Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 03/20/2019 in all areas

  1. Here's a few tips regarding some of the traitor items you can acquire from the uplink: Agent ID The AI won't be able to remotely track you while you are wearing it, they'll need to follow you around manually with the camera view. Your infraction level with beepsky will be lowered while it's worn, meaning he wont go after you if you're wanted or carrying a gun without a permit. Camera Bug Clicking on a camera while this is in your hand will bug it. This will give you the option to disable the camera on the bug's main menu (works like emp'ing the camera, so people will notice it's been tampered with). Access Tuner You can use this while looking through a camera, allowing you to hack doors from across the station. This includes the camera spying feature in the camera bug. F.R.A.M.E Cartridge Any new uplinks generated with this are fully usable once loaded with telecrystals, with each one getting a new set of discounts generated for it as well. Smuggler's Satchel The satchel will fit inside regular backpacks, but will hold normal sized items inside (excluding another satchel for obvious reasons). You can use it to increase your effective backpack space if you want. Uplink Implant As with the F.R.A.M.E, this counts as an entirely new uplink and will have its own discounts. Injecting more than one uplink implant will add another 10 telecrystals to it per use. Energy Dagger Throwing this at someone will deal nearly twice as much damage as a melee attack with the added bonus of always embedding itself into a target. This will make the dagger non-retrievable however. Emag Emagging a regular hypospray will let you fill it with any chemical you want, removes the chat message saying what you injected and will make the hypo work through hardsuits. It will still make a noise and can only inject 5u at a time but does let it function as a makeshift sleepy pen when combined with strong toxins (namely traitor poison bottle chems).
    3 points
  2. Lately, I've been seeing a lot of poor-quality prayers. Want to be sure your prayer isn't one of them? Try following these tips. 1) Don't confuse prayers with ahelps, faxes, etc. Anything regarding rule violations or OOC problems belongs in an ahelp, not a prayer. Trial admins cannot see prayers, so putting your report of a rule violation in a prayer, rather than an ahelp, may prevent admins from helping you. Any question about game mechanics belongs in mentorhelp, not a prayer. Let the mentors help you. Do not decide your religion is 'The Syndicate' or 'Central Command' or similar, and act like praying to these 'gods' gives you a hotline to CC/Syndi/etc. It doesn't. CC/Syndi/etc are not mind-readers, and these types of prayers won't be heard. If your character has a religion, make it something at least vaguely sensible. Prayers should be messages intended for the gods - and nothing/nobody else. 2) In general, don't pray for obvious material aid, especially aid that compensates for your mistakes. Everyone makes mistakes in SS13. Sometimes, you die as a result. That's part of the game. We don't want to encourage people to pray every time they think they can get some material benefit out of it, and as a result, we can/do often send lightning bolts instead of healing when people ask for heals without a really good reason. Instead of asking the gods for material aid, ask your fellow crew members. There are entire departments (medical, sec, etc) that are there to help you. Use them. 3) Put effort into your prayer. For example, assembling some objects in a pattern and praying for something related. RP a little in your prayer. Make the prayer about something that would truly add to the round, and be fun for all - not just fun for you. Low-effort prayers, like 'help?' are typically ignored. Higher-effort prayers are more likely to be answered. 5) Understand that there are many gods, and they range from friendly, through hostile, to insane. You have no idea which god will get/answer your prayer. Prayer is like spinning a roulette wheel. You never know what the result will be. Even two identical prayers, by the same person, in the same round, can have opposite results. You simply never know. If you haven't figured this out yet, that means prayers are HIGHLY RISKY, and generally not something you want to do unless you have no other options left, or you're RPing a religious character. For example, someone recently prayed to be turned into a dangerous beast with a secret mission. They got turned into a crab, with the objective to snip their claws at every head of staff. They were shortly turned into crab soup by the crew. Making a prayer is rather like asking a genie for a wish - it can do amazing things, yes, but you have zero guarantee that the genie granting the wish isn't malicious, insane and/or dedicated to granting the letter of the wish but not the spirit. There's also a good chance that the god answering your prayer will be outright evil, or simply choose to answer it in the way most amusing for them. Gods normally stay out of mortal affairs, but if you pray to them, you invite them into your life, and that will, quite often, end badly for you. 6) Understand that praying "I am bored" will result in terrible things happening to you. In a shift yesterday, the head of security made the terrible mistake of praying "I am bored, I wish something would happen". Shortly thereafter, CC announced an unusual event: "Many tears in the fabric of time and space have opened. Expected location: EVERYWHERE". The HoS' office alone contained three tears, and thus three tears' worth of monsters. There were 50+ monsters on the station overall. The entire security team died fighting a horde of xenomorphs through the halls of the brig. I believe the HoS' last thoughts before passing away were "why oh why did I make that prayer?!?!?". Normally "I'm bored" prayers won't wreck the whole station, or even your department. But they often end very, very badly for you. A crew member praying "I am bored" is rather like a mouse standing atop a human-sized chair, squeaking "everything is perfect. Nothing can go wrong now!" - in an apartment with several cats. It is tempting fate to an astonishingly dangerous degree, so much so that even clowns would recognize it is a bad idea. Y'know how people in movies say "nothing can go wrong now!" and then they die horribly? Same idea. Do not tempt fate. 7) The gods do not care if you are a Chaplain, or Clown. No, Chaplains are not more likely to get their prayers answered than any other crew. Chaplains work for their gods, NOT the other way around. A Chaplain who treats their god like a free-stuff dispenser will end up on that god's bad side fast. Clowns aren't taken seriously by their fellow crew, let alone the gods. Indeed, sometimes the gods love to see clowns suffer just as much as crew do. Don't think that "because I'm a chaplain" or "because I'm a clown" is a good reason to get what you want out of prayers. It ISN'T. If anything, higher standards of prayer RP are expected from Chaplains. 8) Good results from prayers are not always obvious Suppose you make an awesome prayer, and the gods grant it. Will you notice? MAYBE. Gods tend to work in mysterious ways. If you pray for a light source while exploring dark maintenance tunnels, maybe you find one in the next room. Was that the result of your prayer, or just luck? You'll never know. If you pray that someone finds your dying, crippled body, and then someone does... was that luck? Or your prayer? You don't know. If you pray that the Captain suffer for their gross incompetence, and later on, their office is blown up... was that luck? You don't know. I'm sure you get the point by now. Much of the time, responses to prayers that are granted will not be obvious. You won't know if your prayer did anything, and if so, exactly what it did. 9) Watch out for hints after praying. If an admin decides to send you a message in response to your prayer, the two typical ways it might appear are SubtleMessage (SM) and DirectNarrate (DN). SMs are prefixed with "You hear a voice in your head...". If you get a message like that, especially shortly after praying, take it as a tip from the gods. You don't have to follow it, but in most cases, it would be extremely unwise not to. SMs are typically sent to people who pray for help with something they ought to know, but don't, like an engineer praying for help with engine setup, or a captain praying for guidance about what to do when the station has lots of antags. If your character gets a SubtleMessage, treat it as an extreme life protip. Often, people who fail to heed these suffer greatly as a result of their own actions. You can ignore subtle messages, but it is very unwise to. If the subtle message asks a question, the best way to reply is by praying again. Most subtle messages won't be questions, though. DirectNarrates are different. Personally, when I reply to prayers, I tend to use DN to produce messages like "The Communications Console catches your eye." which act like hints. They're so subtle, you may not be able to tell them apart from normal game messages (except by looking at the game source code, and realizing there's nothing in the code that could produce a message like that). These too are usually ultimate protips, intended to help you without obvious divine intervention. The exception is if you get a message like "You feel a terrible [something] wash over you". A message like that indicates the gods may be cursing you for your prayer. If everyone suddenly has a wave of dread wash over them, especially if the message stating so is in bold, red text, that indicates that either a singularity has consumed a supermatter shard, likely reaching stage 6 and turning into one of the most destructive forces of nature in the game... or the dark gods are about to make life very interesting for the Cyberiad's inhabitants. Or a good god is sending a mass-protip to everyone that they need to have their wits about them in the near future, if they want to survive. That message can mean multiple things, but it generally always results in an adventure. After praying, watch your screen carefully for subtle hints. Look around yourself carefully, too. Items may have moved, or appeared, while you were not paying attention. 10) Cookies are not always your friend, but you should eat them anyway One of the many standard options for admins responding to prayers is to spawn a cookie. While the cookie is usually just a normal cookie, and means "we heard you, but we aren't going to do anything about that", there are variations. Some of the cookies will kill you, or turn you into a monster, if you eat them. Others may give you super powers. There is no way to tell what a cookie will do, short of eating it. If the cookie is cursed, throwing it away, or making someone else eat it, won't help you. It will probably just make your curse stronger. The gods really hate it when mortals try to turn curses placed on them to their own advantage. Such mortals typically end up as cluwnes or worse. 11) Max one prayer per round Don't pray more than once per round. The more prayers you make in a round, the more likely you are to get a bad outcome. The gods get annoyed by repeated prayers from the same person in a short span of time. One prayer per round might seem like a low limit, but consider it an incentive to make your one prayer really good. 12) Don't treat prayers as get-out-of-jail-free cards The purpose of prayers is NOT to give you some advantage that helps you out of a difficult situation. The purpose of prayers is allowing your character to ask, ICly, for divine intervention that will make the round better for the crew at large. Now that you know what NOT to do, let's look at some good prayers... As crew, with a terrible Captain and no IAA: "Lord Istomar, I pray, see this fool Captain suffer for their incompetence. They run around in their suit, for no reason, brandishing the nuclear auth disk, on green alert. They are an embarrassment to Captains everywhere. Amen." As a mime, tending to your fallen comrade, with incompetent medbay: "Divine Light, please help my comrade, Maximillian Arcturus, for they have fallen in battle with the dread spiders. Their body is wracked with poison, and their chances look grim. Medbay is overwhelmed with the injured, and you are their only hope." As clown, in a dull shift: "Great Honkmother, I pray, grant me something harmless but amusing, that I might bring cheer and HONKs to this dreary station." As chef, after some greytider murders all your animals: "Lady, the vile ruffian Joe Schmoe has snuck into my workplace, and murdered all my beloved animals. I beseech you for aid in bringing them back to the land of the living, or seeing Joe cursed for his attacks on the defenseless farm animals." As HoP, after Ian goes missing: "Great God of Paperwork, I have served thee in filling thy forms and dotting thy divine i's. I ask: help me find my poor lost dog, Ian, who needs me." As Chef, after an hour of Botany not doing their job: "Spirit of Summer, bringer of bountiful harvests, I beg thee: help me acquire the produce I require to bake my great feast. Botany has made not a shred of food this shift, and I am despairing. At this rate, I will never be able to feed the crew." Lessons you can learn from the good prayers: If someone needs help, explain why, and mention why you can't get help from the regular mortal authorities. If someone really deserves to be smited, explain why. And mention why the regular mortal authorities cannot do it. Always focus on how your request helps someone else, or at least makes things more fun for the crew (ie: players). Never focus on how the request benefits you personally. Don't be afraid to use old-fashioned and descriptive language. Remember, this is meant to be a semi-formal request for your god. Not a throwaway line. Make it obvious which god you are praying to, both by name (e.g: Spirit of Summer), and function/portfolio (god of the harvest), so the admins have some context for which god they might pretend to be while they're replying.
    1 point
  3. 3 Vulps being chased by an engineer with a flamethrower.
    1 point
  4. Hello. Yeah, it's been a long time since I've worked on this. A lot has happened in my life and I've had other projects come up, and have changed computers more than once. I've thought of coming back to it several times, but when I take a break, there are significant factors I have to account for and it's a pain in the ass to update what I have to the current code base before I can get working on anything new. Still, if there is interest here, I could come back. To be honest, I may need some help though.
    1 point
  5. Once upon a time on a space station far far away, Zack Reed a civilian arrived sporting a bright orange jumpsuit. He walked around while he figured out what it was he would like to do for the shift, his walk landed him at the bar so he popped a squat on a stool and ordered a drink. There were a few other patrons, a rowdy clown slipping people with his PDA, another human civilian, and a IPC assistant. The IPC was smoking a cigarette which Zack noted was odd considering he had no lungs but decided to pay it no mind and continue drinking. As Zack drank some of the patrons left leaving just the IPC sitting next to Zack. All of a sudden Zack heard the maintenance door bolt without the lights turning on and then the hatch getting screwed back on from the other side. He laughed to himself and a few minutes past... Zack jumped off his chair as he looked behind him and saw plasma rapidly filling the room from the ventilation system, he looked right and saw the same thing happen in the kitchen and he ran for the maintenance door. He smacked up against it forgetting it had been bolted down and the IPC ran up to it and started fiddling with the maintenance hatch on the door trying to get the bolts up, a few seconds later a loud spark as his budget insulated gloves failed but Zack heard it, thunk. The doors bolts went up and Zack ran through the plasma right on his tail, he trampled the IPC who screamed as his cigarette ignited the plasma which flooded into maintenance as Zack ran. He made a quick turn as plasma rushed in from another door, he caught his breath for a moment before continuing and bumping into someone, the chaplain. The two made their way to the old bar and tried to figure out what to do. The sounds of a raging fire echoing throughout the halls made Zack shutter with fear, trapped on a space station with a rampaging fire. Zack heard a snap and looked behind him into the darkness as a glowstick cracked on revealing Qatqat a good friend of Zacks. Qat joined in on the conversation of what to do next as another man came through the door shortly after with many burns. He was a civilian who looked kind of like a cowboy who took a swig of whiskey, the chaplain healed him with a swift smack to the noggin with his bible. All seemed lost, then suddenly Zack remembered that the solars were nearby and had reinforced walls hopefully capable of withstanding the fire, he told the other survivors and they sprinted through the halls towards it, Zack stepped for the door... Beep beep. No one had access, they tried to go back but as Qat opened the door and screamed Zack saw it too, the fire had cut them off. Zack frantically looked around for tools, the cowboy civilian took off his tool belt and tossed it at Zack. He unscrewed the hatch of the door and started pulsing wires from the top. His nerves were on edge as he could hear the fire beating at the walls just outside the room, ZAP. Halfway down the list of wires Zack shook on the ground from an electrical shock, the chaplain acted fast helping him up and healing him with his bible. Zack waited as the doors electronics reset, each second was not long enough as he could see the walls starting to degrade from the fire just outside. Enough time had passed and Zack swiftly went back to the panel and with some luck the first wire he pulsed turned the test light off. "Yes!" Zack screamed out as he crowbared the door open, everyone filed in and Zack crowbared the door closed, just in the nick of time too the last thing Zack saw was the fire flood the room they were just in. The survivors celebrated their newfound safety behind reinforced walls, whiskey was passed around and any injuries were dealt with. A few minutes past and they took to telling stories of previous shifts and any adventures they previously experienced, everyone was happy... It didn't last long. A scream was heard and Qat who was in the airlock pointed to another airlock just east of them where a survivor was by themselves in a locker, you could see the fire beating against the locker and the screams were muffled by the horrific sounds of the fire. That survivor didn't make it... Zack's group of survivors wasn't so happy anymore just witnessing the death of another wasn't a kindly thing. They didn't have time to grieve though as a new and more terrifying problem arrived, the chaplain spoke "Anyone else feel like it's getting hot in here?". Zack thought he was just being paranoid until he felt it, absurdly hot air entering his lungs making him cough. They were beginning to be cooked like they were inside an oven, fire outside one door, space outside the other. The situation was grim, they drank whiskey to cool their throats and the chaplain healed them until he was doing more damage then good. They were doomed and knew it. The survivors started to scream as reality set in, they no longer had whiskey and could not even numb the pain of their skin starting to melt. All of a sudden Qat said they were going to force the exterior door to space, Zack agreed but the others protested. To avoid a prolonged argument and fueled by the thought of his eyes melting Zack ran forward and pulled the switch forcing the exterior airlock. Qat and Zack floated out, it was a cool sensation at first... Almost calming. Then the pain set in, the crushing feeling was felt. Zack having already been severely burned didn't last long he felt painless his body numb as he slipped off into nothingness, just a white abyss then pure darkness. The last thing Zack saw before his death was a borg open a different airlock. The Borg carried Zacks lifeless body inside to an escape body and left presumably going for the others. Sorry if the formatting is bad I wrote this on my phone I'll probably fix it later, this is an actual tale from a round I played I tried to keep it as close to the facts as possible but I don't really remember it all. Anyway if people enjoy this I'll write more tales from rounds I play.
    1 point
  6. Qatqat here. Oh man, this one was one of my favorite near-survival moments so far. A couple things I remember if you do clean up the post: - Using station bounced radio to call out for survivors/help - The airlock vote was tied 2:2 until the cowboy lost consciousness - Frantically banging on the escape pod window as the lone sec officer inside just stared in horror, until we succumbed One of the ghosts that was watching it all unfold posted a screenshot to the Discord after the round ended:
    1 point
  7. Have a virus cured by ethanol but dont want to spend the next 10 minutes stumbling around drunk? Grab charcoal along with the ethanol, and preferably someone with a medhud. Take the ethanol, and once the medhud says you're cured, take the charcoal. The charcoal will instantly turn the ethanol in your body into Antihol, which will purge any excess ethanol and cure drunkenness.
    1 point
  8. I once assisted the Chaplain in summoning Harambe a while ago. After we had like ten cultists chanting as the chaplain did a human sacrifice(Voluntary) the admins spawned in a monkey named Harambe and I can't remember what powers he had but he promptly butchered all his cultists because we forgot his bananas before sparking a stationwide manhunt through the tunnels.
    1 point
  9. I TRIED to write a guide here, But NOOOO, I had to be fucking invaded by the staff team!
    0 points
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use