes. | *The changelog ingame is usually out of date and unreliable, as noted your better off reading up on Github for any new changes. | ||
* Double click to teleport as ghost. | *Double click to teleport as ghost. | ||
* As a ghost click Observe to follow Nuke Disk during nuke ops. There's also a unfollow button if you don't want to follow dat disk. | *As a ghost click Observe to follow Nuke Disk during nuke ops. There's also a unfollow button if you don't want to follow dat disk. | ||
* You can observe the AI eye and follow core. | *You can observe the AI eye and follow core. | ||
* Alt + Click on a tile near you to open a list of its items in a tab. | *Alt + Click on a tile near you to open a list of its items in a tab. | ||
* BYOND's command-enter bar has autocomplete. Sui will autocomplete to Toggle-Suit-Sensors, sa will autocomplete to Say ". Type "id" or "pen", hit space and enter to remove said item from your PDA. This doesn't work if you have more than one ID on your person. | *BYOND's command-enter bar has autocomplete. Sui will autocomplete to Toggle-Suit-Sensors, sa will autocomplete to Say ". Type "id" or "pen", hit space and enter to remove said item from your PDA. This doesn't work if you have more than one ID on your person. | ||
* Right clicking the chat box brings up a menu. You can use that menu to get logs. | *Right clicking the chat box brings up a menu. You can use that menu to get logs. | ||
* You can just drag headsets to your screen too to open them, like PDAs. | *You can just drag headsets to your screen too to open them, like PDAs. | ||
=[[File:Hud-target.gif]] Robustness Tips= | |||
*Punching people in the mouth has a random chance of stunning and/or KO. It's the same for punching to the head, though mouth might have a slightly higher weaken chance. | |||
* Punching people in the mouth has a random chance of stunning and/or KO. It's the same for punching to the head, though mouth might have a slightly higher weaken chance. | *In melee fight, always aim for the groin for maximum chance of stunning, if opponent has captain's armor/CE's suit/rigsuit, aim for the mouth. | ||
* In melee fight, always aim for the groin for maximum chance of stunning, if opponent has captain's armor/CE's suit/rigsuit, aim for the mouth. | *Bomb suits function as ghetto riot gear. | ||
* Bomb suits function as ghetto riot gear. | *Disarm intent is very, very, very good. If you don't have a stun weapon, or they do, disarm them quickly, steal it, and use it against them. This is really easy against officers who just have a baton, or really anyone with that status. | ||
* Disarm intent is very, very, very good. If you don't have a stun weapon, or they do, disarm them quickly, steal it, and use it against them. This is really easy against officers who just have a baton, or really anyone with that status. | *Lit welding tools two- or three-hit carp. | ||
* Lit welding tools two- or three-hit carp. | *Steal an empty bottle from the bar, fill it with welder fuel and grab a lighter. Smash the bottle on your target's head and use the lighter on them while they're stunned. Now they are on fire. This is particularly effective as a self defence measure assuming you can't get your hands on some proper weapons. While fire will take several seconds before doing serious damage, most people won't be carrying anything to extinguish it. They can resist to put it out but resisting out of being on fire is an auto stun, otherwise they can keep fighting and all you'll have to do is keep your distance untill they burn to death. Their only option is running away. The added benefit of fire is that armors don't generally have fire protection, that makes it a great weapon against better equipped foes like nuke ops with their pesky armor and shield, assuming you can get close enough, but once you manage it's going to ruin their day. | ||
* Steal an empty bottle from the bar, fill it with welder fuel and grab a lighter. Smash the bottle on your target's head and use the lighter on them while they're stunned. Now they are on fire. This is particularly effective as a self defence measure assuming you can't get your hands on some proper weapons. While fire will take several seconds before doing serious damage, most people won't be carrying anything to extinguish it. They can resist to put it out but resisting out of being on fire is an auto stun, otherwise they can keep fighting and all you'll have to do is keep your distance untill they burn to death. Their only option is running away. The added benefit of fire is that armors don't generally have fire protection, that makes it a great weapon against better equipped foes like nuke ops with their pesky armor and shield, assuming you can get close enough, but once you manage it's going to ruin their day. | *Walking prevents you from slipping on water, if it is space lube, crawl instead. | ||
* Walking prevents you from slipping on water, if it is space lube, crawl instead. | *While you are crawling, projectiles will go over you unless you are directly shot at. | ||
* While you are crawling, projectiles will go over you unless you are directly shot at. | *Getting fully augmented at robotics makes you immune to both pressure and temperature differences. | ||
* Getting fully augmented at robotics makes you immune to both pressure and temperature differences. | |||
=Department Tips= | =Department Tips= | ||
====Medical Tips==== | ====Medical Tips==== | ||
* Performing the patch wounds and treat burns surgeries on corpses will treat their wounds and allow them to be defibbed, synthflesh has this same effect. | |||
* Attempting to combat people in medbay causes more conflict in than it already has. Calling security or the CMO to get rid of people will scare them off or cause them to be arrested. | *Performing the patch wounds and treat burns surgeries on corpses will treat their wounds and allow them to be defibbed, synthflesh has this same effect. | ||
* 30u is the most common overdose threshold for healing medicines, this include Bicaridine, kelotane, and anti-toxin. Be sure to be careful when administering over 30u of medicines that they dont have an overdose threshold. | *Attempting to combat people in medbay causes more conflict in than it already has. Calling security or the CMO to get rid of people will scare them off or cause them to be arrested. | ||
* If a sleeper reports a patients brain as 'abnormal' it means they have brain damage which can be healed with mannitol. | *30u is the most common overdose threshold for healing medicines, this include Bicaridine, kelotane, and anti-toxin. Be sure to be careful when administering over 30u of medicines that they dont have an overdose threshold. | ||
*If a sleeper reports a patients brain as 'abnormal' it means they have brain damage which can be healed with mannitol. | |||
====Chemistry Tips==== | ====Chemistry Tips==== | ||
* The [[Chemical Recipes]] guide outlines steps to get a large beaker of | |||
* Placing medicines on the table instead of inside the smartfridge will incline more people to take them. | *The [[Chemical Recipes]] guide outlines steps to get a large beaker of core healing chemicals. | ||
* A source of donkpockets for omnizine is [[Virology]] and the [[Kitchen]] | *Placing medicines on the table instead of inside the smartfridge will incline more people to take them. | ||
*A source of donkpockets for omnizine is [[Virology]] and the [[Kitchen]] | |||
====Virology Tips==== | ====Virology Tips==== | ||
* Use a dropper to mix 1u of chemicals instead of a syringe, it will have the same effect of inputting 5u and improve your efficieny. | |||
* Sugar can be substituted for Saline-glucose solution. | *Use a dropper to mix 1u of chemicals instead of a syringe, it will have the same effect of inputting 5u and improve your efficieny. | ||
* A virus with Stealth 2 or above will be invisible to MedHUDs and Health analyzers, making finding the cure more difficult. Even more so if you destroy the PanD.E.M.I.C. | *Sugar can be substituted for Saline-glucose solution. | ||
*A virus with Stealth 2 or above will be invisible to MedHUDs and Health analyzers, making finding the cure more difficult. Even more so if you destroy the PanD.E.M.I.C. | |||
====Engineering Tips==== | ====Engineering Tips==== | ||
* Changing the arrangement of the reflectors for the SM will allow you to add more emitters. | |||
* During a gravitational anomaly, turning the Gravity Generator's APC off and on again will re-enable gravity. | *Changing the arrangement of the reflectors for the SM will allow you to add more emitters. | ||
* Volume pumps are better than gas pumps. | *During a gravitational anomaly, turning the Gravity Generator's APC off and on again will re-enable gravity. | ||
* Filling the plasma canisters to maximum capacity will allow the radiation collectors to run for longer. | *Volume pumps are better than gas pumps. | ||
*Filling the plasma canisters to maximum capacity will allow the radiation collectors to run for longer. | |||
====Atmospheric Tips==== | ====Atmospheric Tips==== | ||
* Volume pumps are better than gas pumps. | |||
* Using a multi-tool on a volume pump will overclock it, allowing it to pumps more gases but at the cost of some gases leaking out. Be sure to place a srubber next to the volume pump to intake the leaked gases. | *Volume pumps are better than gas pumps. | ||
* Thermo-electric Engines take up the least space of all engines for the amount of power they produce. A productive TEG can produce up to 3 megawatts. | *Using a multi-tool on a volume pump will overclock it, allowing it to pumps more gases but at the cost of some gases leaking out. Be sure to place a srubber next to the volume pump to intake the leaked gases. | ||
* Taking the fireaxe or the Atmospheric Hardsuit without needing them is a mortal sin looked down upon by the Atmosian Elders. | *Thermo-electric Engines take up the least space of all engines for the amount of power they produce. A productive TEG can produce up to 3 megawatts. | ||
*Taking the fireaxe or the Atmospheric Hardsuit without needing them is a mortal sin looked down upon by the Atmosian Elders. | |||
====Science Tips==== | ====Science Tips==== | ||
* [[Guide to Research and Development#Ballmer Peak|Drinking just the right amount of alcohol will allow you to research new technologies faster, but drinking too much will make it slower.]] | |||
* Advanced Bluespace Research and Advanced Mining Technology should be researched as soon as possible so that the miners can mine more efficiently. | *[[Guide to Research and Development#Ballmer Peak|Drinking just the right amount of alcohol will allow you to research new technologies faster, but drinking too much will make it slower.]] | ||
*Advanced Bluespace Research and Advanced Mining Technology should be researched as soon as possible so that the miners can mine more efficiently. | |||
====Security Tips==== | ====Security Tips==== | ||
* Using a screwdriver or wirecutters on security gas masks or SWAT masks increases the severity of their HALT feature. Emagging them will make your enemies cry. | |||
* If a substantial amount of cameras are disabled on the security camera console it means [[Blood Cult|theres probably a lot of haemoglobin there.]] | *Using a screwdriver or wirecutters on security gas masks or SWAT masks increases the severity of their HALT feature. Emagging them will make your enemies cry. | ||
* While wearing SecHUDs you can set people to arrest by examining them and changing their status at the bottom of the examination. | *If a substantial amount of cameras are disabled on the security camera console it means [[Blood Cult|theres probably a lot of haemoglobin there.]] | ||
*While wearing SecHUDs you can set people to arrest by examining them and changing their status at the bottom of the examination. | |||
=[[File:Unknown.png]] Other Tips= | =[[File:Unknown.png]] Other Tips= | ||
* '''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). | *'''Help intent: People run through you. Other intents: People bump into you.''' | ||
* 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. | *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 throw people into windows to break them faster than you can smash them down with your emergency tank. | *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. | ||
* You can actually change your in-game hairstyle (and facial hair) by clicking on a mirror (like in the dorm bathrooms). Incredibly useful to get your looks back after being cloned, and even to disguise yourself (because some disguises won't cover your hair, especially long hair). | *You can throw people into windows to break them faster than you can smash them down with your emergency tank. | ||
* Pete the goat will eat Space Vines instantly. In a similar vein, robust enough tools, such as fire axes, circular saws, and surgical drills, are just as effective as welders against the vines. (unless they mutated a resistance) | *You can actually change your in-game hairstyle (and facial hair) by clicking on a mirror (like in the dorm bathrooms). Incredibly useful to get your looks back after being cloned, and even to disguise yourself (because some disguises won't cover your hair, especially long hair). | ||
* Apply a welder to solid plasma to turn it into plasma gas (that is on fire, you stupid shitbag). | *Pete the goat will eat Space Vines instantly. In a similar vein, robust enough tools, such as fire axes, circular saws, and surgical drills, are just as effective as welders against the vines. (unless they mutated a resistance) | ||
* You can wrench showers to make them either retardedly hot or retardedly cold. One time I used a cold shower to survive a raging plasma fire. | *Apply a welder to solid plasma to turn it into plasma gas (that is on fire, you stupid shitbag). | ||
* You can shoot Medibots with tasers to disable them briefly. Go figure. | *You can wrench showers to make them either retardedly hot or retardedly cold. One time I used a cold shower to survive a raging plasma fire. | ||
* You can tase fire alarms to drop the doors. Actually hitting them with anything activates them. | *You can shoot Medibots with tasers to disable them briefly. Go figure. | ||
* Crowbars can be used to open fire doors | *You can tase fire alarms to drop the doors. Actually hitting them with anything activates them. | ||
* If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it. | *Crowbars can be used to open fire doors | ||
* You can click on a holopad to request the AI's presence. | *If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it. | ||
*You can click on a holopad to request the AI's presence. | |||
*Moving things with pulling: | *Moving things with pulling: | ||
# Pull something! | |||
# Click the turf of an adjacent tile with your bare hand! | #Pull something! | ||
# Watch in amazement as the object moves to that tile! | #Click the turf of an adjacent tile with your bare hand! | ||
* Holo-eswords can deflect projectiles like a normal esword. | #Watch in amazement as the object moves to that tile! | ||
* Using wirecutters or a kitchen knife on a book lets you hide stuff inside said book. | |||
* PDA Messenger serves as a handy ghetto crew manifest. | *Holo-eswords can deflect projectiles like a normal esword. | ||
* You need just 16 kPa of oxygen to survive. As long as whatever you're breathing contains that, you won't suffocate. This means you can put your emergency oxygen tank from default 21 kPa to 16 kPa, having 24% more time to breath your tank empty! | *Using wirecutters or a kitchen knife on a book lets you hide stuff inside said book. | ||
* You can use the dresser located in dorm four to change your underwear. Upon further investigation you can use the dresser to change into the opposite sex's underwear. | *PDA Messenger serves as a handy ghetto crew manifest. | ||
* Holding certain items, like a knife or C4, change what happens when you suicide. Crayons... how horrifying): | *You need just 16 kPa of oxygen to survive. As long as whatever you're breathing contains that, you won't suffocate. This means you can put your emergency oxygen tank from default 21 kPa to 16 kPa, having 24% more time to breath your tank empty! | ||
* Your signature CANNOT be copied. | *You can use the dresser located in dorm four to change your underwear. Upon further investigation you can use the dresser to change into the opposite sex's underwear. | ||
* 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). | *Holding certain items, like a knife or C4, change what happens when you suicide. Crayons... how horrifying): | ||
* If you use a Cup Ramen on a sink twice, it becomes warm. | *Your signature CANNOT be copied. | ||
* 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. | *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). | ||
* You can open containers like boxes and bags by standing next to them and drag and dropping their sprite onto your character's sprite. | *If you use a Cup Ramen on a sink twice, it becomes warm. | ||
* You can use your ID/PDA to open doors with unscrewed panels. | *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're more likely to get cleared for offenses by security if they feel like you're someone who's trustworthy and more likely to get close to the heads as well. I've had several occasions where I've found myself promoted to head positions just by taking the initiative to do seemingly mundane tasks that nobody gives a shit about like repairing minor damage from PDA bombings. | *You can open containers like boxes and bags by standing next to them and drag and dropping their sprite onto your character's sprite. | ||
* Sleeping heals you. | *You can use your ID/PDA to open doors with unscrewed panels. | ||
* An amazing method of exploring space: Get your volunteer, then shotgun as many tracking beacons as you can protolathe into space with the mass driver. Give the explorer a hand tele; send him to the beacon where you want, then set it to home so he can loot stuff through tele to the teleporter room or bridge. ADDED: Easier way: Get exactly one tracking beacon. Put it by the mass driver. Get an explorer (or yourself) with EVA gear and a first-aid kit, play mass-drive roulette, teleport back, repeat. ADDED: Definitely cheaper. Maybe faster. Works solo. But the beacon shotgun allows you to select the structure you want to arrive at. | *You're more likely to get cleared for offenses by security if they feel like you're someone who's trustworthy and more likely to get close to the heads as well. I've had several occasions where I've found myself promoted to head positions just by taking the initiative to do seemingly mundane tasks that nobody gives a shit about like repairing minor damage from PDA bombings. | ||
* You can enable your suit sensors as long as you aren't in crit, i.e. when a changeling paras you. | *Sleeping heals you. | ||
* Universal recorder's print transcript translates other species. | *An amazing method of exploring space: Get your volunteer, then shotgun as many tracking beacons as you can protolathe into space with the mass driver. Give the explorer a hand tele; send him to the beacon where you want, then set it to home so he can loot stuff through tele to the teleporter room or bridge. ADDED: Easier way: Get exactly one tracking beacon. Put it by the mass driver. Get an explorer (or yourself) with EVA gear and a first-aid kit, play mass-drive roulette, teleport back, repeat. ADDED: Definitely cheaper. Maybe faster. Works solo. But the beacon shotgun allows you to select the structure you want to arrive at. | ||
* You can put a box of body bags in your bag. ADDED: You can drag a closed body bag to your character to pick it up. | *You can enable your suit sensors as long as you aren't in crit, i.e. when a changeling paras you. | ||
* Tracking beacons, used for the teleporter, can be used as station bounced radios if you use :l or :r for each hand. | *Universal recorder's print transcript translates other species. | ||
* Going to space? No jetpack? Drag a paper bin onto your character and put it in your bag for 30 easy access throwing papers. | *You can put a box of body bags in your bag. ADDED: You can drag a closed body bag to your character to pick it up. | ||
* Instruction books/sheets of paper can be opened and left open even if you get rid of the book/paper. | *Tracking beacons, used for the teleporter, can be used as station bounced radios if you use :l or :r for each hand. | ||
* Dead mice are now considered items, so that means you can: Stuff one into a cake, implant it into someone you don't like, throw it as a projectile, beat Runtime to death with one. | *Going to space? No jetpack? Drag a paper bin onto your character and put it in your bag for 30 easy access throwing papers. | ||
* You can teleport into the shuttle mid-travel using a beacon. This is incredibly useful for those meteor rounds. | *Instruction books/sheets of paper can be opened and left open even if you get rid of the book/paper. | ||
* Hydroponics, the Bartender and Cook have a common service radio channel with :v. | *Dead mice are now considered items, so that means you can: Stuff one into a cake, implant it into someone you don't like, throw it as a projectile, beat Runtime to death with one. | ||
* 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 teleport into the shuttle mid-travel using a beacon. This is incredibly useful for those meteor rounds. | ||
* You can eat crayons to unleash your inner two year old. | *Hydroponics, the Bartender and Cook have a common service radio channel with :v. | ||
* You can lean on (hitting the resist command when welded in a locker) lockers to try to get out of them when dead. | *You catch the lasers that mutate wizards shoot at you? The wizard is technically "throwing" them. You can also catch taser shots and bullets. | ||
* Teleport is a great weapon. | *You can eat crayons to unleash your inner two year old. | ||
* 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. | *You can lean on (hitting the resist command when welded in a locker) lockers to try to get out of them when dead. | ||
* The ion rifle can EMP airlocks open by shooting at them. They are rechargeable as well. | *Teleport is a great weapon. | ||
* An electrical toolbox has a very small chance of holding insulated gloves. | *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. | ||
* You can use alcoholic drinks to remove ink from papers and books. Pure ethanol also works. | *The ion rifle can EMP airlocks open by shooting at them. They are rechargeable as well. | ||
* 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! | *An electrical toolbox has a very small chance of holding insulated gloves. | ||
* Are you dizzy (moving randomly) and it is annoying the hell out of you? Just take a rest (lay down) and you'll quintuple the rate of which you recover! | *You can use alcoholic drinks to remove ink from papers and books. Pure ethanol also works. | ||
* If you're so full you can't eat by yourself anymore, someone else can forcefeed you more food. | *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! | ||
* When being attacked by a space carp / space bear, go to sleep and they'll think you've gone to crit and leave you alone! | *Are you dizzy (moving randomly) and it is annoying the hell out of you? Just take a rest (lay down) and you'll quintuple the rate of which you recover! | ||
* You can release your chem implant into yourself by using *deathgasp. | *If you're so full you can't eat by yourself anymore, someone else can forcefeed you more food. | ||
* You can weld yourself into a locker as well as escape a locker you're welded into by using a welder from the inside. You can also lock lockers from the inside. | *When being attacked by a space carp / space bear, go to sleep and they'll think you've gone to crit and leave you alone! | ||
* Wearing a face concealing mask while copying your ass will cause your ass to appear as unknown in the photo. | *You can release your chem implant into yourself by using *deathgasp. | ||
* You can stick a pAI into a PDA. | *You can weld yourself into a locker as well as escape a locker you're welded into by using a welder from the inside. You can also lock lockers from the inside. | ||
* Some things about The Orion Trail: | *Wearing a face concealing mask while copying your ass will cause your ass to appear as unknown in the photo. | ||
** Food is the number one killer; I've pretty much never won with all four settlers still alive. Going to the next stop (assuming nothing happens) eats up 2 food for every settler, and some events need you to 'wait', which is the same except for three stops; eating up 6 food for every settler. Losing a few settlers during 'accidents' increases your odds of winning substantially. Thankfully, waiting doesn't consume any fuel, but the 'go around' option for black holes does. The base consumption for fuel is 5 units for one stop. 'Slowing down' in an Interstellar Flux event eats up one extra stop of food and fuel, but doesn't carry the 75% chance of engine failure. | *You can stick a pAI into a PDA. | ||
** Going through the Asteroid Belt (second stop) has a high chance (70%) of causing a collision, which can kill a crewmember and lose you 5 to 15 food and fuel. Getting assaulted by raiders has the potential to lose you 1 to 10 food and fuel, with the odd addition that you can only lose a settler if no food/fuel was stolen. The Raiders do have a substantially increased chance to steal stuff as opposed to the collision. | *Some things about The Orion Trail: | ||
** The Black Hole is the third-to-last stop, and is a special case. Going around consumes 3 stops worth of food and fuel, but guarantees survival. Continuing carries a flat 75% chance of instantly dying, but doesn't consume anything if you appeased the RNG gods enough. Since there is still one stop after this, you can quickly determine if going around would be at all possible. Factoring in to this is the fact that the game checks for death before victory, so if you arrive at Orion with 0 food or fuel you still lose. At the Black Hole, you will therefore need at least 21 fuel, and (settlers * 8 + 1) food. Anything less than this and 'continue' is the only option with any chance of winning. | **Food is the number one killer; I've pretty much never won with all four settlers still alive. Going to the next stop (assuming nothing happens) eats up 2 food for every settler, and some events need you to 'wait', which is the same except for three stops; eating up 6 food for every settler. Losing a few settlers during 'accidents' increases your odds of winning substantially. Thankfully, waiting doesn't consume any fuel, but the 'go around' option for black holes does. The base consumption for fuel is 5 units for one stop. 'Slowing down' in an Interstellar Flux event eats up one extra stop of food and fuel, but doesn't carry the 75% chance of engine failure. | ||
** The breakdown/malfunction/collision events each can be used with their respective spare parts to continue at once, instead of having to wait three days. Due to the severe food consumption penalty for waiting, and the relatively minor chance of getting the same event twice, using the spare part is pretty much always the best option. | **Going through the Asteroid Belt (second stop) has a high chance (70%) of causing a collision, which can kill a crewmember and lose you 5 to 15 food and fuel. Getting assaulted by raiders has the potential to lose you 1 to 10 food and fuel, with the odd addition that you can only lose a settler if no food/fuel was stolen. The Raiders do have a substantially increased chance to steal stuff as opposed to the collision. | ||
* Examine personal closets and they tell you who owns them. | **The Black Hole is the third-to-last stop, and is a special case. Going around consumes 3 stops worth of food and fuel, but guarantees survival. Continuing carries a flat 75% chance of instantly dying, but doesn't consume anything if you appeased the RNG gods enough. Since there is still one stop after this, you can quickly determine if going around would be at all possible. Factoring in to this is the fact that the game checks for death before victory, so if you arrive at Orion with 0 food or fuel you still lose. At the Black Hole, you will therefore need at least 21 fuel, and (settlers * 8 + 1) food. Anything less than this and 'continue' is the only option with any chance of winning. | ||
* A laser pointer has the same optics disrupting effects of a flash. And stuns Borgs on use. Combine it with a fully upgraded pointer you can stop any rogue Borg before they get remotely close. It also EMPs cameras and flashes people even if they are wearing sunglasses. | **The breakdown/malfunction/collision events each can be used with their respective spare parts to continue at once, instead of having to wait three days. Due to the severe food consumption penalty for waiting, and the relatively minor chance of getting the same event twice, using the spare part is pretty much always the best option. | ||
* Just about anything that can be made out of a protolathe/autolathe can be put into an autolathe and recycled into new materials. This includes broken objects such as blown light bulbs and spent shotgun rounds. | *Examine personal closets and they tell you who owns them. | ||
* You can do that thing with Salt Shakers where you unscrew the lid so the next time someone uses it they get 100 units of salt in their food. | *A laser pointer has the same optics disrupting effects of a flash. And stuns Borgs on use. Combine it with a fully upgraded pointer you can stop any rogue Borg before they get remotely close. It also EMPs cameras and flashes people even if they are wearing sunglasses. | ||
* Apparently if you make a character with the last name "Burns" you start with 1 burn damage. | *Just about anything that can be made out of a protolathe/autolathe can be put into an autolathe and recycled into new materials. This includes broken objects such as blown light bulbs and spent shotgun rounds. | ||
* EMPs keep you from interacting with your headset for about 15 seconds. | *You can do that thing with Salt Shakers where you unscrew the lid so the next time someone uses it they get 100 units of salt in their food. | ||
** If your headset gets emp'd, interact with it in your hand and just turn the channels back on. | *Apparently if you make a character with the last name "Burns" you start with 1 burn damage. | ||
* You can go through portals or use the teleport as a ghost. | *EMPs keep you from interacting with your headset for about 15 seconds. | ||
* If you're someone who doesn't normally have insulated gloves and don't want security to take them away, dye them by washing them in the washing machine with a color crayon. | **If your headset gets emp'd, interact with it in your hand and just turn the channels back on. | ||
* The filing cabinet in the vault counts as a security console (and, as far as I could tell, it doesn't need ID). | *You can go through portals or use the teleport as a ghost. | ||
* Doorbell systems are fun. | *If you're someone who doesn't normally have insulated gloves and don't want security to take them away, dye them by washing them in the washing machine with a color crayon. | ||
* Wirecutters get rid of spacevines in two-three hits, lit welders in one hit. | *The filing cabinet in the vault counts as a security console (and, as far as I could tell, it doesn't need ID). | ||
* People should know the origin of the [https://www.youtube.com/watch?v=rhZBDNQ3gas lobby title theme.] | *Doorbell systems are fun. | ||
* Using a crowbar on a vent will allow you to place items inside it (including the nuke disc!). Using a crowbar on it again will close the panel. | *Wirecutters get rid of spacevines in two-three hits, lit welders in one hit. | ||
* Using a multi-tool on a camera to decrease its focus is much more stealthier than completely disabling it. | *People should know the origin of the [https://www.youtube.com/watch?v=rhZBDNQ3gas lobby title theme.] | ||
*Using a crowbar on a vent will allow you to place items inside it (including the nuke disc!). Using a crowbar on it again will close the panel. | |||
*Using a multi-tool on a camera to decrease its focus is much more stealthier than completely disabling it. | |||
[[Category:Guides]] | [[Category:Guides]] |