Damn pizza guy, you really went to work.
Ill hit you with some answers now, but not going to answer all of em right away.
Easy: Easiest way to get Station Goal done (BSA, DNA Bank, Satellites…) is by personally assigning the objective to the QM and/or CE. A competent, upstanding Atmosian can take over basically all of CE’s immediate duties. An engie can be sent out to finish the mind numbing task of wiring solars.
Then it is just a matter of coordination of where to put it (DNA bank I put in the showroom so it is right between med and sci, BSA either goes in cargo, engineering or build a platform above brig, Satellites are obv).
That’d be funny. They have an interesting combination.
Anyway, the mystery role you are talking about is the chaplain. Upon hearing of cult as HOP or Cap, I usually always open up more chap roles so we get more bang for the buck.
Chaplains can deconvert and immobilize all the cultist types, so he usually should get deputized and integrated into the Security department as fast as possible. He can bless water into holy water which can then be shoved down their throats. Brig can then be utilized to quickly deconvert and mindshield culties until you have thinned out the population.
If necessary, a battle-chap will be useful to security if the cult keeps getting stronger.
Revenant and Wiznerds mobility/magic can be reduced by blessing space cleaner or fire extinguishers and spraying them along the halls, which will leave this pixie dust crap that will screw with the antags powers.
Easy: Shove greyshit in processing-chamber, enter Prisoner ID from box next to you into the console, set amount of mining points corresponding to the recommended amount by Space Law book/wiki. Congrats, that lazy buffoon may actually be used to benefit the station for once.
Check the dang cams every now and again, to make sure he hasn’t broken out or gotten himself immolated.
Hard: Prepare your internals and dump brig with N2O (either from Education Center or Brig Phys), most of the tiders will drop cause they didnt have internals, the one or two paranoid tiders left with internals can be rushed and stuck with a morphine syringe, batong, or disabler fire. Congrats, they have been pacified and you can put the small fry in for short time and actual tiders in perma(with permission).
Easy: Dead man on ground in cardiac arrest <15 minutes dead can be revived through:
- Defib, as long as his heart is above severe damage and his body isnt mangled
1.5. Revival surgery, you can directly shock the brain if you dont have a defib but somehow have surgery tools
Strange Reagent if he has <100 damage
Clone, if not work, cut out his noggin, then his thinker and shove in the chamber. If still not work, slather mannitol on the brain like a fine marinade.
If he still refuses to come back, bring his blood to botany and offer a cash reward for his revive.
If the SOB hasnt come back yet, its because he doesnt want to.
Hard: I assume you are referring to experimental surgeries and not exactly ‘augments’(which refers to replacing limbs with cyborg parts.
Okay so there are 3 sets of mutually exclusive surgeries.
If you take one you will not be able to take the other. They go like this:
Ligament Reinforcement : Ligament Hook
Vein Threading : Muscled Veins
Nerve Splicing : Nerve Grounding
Reinforcement will make it harder to take the patients limbs off. The hook will make them easier to be put back on. I usually choose the hook.
Threading will make you bleed less when bleeding, reducing blood loss. Muscled Veins means the patient will now have a ‘secondary heart’(their body) basically and they wont go into cardiac arrest when you heart stops(an oxymoron i know). I would choose the latter.
Splicing will reduce the patients stun time by flashes, batongs , etc. Grounding will make you immune to shocks as insuls would. I would choose splicing, as grounding makes medical need to take an atypical method to revive you if you do bleed out.
easy: Strength + Radiatioactive mutations should be combined.
Hard: Ah, the actually fun, not murderous griff virus. I believe the sympton is a fully upgraded Pierrot’s Throat? (thats the clown one i think).
Easy: Use Packaging stuff on it to wrap it, Destination tagger to choose location. Then shove it in disposals conveyor and turn it on.
Hard: Shoot gibtonite, wait 5-6 ticks, defuse with mining scanner. Haul your loot back to station and grab the two nades that are your boomer fuel. (you can just use potass-water chem nades if you have a monkey level brain.) Combine all these with a matter bin in the crafting menu and you now have your payload. Give it to research or sec or somethin and make that gun-running capitalist bank!
Service: I dont know
There are some bonafide Botany mains on this server, I am not one. I only can mutate Ambrosia or make good tomato plant for pizza.
Seccie: Quadruple Sec! or Quintuple Sec if you are a real gamer.
Mime: Nothing or Silencer
Clown: Banana Jooce, because clown is really a monke in disguise.
Medical: Doctor’s Delight
General Brute: Milk, or soy if your that type of person
rads: Screwdriver cocktail! Though it will only work for Engineering department gremlins.
eye: carrot jooce
Easy: Typical N2 setup, unwrench plasmabottle holder from atmos and pull to SM and leave for later. Remove pump that connects cold loop > hot loop and make the manifold into corner pipes so your loop wont get screwed with. Replace pumps into and out of SM with straight pipes. Space cooling loop should have all gas pipes turned in to straight pipes, so the flow wont be forced into the pipes but rather passively diffused through it. Filter can be left as is with only N2. Coolers should be bypassed until upgraded where they are better than space, at this moment, they are not very good.
When the loop is finished being modified you can set up emitter config. Now edit the SM chamber air alarm to siphon scrubbers and turn vents to internal pressurize. Add two tanks of N2 into loop. After that, put the plasma tanks you took earlier into the Rad Collectors and turn em on.
Finish with emmitters.
Monitor, should be stable.
hard: The turbine is the atmos power source. Easiest way to generate power is with a 93-7 oxy to plasma mix sent to turbine, which shall create a tritium byproduct you can filter and use to later make fusion. Gradually lower oxy overtime as it will need less.
hard 2: Okay so there are several machines you will need. A good area to make the new one is in Tech Storage and simply separate the distro loop there into its own closed loop with a cooler.
You need: Subspace Receiver, Broadcaster, Bus Mainframe, processor, server, hub, relay(optional, no one cares about miners anyway).
The gist is Receiver>Bus mainframe>processor>mainframe>server>broadcaster
Easy: Rush mining. When I am RD and someone doesnt rush mining, I publicly humiliate them from “Research Director’s Desk”
Anyway, Industrial Engineering>Basic Plasma>Mining Technology> Adv. Engineering>Adv. Power Manip.>Electromagnetic Technology> Integrated HUDs> Adv. Mining
After that, you just hit all the Bluespace ones and stock part upgrades for machines that medbay and xenbio will soon be whining for.
Hard: Upgrade and make more servers, blow up research bombs and track with tachyon, setup telsa and config coils to take research points instead of power.
Easy: Yellow extract crossbred into a yellow slime will make a “hypercharged” variant which is even more powerful and self recharges
Hard: Reproductive grey extract made easily by putting the grey in the grey. You then bludgeon a monke to death and steal his blood to make monke cubes from, which can then be used with the reproductive grey to make more grey, which can make more monke, which can make more grey, which can make more monke, which can make more grey, which can make more monke, which- well you get the point.
Plasma can be made easy by putting your already grinded plasma 5u into a dark purple extract which will make 10 sheets. Good trade, and does not follow conservation of mass.
toxins (i hate this shit too):
easy: okay so you need two opposite gases, one which will be plasma and other which will be oxy. This is shit for ppoints but reaches the maxcap fine.
hard: They call me Cuban Pete. I’m the king of the rumba beat.
When I play the maracas I go chick-chicky-boom, chick-chicky boom (Jim carrey did it to em)
Easy: Set a trigger/relay for when 13 or some other arbitrary number and an explosion nanite to the public nanite server, clicking it late game will kill most of SCI, Service, and mining(the nanite enthusiasts)
Hard: stupidass oozeling,
let em die. Set up a copy of your nanite list but change the blood purification or whatever is cleansing tox and change it to the tox causing one. force kindly smoosh the jelly man into the updated public chamber
easy: ID unlock, crowbar open, apply upgrade(s), close, lock
Hard: card the dead AI, stick in RD AI reconstruction console and fix em.
you can build a new frame with plastasteel and an AI core board, and lawset board. Best to get permission from cap, though usually he will dislike not having an AI to yell at so he will immediately agree to making a new one.
Order from communication console with captain level access. Put basic medical stuff and piloting stuff so itll fly to centcomm and hold
all most of the crew.
hard: microphone + x2 photovoltaic cells + text to speech + Pai holder(i think) in a bot shell
computers: get the parts from outside SCI from the “Silicon” vendor
easy: crew manifest, felinids match the appearance of humans so they are human
unfortunately. Unless AI is shown an alternative interpretation to Asimov law 1
hard: you mean as AI? get cyborg or RD to drag you into the open where your turrets have full view of you and you cant get wacked. Or have him move you to Sec/ whatever crew stronghold is left.
Antag: easy: get ID changed to clown? I dunno, i dont usually use TC when tator.
hard: i havent been here that long, thats not really present information but I will try just for you Pizza man.
Dealing with antags:
easy: stick em with a needle of chloral hydrate or morphine with a hidden syringe gun, if they cant tell you have one, they wont expect some tiny greyshit to shoot them. Then you can throw them in the turbine, immolate in crematorium or
make them a nugget idk
hard: DISABLE ATMOS CAMS, disable RD office cams, disable robo cams. Grab Ion rifle. Break into top of AI sat with sonic jackhammer(really quick and better than shitty thermite) then you can EMP the coomer and his turrets and flush him down the SM. If he activates a doomsday just drag him to another z level and depower.
easy: hack it. Screw driver, multitool until reset, screwdriver, new code 11111, unlock with new code, tide
hard: The pseudoheads Warden or QM. Warden can be promoted to HoS easy if there is none, and then declare martial law when cap and hop eventually get themselves killed. Or you could just tide the ID out of the locker before that happens.
check preferences, maybe you are in hotkey mode or somethin
hard: Check the Bee Git. Download the zip and put in dream maker, add name to admin list as HOST. Add compile to dream daemon and make server, set to trusted. Have fun.
whew that took an
several hour or so to make
@Cheesepizza2 it is done