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  1. Here are some MSPaint comics i made loosely related to SS13. Tell me if i should make more, or if i should hide in a cave, forever shunned by the daywalkers.
    5 points
  2. Oh yeah, i forgot these ones (The blessedtuna/Adri version was made after they claimed the Saw Part of the Circular Saw was a "Circular Stock")
    5 points
  3. Introduction Welcome! You are probably already familiar with the Guide to Chemistry wiki page (if not, open it now!), this guide is meant to be used with it! Dosages are always debated, these are my preferred ones. You change them later if you want (apart from a very few exceptions). This is a beginner's guide, there are way more drugs to mix and other ways to use. Important: If you want to experiment with explosives, narcotics, and toxins, please become a Scientist and use their chemistry (scichem) instead. Medical chemists have their own SOP which, if not followed, can cripple the entire department. With this out of the way, let's get started! Workplace & Tools Chem Dispenser: This is the machine for dispensing and mixing chemicals. Insert a container such as a Large Beaker or a Bucket into it and click on it to use it. ChemMaster 3000: After you are done with mixing, eject the beaker from the Dispenser and put it into this. Transfer the chemicals to the ChemMaster, then decide the form and the dosage of your medicine. Chemical Heater: Some medicine requires heating. Set the heater to 1000K, insert a container and turn it on. (If you set the heater to 1000K, it heats up faster). Remove the container once the chemicals are mixed - it will emit a bubbling or a sizzling sound. Caution: if the heater reaches 1000K, it explodes. Chemistry Bag: Take the bag into your hand and click on a pile of pills/patches/bottles. It will store all of them. Click on the Smartfridge to transfer everything. (Use the bottom Smartfridge for now.) Drag and drop the bag to a tile if you want to empty it onto the floor or onto a table. Smartfridge: This is where medicine is stored. It automatically sorts medicine by their name and dosage. There are two of them, a public one (on the left) and one designated for the doctors (the bottom one). For now, only use the bottom one. Gas Mask: You'll work with a few dangerous chemicals such as Cyanide. To avoid inhaling it, always use a gas mask during work. Science Goggles: If you examine a container with these on (by shift-clicking on them), you can see what they contain. Large Beaker: Every Chemist starts with two, they hold 100u (100 units) reagent. This is what you use for mixing. Bucket: They hold 120u which is often more efficient than the beaker. You can (and should!) go to Cargo and ask for 2-4 buckets when you arrive at the station. Medicine Medicine work in different forms. Some has to be applied on the skin, some has to be used with a dropper or a syringe, others have to be ingested in a pill form. To make it easier, I will use the following icons before each medicine: pill, patch, and bottle. To avoid wasting or overdosing anything, try to stick to these dosages for now. (10u means 10 units.) Core Medicine These are the drugs that the Smartfridge should have at all times. For the actual recipes, see Guide to Chemistry. Mannitol (10u): Heals brain damage. Most often occurs after suffocation and/or death. Mitocholide (30u): Used to revive organs (and to heal organ damage but very inefficiently). It is usually used with Strange Reagent. Mutadone (1u): Fixes genetic defects. They often occur after cloning or Geneticists being dummies. One unit is enough for everything, less simply won't work, more is a waste. Pentetic Acid (5u): Heals toxin and radiation damage rapidly and purges chemicals from the bloodstream. Far superior to Charcoal and it is easily mass produced. Forget Charcoal, make these! Wear a gas mask while working with Cyanide. Perfluorodecalin (10u): Heals oxygen damage rapidly. We use it in a patch form because the pill form would get patients addicted to it. Strange Reagent (1u): Used to revive the dead. Don't use it yourself because it is super dangerous. Some species cannot be cloned so this is their way to get properly revived. Get Omnizine from the CMO, wine from the bar and mix them up! Always make the pills into 1 unit, no more, no less. (If there is no CMO, ask your doctors to get Omnizine, they will know how to get it. hopefully) Synthflesh (10u/20u): Heals both brute and burnt damage. Number one choice to patch up corpses before reviving them. You need blood for it - use a syringe and draw it from yourself or get an animal from the Geneticists for it. Don't draw more than four or five times or you'll start choking. You can replenish blood by ingesting Iron. Less Core Medicine These are the medicine that are good to have and you should make some once the Smartfridge is stocked with the previous ones. Antihol (5u/10u): Purges alcohol from the body and sobers up the patient. Medbay gets more drunkards than you'd expect. Cryoxadone (30u): It is used in the cryotubes, they heal genetic damage. It often occurs after cloning or reviving someone with Strange Reagent. It is also used to make biomass for the cloner. (Mix blood with Cryoxadone in front of the cloner console to produce Synth Meat. The cloner will automatically suck it in.) Hydrocodone (30u): An extremely strong painkiller, it is used for surgery on certain species (such as vox, plasmamen, etc.). You can get Morphine from the white medical vendors. Surgeons will love you if you make these because you make their job much, much easier. Shoutout to all the chemists who makes these, you are the best Saline-Glucose Solution (10u/20u): It heals both Brute and Burnt and restores blood. It is rarely used because everyone just gets shoved into a cryotube or a sleeper for instant treatment and forgets about blood loss. It is still good to have, especially if patients start to pile up. Silver Sulfadiazine (20u): Heals burn damage, less effectively than Synthflesh. Careful, you can quickly drain your Dispenser with mass-producing these. Styptic Powder (20u): Heals brute damage, the same way as Silver Sulfadiazine. People often use Synthflesh for both Brute and Burnt instead of this or Silver Sulfadiazine, but it is good to have if you have nothing to do. I Guess I Should Include These Medicine These drugs are rarely used, either because people don't want to bother with using them or they are only needed under very special circumstances. Holy Water (30u): Used against cultists and vampires and to make Strange Reagent. If the Chaplain is dead/not cooperative during a cultist or a vampire round, security will ask you to mass produce this. Oculine (10u): Heals eye and ear damage. Upgraded Sleepers will have it so it is rarely needed, but if Science is lazy, you'll need to make some. If you, too, feel lazy, just ask Botany to grow carrots. Carrots contain Oculine - just grind them up, separate plant-matter from it and make them into pills. Potassium Iodide (10u): Heals radiation damage. It is so rare that some people think radiation is just prolonged toxin damage. It is not Teporone (10u): Stabilizes body temperature, used once in a blue moon. If anyone asks for this, they probably want it as a dental implant, so make sure it's in a pill form. Miscellaneous Things you should keep in mind or otherwise relevant. Mixing Potassium and Water instantly creates an explosion, be super careful. Pills have to be metabolized, meaning they won't work on dead people. Patches always cut the applied dosage in half. Applying a 20u Silver Sulfadiazine patch will transfer 10u. On the flipside, they work on corpses. Botanists will arrive at shift start, asking for Unstable Mutagen. It is essential for their job, please fill their buckets with it. The virologist will also come and ask for Sugar (and maybe Unstable Mutagen). Give them a bottle (30u) of each. They will also come back to convert their virus into pills once they are done, let them in if they ask you to! Some people will ask for Space Lube and narcotics. If you consider yourself a decent medical chemist, please don't give out either of them. They are mostly funny for the user itself and no one else. If anyone breaks into Chemistry, call security and/or the CMO as soon as possible. This place is one of the go-tos for people who are up to no good. Sometimes doctors unwrech the Smartfridge to enter it and to use one of your machines. It is... Kind of illegal and annoying, but it is usually ok during emergencies. The easiest ways to get Omnizine is to ask from the CMO. If they give you their Hypospray, use a syringe to get the omnizine out of it (30u). If there is no CMO, the hypospray is already stolen, or they are reluctant to co-operate, get warm donk pockets from the kitchen. They produce omnizine once you metabolize them. You can use dialysis on the Sleepers to get your blood, and so the Omnizine, in a beaker.
    2 points
  4. Whats being added to the folder tonight. I have no idea what happened but its good to know the admins took care of it.
    2 points
  5. End of all the 75 chibis requested since January 2017. Accepting commissions for the second season, 2018's, from all the world and avatars ***chop chop**** ...Since we're still searching for something we are not sure what it is and we didn't get enough of pixelating Think I should be bolder, this artstyle is becoming somewhat obsolete or just not progressive enough, if that makes sense
    2 points
  6. So, since the ore hold and pod mining laser exists, it seems to be intended that the Mechanic can do some mining if they want to. The problem though, is that to do it they need to build a pod mining laser, which requires silver and uranium. Since the mechanic is generally going to have to wait for both RnD and robotics to have their share of resources, the mechanic isn't likely to get those minerals quickly. Unless of course mining is really on the ball that shift, in which case, the mechanic doesn't need to be mining. They could try to ask for those minerals in exchange for bringing more in but there's no guarantee you can get RnD to even give you the time of day, let alone precious minerals. I think it would make more sense to have the mining laser simply cost metal, glass, and plasma. That way the mechanic can make it without the catch-22 of relying on minerals to make something that gets you minerals. If anyone is concerned about balance potential, miners will always have the advantage. If a mechanic wants to mine, first the mechanic has to wait for RnD to get done, otherwise they don't have the research to make the pod mining laser. Next, they need to get a hardsuit, something they don't have access to. They have to find the mining asteroid z-level from the station. They might be lucky and have it right next to the station, or it might require traveling through several Z-levels. Once it's found, the Mechanic has to beg/borrow/steal a mining scanner and mesons. Even then, the mechanic can only mine for as long as their batteries allow (which isn't long) and they can never claim points from any ore they do bring in. Because of all that, I don't see mechanics ever really stepping on the toes of miners. If anything it's free points for the miners since the mechanic can't claim them. But, it would be nice if it was actually somewhat viable to do, should the mechanic want to do some mining for fun, or in emergencies when all the miners are dead and science really needs resources.
    1 point
  7. uh...hello! Name's Garlic (or at least that's what I go by online). Just thought I'd make an intro post here too ^u^ I'm super new to this type of stuff (the style of game, not roleplaying) but I'm really interested in getting into it! even though I'm a bit of a slow learner
    1 point
  8. 1 point
  9. ruriks funeral, we made a religion out of this too
    1 point
  10. Most recently picture plus a few others that I forgot to upload from a while back. @ZN23X
    1 point
  11. Hi man, I think I've seen you sometimes in-game and you were cool, hopefully I was too! Welcome!
    1 point
  12. Here's a fun cute vacation picture, they took a visit to Jargon 4. In the picture Jonah is on his 5th Skrellian 'alcoholic' beverage with no sort of buzz hitting.
    1 point
  13. Made a cute Dragongirl, because dragons are cool, however I'm not good at drawing dragons. Here's Dreamy Rockwall in her nurse outfit, look at how cute she is. I drew a funny comic because I'm a funny man
    1 point
  14. How to Head of Personnel As the Head of Personnel, you're the first face to the civilan public. You need to make sure you give a good impression.You always want to be positive, and be patient. Leave swearing and threats at your door. You're helping someone get a new job, earn some dosh, and hopefully, not get themselves killed. Greetings and Job finding People looking for a job, they see you, and think: "Job! I need some money and help this station work!" So when serving people, you would want to say: "Hello, how can I help?" or if you're in a rush: "How can I help?" This is important as it gives off good vibes to the crew that you're there to help them. Bear in mind, as long as it's polite, and means business, you can say what ever you want. If you say things like "Next!" or "Fuck you" to anyone, it gives a bad impression on you and the rest of the command staff, and therefore you have more chance for people to riot. The better the crew respect you, the easier time you'll have overall. You ask them what they want to do on the station. Hopefully they will tell you. If they ask what jobs are available, you tell them all available openings bar Security and Legal jobs. Your newscaster has an available job list if you are lost. Remember to open more slots as the shift moves along. In reference to the photo above, if someone joins, opening more slots will allow people join the station as that job. Marking a job as high priority means that people just joining the round know that the station needs *THIS* job more than others. Giving Someone a New job and Access When you've figured out what someone wants from you (it can take a while) and you need to change someone's ID, you get to the ID computer and this is what you see. I've annotated what it means if you get confused. You place your ID in authorized Identity, and the person's ID inside the Target Identity thing and suddenly you get a completely different screen. This is the screen you'll get used to very quickly. You'll see it countless times until you hate it. But it's one of the most powerful tools anyone has on the station. To manipulate station access is very powerful, and it comes with great responsibility. Few things to note: Details: The person's name and account number. You can also demote and/or terminate them from this point. Other heads of staff will ask you to demote their staff from time to time, that's the button you press. Assignment: You press the underlined job (won't always be unassigned) which will expand and show some job buttons. It has all the automatic access someone needs if they need to change to a specific job. Bear in mind, when you click on a job role, it removes all previous access, then re-adds the access of the job pressed. NSS Cyberiad: This shows all the individual access found on an ID card. (This does not include anything at Central Command) Card Skin: Standard is Green, Gold is Captain, Silver is Head of Personnel, Supply is Cargo and Mining, Rainbow is weird, so is Data, and the rest are self-explanatory. If someone asks to join a station department not under your jurisdiction, then you will need to ask the department head if you can add the person to their team. If they say no, you have to deny them. If you get no answer in a worthy time frame, it's also a no. Once they have their access, you want to make a comment telling them it's done, so they know you've put all the permissions on it. If you haven't, be sure to specify which access you DO have on it. In the case of a denial, you will need to apologize, (because you're the person handing out the jobs here) then ask if there was another job they could have instead. Gateway explorer jobs have to have input from the Captain whether it's ok or not, and you must heed those rules at all times. You are to also keep a record of who went in the Gateway. Gateway Explorer are also not in the quick tab. You will need to manually add access to EVA and Gateway. If someone asks for a Security job, unless the Captain has said otherwise, you are to present a written form to them, which they fill out, and get the Head of Security's stamp and signature on it. This means they have seen it, and understand the risks that you will be adding one to their team. Other things to Remember If someone needs a new ID, you first ask what happened to the old one, or if they know where they had it last. You may then give them a new ID, asking them their name, (remember, you don't know, because they have no ID.)previous job position, (this is to verify their truthfulness, as you can see their job in the manifest.) and if they remember, their account number, so they can still eat from the vending machines if the Chef is poisoning food. Upon red alert, you grab your armor and gun out from your locker. You put your armor on, and your gun on your belt/hip. Under no circumstances are you to grab either item out until then, as the station is completely calm, and civilians may get into a panic if they see you decked out in weapons and armor on green alert. Ian may be renamed and moved at your discretion. I recommend moving him to the bridge so he does not bother you while you work. He sometimes moves into you at the window, causing it to open. This can be slightly annoying. The addition of the Ian bed does help to mitigate this. DON'T LEAVE YOUR INNER WINDOW OPEN! It may be a pain to grab your ID out of the machine every time to open it, but it stops your ID from being grabbed by someone else, RIGHT UNDER YOUR NOSE! Leave it closed, and open it by moving at it, rather than clicking on it. When there is no one around in line, take this moment to shut the outer window. (Someone's opened it for ease of access) Make regular status checks on your service workers and especially MINERS. Make sure cargo doesn't do stupid shit, and relay complaints to the IAA office. That's pretty much it. The rest of it is robusting the clown, painting PDAs as necessary, and calling Security for fights in your line (which will happen.) Don't die, yell when you're in danger, and don't pretend you're Security, because you're not. Oh, and you're next in line if the line of succession if the Captain dies. Good luck out there, and don't be comdom.
    1 point
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