Feorn
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Everything posted by Feorn
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Hull shield can cover the entire station at 3 Renwicks, which requires 30 projectile damage to lower. Two laser hits. Two small pistol hits. One hit for pretty much everything else. The really frustrating part comes from the fact that the shield will come back in ten ticks. Charge rate for station wide hull shield is pretty slow, but it will charge at .1 Renwicks a second until 1 Renwick when the shield reforms. Bubble shield can cover the entire station at 2 Renwicks, same charge rate. So, yes, a team could temporarily breach the shield with guns, they'd have to all get through the walls in ten seconds before the shield brought itself back online. A decent bomb could probably bring both shields down at the same time. It could also be much much worse, if the crew decided to bunker up in engineering, they could modify the station to have both shields running at 10 Renwicks at the max charge rate of .5 a tick. It would be immensely frustrating, and really not fun to have antagonists have to fight through those shields.
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Actually, looking at the shield generator code, a decent sized bomb would let you get through pretty quickly, especially if it is well placed.
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These are pretty common if you're working in big box retail, a warehouse, or a distribution center.
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I'd agree with all of those except the engine. If I (completely untrained) were to go muck around with a submarine's nuclear reactor with the intent of disabling it, I'd be willing to bet I'd do far far more harm than good. Even if I didn't manage to completely disable it.
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Shield generators would have to be removed or nerfed for this game mode. Especially with an hour of prep time. You could bump the engine output up high enough to run both a bubble and a hull shield from the middle of the station at max size. Each shield would only individually be at strength 2, but once you got one layer down, you'd still have to beat through the next one, and by that time the first one would probably be back up.
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Shields are nifty, but I'd never set up a stationwide hull shield on a raiders/heist/mercenary or nukeops round as an engineer. That's way too powergamey for me. As an antag engineer recently I set up a bubble shield, no one penetrated it all round, they had to trick me into letting them shuttle in. Also Nanako, I spent nearly an hour teaching you about the engineering RCON, power systems, and shields. I don't think most players who come in to engineering get the opportunity to have someone teach them the ropes, IC or OOC, and few of the knowledgeable players are willing to teach. I've even run into some longtime engineering players who don't understand the quirks of setting input levels on SMES while they charge and accidentally run the engine room out of power. The other side of it is that very rarely do I see an antag sabotage power systems. I gave it a shot the other day, pulsing an SMES grounding wire to explode APCs all over the station just to confirm it even works.
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I was that doctor, and you have to remember, some characters are jerks and barging into medbay while the station's power isn't steady at all isn't going to make a jerk doctor happy.
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I took Carver's advice and dove into the Aurora.3 code, the recipe is in there. I'll try it next time I play chemist, just to find out. Assuming /code/modules/reagents/Chemistry-Recipes.dm is where the recipes are actually held. Oddly in that code it appears Kelotane is one of the chemicals that gets sent loud to an admin when you mix it. Not sure I quite get why.
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I think this is the bay wiki guide that is closest to what chemistry code we're using at the moment. Though I'm not one hundred percent certain. https://wiki.baystation12.net/index.php?title=Guide_to_Chemistry&oldid=59729 There are a variety of dangerous and incapacitating chemicals in that guide. So, Chloral Hydrate, Soporific, Impedrezene, Lexorin, Mindbreaker Toxin, and Potassium Chlorophoride would be the most completely incapacitating ones it looks like. You can put all of these in smoke grenades, autoinjectors, syringes, pills, people's drinks at the bar, food(I think).
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The ones in boxes might be full on new code for all I know as well, I've only played two chemistry shifts on newcode.
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There are empty autoinjectors in the exam room closet, and I think the chemistry closet and maybe secondary medical storage. You fill those with syringes. Their max capacity is 5u. Haven't used chloral in a long time, but 5u should be enough to put someone out unless it was super heavily nerfed. You can't fill an autoinjector from a medkit unless you first remove the 5u in there with a syringe.
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If you want to be the real head of staff for cargo, just play Head of Personnel. Otherwise, get in good with the Head of Personnel, so they'll discipline any cargo techs that aren't listening to you.
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If you have a good prospector + drill tech team working together you can easily pull 120 plasma an hour, but still, it would be two miners working to run a 60,000W generator. Kinda shitty. Easier just to order a few solar crates and make a giant array to power the station. Jboy, surface mining is definitely garbage on this asteroid, but running the drills correctly will have you drowning in more materials than the station could ever use.
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Last time I used one it was chewing through sheets at about one every thirty seconds, with an output of 60000W. I was trying to recharge the mining outpost SMES on a really long round where engineering didn't wire the outpost solars. It probably lasts longer at a lower output.
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Hard to get your hands on enough plasma sheets to run them for very long unless there's a decent mining team.
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Not anymore. oh? What happened? I caught him near the end of the shift leading diseased monkeys out into the lobby, Auralia went to chat with him, as Chief of Medicine. I didn't see anything from him after that Judging by the context, I'm going to go out on a limb here and assume that either: 1) This person was spoken to by Tish and will no longer use rule-breaking names and no longer break the rules by releasing infected monkeys while not an antag, or 2) Was banned.
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We should go back to the old vote system where you needed a 2/3 majority before three hours. I preferred that.
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Tell us something we don't know.
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SMES can be rebuilt. I have no idea if this is new to baycode, but there are two coils in engineering to let you make a new SMES, and several coils to let you upgrade existing ones.
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In addition, if they are properly set up, an antag can use them to blow a bunch of the APCs in a subgrid by messing with the SMES wires with a multitool or a signaller. I realize antags can do this without the substations, but they have to hit the whole station and get access to engineering to do so. I like the substations because they give me something else to do as an engineer before waiting for all the calls to come in.
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You can eject the ID into your hand while keeping the PDA in the ID slot. No idea if there's a verb for it (probably is), but just right click the PDA and select the eject ID option, it'll put the ID into your selected hand if it is empty.
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If their department head/HoP sets up the EFTPOS for them a warden can charge people fines for minor crimes instead of brig time.
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Drills can be enhanced by cells at the very least. Not sure if they can take bins/capacitors/manipulators like other machines. Hyper-cells make using the drills a lot less frustrating.
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If you don't have a chemist, you can also mix anti-toxin and inaprovaline from the vendors into tricordrazine. It is a slow method, but it'll heal brute damage.
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I'd like to think this is why the IPC lore has a distinction between Bespoke, Line models, and Shards. I would wager that line models and to a lesser extent shards are probably not particularly valuable software. Sure, the licence that NanoTrasen pays for a line model is probably pricey, but they could still just re-install it. Bespoke intelligences, in my mind anyway, are mostly pieces of software that haven't been copied, only moved. They're maintained by an AI engineer/researcher/team of some sort and consequently the loss of their software would be a huge loss of investment.