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Good day. I am Diesel/Frank, and this is my traitor genetics guide. This guide is based on my past experiences as both geneticist traitor and regular geneticist, and I made this for people who have done some genetics before but doesn't know how to do it efficiently or what some of the powers do. This is a traitors guide to genetics because a lot of the powers are far more useful to a traitor than to a regular crewmember. The wiki also has some detailed descriptions on what the powers do but it doesn't explain how it can be used to your advantage. My English is not perfect and I hope you will not be annoyed by it. During my playtime I have done a lot of genetics but I am probably not the best one. Most of my past experiences I have gotten from someone else as people are very helpful here. So I will have a small “Thank you” section on the bottom of my guide. If you are playing as geneticist for the first time and you have this guide up, I suggest you check out the wiki first to learn the basics: https://www.paradisestation.org/wiki/index.php/Guide_to_Genetics. After you have learned the basics, come check this guide up so you can learn efficiency and how to use the powers to your gain. Before you start using this guide, you should know about the following: How to work the DNA machine (I will give some tips and tricks on this, but learn the basics). Gene 55, the humanizing of a monkey. How to make a clean S.E. without any disabilities. How to activate genes by changing the values of S.E. numbers. Saving S.E on transfer buffers, using block injectors and S.E. injectors. If you know the things above, congratulations! You have a basic knowledge of genetics. So let's get started on the more advanced stuff. Time to work fast, work safe, kick some ass and most importantly: get that greentext, have fun! "My way", how to be fast at genetics: To begin this guide, I will talk about efficiency and productivity. At the start of the shift before you do anything else grab the following: One radiation suit and a geiger counter. These are found in the southern part of medbay next to the psych office and are very important. After the radiation and the SM engine update, the DNA machines no longer have radiation shielding. This means if you use Nokko's method, you receive heavy radiation from your subject until it dies. So don't be stubborn and wear a damn rad suit. This will save you a great deal of pain. 1-2 pills of mutadone. These are found in the nanomeds and used to clean your genes up in case you accidently activate too many and get unstable. If you feel like you have things under control and have a clean S.E. on hand, just relax and inject that instead. 1-3 bottles of potassium ionide. These are found in the nanomeds and used to lower your level of radiation. Check it regularly with your geiger counter. Once you start to get on levels above 500, drink a bottle and relax for a minute, then keep working. If chemistry has made pentetic acid, use this instead. Pentetic acid is at least 5 times more efficient but will harm you a little, so grab some saline as well. After you have this, it's time to bother your neighbor the chemist. If you haven't heard about Nokko's method, you can check it out at this point: Explained in short, Nokko's method is about forcefeeding your subject 400u of unstable mutagen. Unstable mutagen when forcefed or injected will activate bad mutations. Around 350-400u is enough to activate all of them. This is extremely helpful to you as its way faster instead of changing the genes to the value of activation manually. I don't need to add a lot of stuff to this as this still works wonders to this day despite being over a year old guide. However you can inject the unstable mutagen with IV bags instead of forcefeeding it, so just ask the chemist to make two IV bags of unstable mutagen instead of four large beakers or eight small beakers. This will save them some trouble while making it and it will also save you some time while giving it to the subject. Humanize your subject, drag it into the middle of the lab and set the IV bags to inject (by using it in your hand). Then right click on the IV bag and set the transfer value to 10u (highest possible), then use it on your humanized subject to start injecting. Examine the bags after about 2-3 minutes to figure out how much unstable mutagen you have left. If you have around 50u left (doesn't have to be exact), you can stop injecting and start noting down disabilities by checking the S.E. of the subject on the DNA machine. Now you want to note down ALL genes above the value of 802 in notepad or word, as they are the disabilities. Emitters: At this point in the shift, you have now noted down all the disabilities and you're now ready to start checking out them good genes. First of all, set the emitters. On the bottom of the S.E. part of the DNA machine window, there are options for setting them. Always set the intensity to max and the time to 1. As you are working on a non-sentient subject, you don't have to worry about it dying. This will make your work somewhat faster. If the subject gets turned into a skeleton (happens after a while to all corpses that are not voxes), just grab a new monkey, humanize it and keep going. If you absolutely do not want that happening you can also ask the coroner to use some formaldehyde on your dead subject. Do take note that if you are testing on a crewmember, set the intensity to 1 and the time to 1 so that you don't harm them too much. If they get too high radiation, take a break and use some pentetic acid. Picking the "right" DNA machine: In the start of the shift, pick the RIGHT DNA machine. Why? Well this will allow you to install a second console next to your DNA manipulator, which lets you print syringes even faster. It turns out that you can install four consoles for one DNA manipulator. This is however restricted by how much space you have in your lab. Building the second console is very easy if you know how to make consoles in general. If you don’t know how, check this: 1. Around 15-20 minutes into the shift, go check over at RND if they have built an autolathe. If they have, grab one wrench and one screwdriver. 2. Go bug RND for a “DNA machine” board. Grab 5 metal, 2 glass and a cable coil while you’re in there. 3. Remove the damn table next to your DNA manipulator with a wrench. 4. Use the 5 metal you picked up in your hand and create a computer frame. 5. Pick up the wrench and use it on the computer frame. Use the DNA board on it and then fasten it with a screwdriver. 6. Use the wire you picked up on the console and then the glass. Finish up with screwdriver. 7. You now have a second console that you can use to print even more syringes! 8. Turn the entire station into hulks. Do take note that this will not always be possible. If RND is staffed by two monkeys and a traitor RD, it’s very unlikely that you will get anyone to print you a DNA machine board. Normally this is not the case, so you can go ahead and ask. Activation/deactivation of genes: When you start testing, you should have two S.E. strains saved on the transfer buffer part of your console. On the top S.E. you should have the strain you’re changing all the time for testing. The second one should be your clean S.E as shown below. Activating and deactivating genes are easily done by using block injectors. If you inject S.E. block number 16 and you start speaking Swedish, dø nøt panic bork bork! This is not the end. No need to suicide with console commands. Go on the console and pick block injector again, but this time from the clean S.E. instead. Print and inject the corresponding gene and it will deactivate. Now you can støp eating surstrømming børk børk move on as if it never happened. This is also something you can use on the field when you’re not in the lab. Let’s say you have picked a combination for your traitorous needs. You found polymorph, a very useful gene for a traitor, but you don’t want to have it in your combination due to the instability cost. If polymorph is S.E. number 21, print and label one. Then print the same block from your clean S.E. and you can activate and then deactivate it on the go. This can be done with all genes, but do take note that some genes are hard to activate as described further below. Gene isolation: So you have finally managed to change a gene into activation value. You pick the block injector, print the syringe, inject it and… This does not mean that you lose. A gene that does nothing when injected is not necessarily a bad thing. This can be caused by three things: 1. The value that you set the gene to is not high enough. 2. The gene is empty. 3. You found one of the genes that are hard to activate. If the gene already has a value of DAC, don’t bother to start injecting it over and over again to see what it does. Write down the S.E. number as unknown and keep going. Unless it’s empty, it will activate later. These genes are hard to activate: · Hulk · Telekinesis · No breathing · Chameleon · Cloak of darkness · X-ray If you activate one of these, go over your notes and check the genes that did nothing earlier. Take note of which gene you injected when it activated. All other genes other than these will activate immediately when injected if they have the correct value. Example 1: You’re on S.E. number 31, you inject it and it does absolutely nothing. So you move on, change S.E. number 32 into a value of DAC or higher. You inject S.E. number 32 and you get telepathy and chameleon. This means that S.E. number 32 is telepathy, as telepathy activates every time you inject it with a value of DAC/CAD or higher. Chameleon should then be S.E. number 31, unless you already injected some genes earlier that did nothing. Clean your genes every now and then by using a clean S.E. syringe. This should be done for every 4-6 genes you inject. Do again take note of the ones that did nothing and reapply these if they were one of the last you injected. Example 2: You inject 6 genes. 1. Heat resistance 2. Nothing 3. Telepathy 4. Sober 5. Buff 6. Nothing The S.E. number of the 2nd gene you injected is likely empty. Clean yourself up, and inject the 6th one again, keep inject more genes. 7. 6th gene (Nothing) 8. Shock resistance 9. Cold resistance and hulk. Stop here; remember the S.E. number of the 6th gene you injected. The S.E. number of the 9th is cold resistance. By deactivating the 6th gene you find out the correct S.E. number of hulk. Teamwork is the only way: There are two job slots for geneticist. This means you will most of the time be working together with someone else. If you’re a traitor geneticist, time is a factor. Genetics is very time consuming, so if you find yourself working with someone, try to be a team player until it’s time to go do your objectives. Be nice, share the genes you find, buy your partner a coffee. Unless you happen to be working with a total asshole or someone that doesn’t know what they are doing, chances are they will share what they find with you as well. This will without doubt make your work a lot easier. If you have someone next to you that are willing to work with you, checking the genes that didn't activate on the first try is a lot easier as well. If you inject a gene and it doesn't activate, the gene and the value of it is still in your DNA. Inject yourself with the gene that you want to check or activate. Ask your parther to save your S.E. Doublecheck emitters to make sure the intensity is not on max or you will get very irradiated. If your S.E. is saved correctly, ask your partner to just spam change one gene (can be any gene except for the one you're trying to activate). After some activations and deactivations, you will have activated the gene you want unless it's empty. Inject yourself with the S.E. that you saved earlier with only the testing/activation gene. This will clean all the other random mutations you recieved during the procedure. Customer service: While genetics is not the most useful job on the station, people will come by to worship you in hopes of getting some free superpowers. During a normal geneticist shift, giving out some powers to graytiders, engineers and explorers are acceptable. Just make sure you ask the RD for permission first have common sense when giving them out and everything will be fine. However, if you’re a traitor, you are ON THE CLOCK. If you have a partner in your lab, just leave the customers to them. If they ask you directly, be polite and decline. You don’t have time for that shit, as you’re going to get telekinesis and X-ray so you can steal that hypospray. If you get invaded by a bunch of people who refuse to take no for an answer, beat them to death with a fire extinguisher call security and ask them to remove them for you. Do not resort to violence unless it’s self-defense. The genes: Here at the end, I will list up and describe all the superpowers you can find when working as a mad scientist who likes to play god geneticist. It’s not that easy to know what “your fingers feel numb” even means. Did you just turn diabetic? Is this cryokinesis??? Do note that while I will rate them on a scale, nearly all genes can be A-tier in the right situation. "You notice a strange cold tingle in your fingertips." "You suddenly notice more about others than you did before." "Your muscles hurt." "Your leg muscles feel taut and strong." "You feel hungry." "Everything around you seems bigger now..." "You feel no need to breathe." "Your fingers feel numb." "Your mind feels closed." "You feel smarter." "You feel one with your surroundings." "You begin to fade into the shadows." "Your body is filled with warmth." "Your skin is icy to the touch." "Your skin feels dry and unreactive." "Your body feels if can alter its appearance." "You don't feel entirely like yourself somehow." "Your wounds start healing." "Your mind can see things from afar." "You feel you can project your thoughts." "The walls suddenly disappear." "You feel swift and unencumbered." "You feel unusually sober." "You feel buff!" Balancing: Balance is always important when it comes to making a combination. This is because if you don't have it, you will take small burn damage every now and then, warp, or warp to death based on how unstable you are. To create the perfect balance, you will need to mix some disabilities in with your abilities. Most of them are very annoying, and I have therefore made a list that you can use. Fat: GIves -5 instability. This one is just lovely as you can use swift for free, and swift is always useful. Nearsightedness: Gives -10 instability. Get some glasses from the medical reception and this turns into a free -10. Hallucinate: Gives -10 instability. Doesn't activate too often unless you're extremely unlucky, and sometimes it's just scary sounds. Radioactive: Gives -15 instability. Useful if you have rad meds such as pentetic acid, and don't mind of you accidently go bald. Tourettes: FUCK Colorblindness: Gives -10 instability. Can be used if it's not as annoying to you as it is to me (and I am colorblind already). Mute: Gives -10 instability. It's nice if you don't plan on saying anything while murdering the head of security. Dizzy: Gives -5 instability, and it's just not worth it. No. Don't use this. Clumsiness: Gives -5 instability. I wouldn't use this one either. Unintelligble: GIVES!! -5!! INSTABILITY!! IT!! OK!! Epilepsy: Gives -10 instability. It's OK to use as a hulk as hulks don't care about being incapacitated. Otherwise it's very risky. Coughing: Gives -5 instability. It's very annoying, and you do drop objects while coughing. I don't like it. Blindness: Gives -15 instability. If you like playing on hard mode. Deafness: Gives -15 instability. You shouldn't listen to what everyone says anyway. Swedish: GIves 0 instability. Bork bork! Thank you: This is the end of the guide. I hope you have had fun happy time reading it. As I promised I am making a thank you page, because some people love to teach others and I couldn't have written this guide without you. I have been working on this guide for a long time. My exams were done this week and I could finally finish it. Vicente S. IG: Vikente Djtovtchz. Told me a lot when I was new to genetics. MomoBerry. IG: Ser Koksure. Also told me a lot of stuff that I didn't know. Nokko. IG: Not sure. He wrote a very good guide on how to do genetics faster. Not sure about ckey, but Feasel Easel in game. Helped me test some of the genes. You are great!5 points
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Don't have any art to share but wanted to say this made me tear up knowing we have such great and accepting people that is represent who we are! Also love that there are so many fellow medical nerds taking part lol!5 points
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Looks like the librarian is hosting a photoshoot in the library to create a scrapbook for Pride Month! Stop by if you'd like to have your photo taken for Nanotrasen's UNOFFICIAL Pride Scrapbook, or if you'd simply like to watch and wait for the inevitable chaos once the station falls apart. I'm a bit late, but in honor of pride month: I thought it'd be nice to make a place where everyone can show off their characters for Pride! The theme is Pride, so preferably, share your characters celebrating themselves in some way! Allies are welcome, just be respectful please. :> The little blurb at the top is just for fun, you don't have to take it seriously. Feel free to tell us about your character though! If posting art that isn't done by yourself, please give a source to the artist! Note: I'm not actually compiling these photos or anything. Your characters can roll along with it if you'd like, but out of character, I (Skye) am not personally compiling them. Overall, please be kind and positive! So without further ado, let's show our characters with Pride!! I'll start off by sharing one of my own characters, Rivera Kirkland. :D Since she's a geneticist and constantly looking for mutations, I had her hold up the lesbian flag with telekinesis, haha. The other flags are the polyamory flag (bandana), the trans flag (bracelet), and the flag she's holding is an idea I got from some pride art @SlimeBird did with Chikitita: the Nanotrasen Corporate Pride flag. If anyone else has Pride-related character art to show, I'd love to see it! :D4 points
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That makes me super happy to hear!! I just hope it can mean something to folks! (And hell yeah, med rep :D)2 points
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HELL YEAAAAAHH!! We ringing in pride RIGHT! Gosh now I wanna make a more in depth Pride art of Idunn, but for now I'll put her here so she can be with Rivera! Her bandana's the new Polyam flag as well, and her little flag in her hand is the bisexual pride flag!2 points
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First Name: Chikitita Last Name: N/A Gender: Genderless, presents Female Pronouns: she/her Nicknames/Alias: Chiki, of Coffee and Love, Based Coffee Vox, Chickentita, Chicky, Bar Leech, MMI Medium, Chi, Chickentenders, Briki, Voxromancer, Medbay Mascot, CHIKI2TA, ChikititaVox39, Freak of Nature, Wiggly Worm, XENO, Birdie, "Kikeri", Chikorita, the Mad Nurse, Lizard Lady, Narcoleptic Bird Doctor Species: Vox Primalis Blood Type: B+ Height: 3'5", 104 cm Weight: 72 lbs, 32.66 kg Eye Color: Magenta Picture/s: Nanotrasen Issued ID (base by angelictactics) Age/D.O.B: ~27 years, unknown date of creation, documented as the first of January, 2541. Place Of "Birth": Arkship "Survivor of The Fighting Winds of the Star Due North, Bastion to New Ways and Efficient Production" or "Fighting-Winds" Alignment: Lawful Neutral Very dutiful to the shoal, strong enforcer of the inviolate among vox on the station. Her sense of justice is entirely tied to the vox Inviolate. Affiliation: Employed by Nanotrasen. Loyal to shoal. On the Raan-Kirkland-Anide family Spacemas card list. Religious Beliefs: No organized religion, but very superstitious to the point of obsessive paranoia. Also practices almost heretical dedication to vox rules and customs. "Childhood": As a vox, she doesn't have a proper childhood, but she spent her younger years of this host body on a raiding skipjack carelessly learning the skills of a medic through trial and error. After tragedy struck and the rest of her crew were apprehended, she made a very narrow escape by hiding. Seeing her friends carried away never to be seen again through the slits of the locker she was hiding in instilled a tremendous amount of guilt in her, and from then on she resolved to never leave a vox behind again. She laid low for a couple of years afterwards and decided to take the skills she learned on the skipjack to the next level and became a licensed nurse at 20. She was given a full ride to Croxas's Academy of Medicine- the only vox in her graduating class, as part of an alien outreach program. Her arkship suspiciously approved her attendance on the heels of her previous failures, and she hasn't returned to Fighting-Winds since. During her final year of nursing school, her caffeine addiction careened into organ failure, and her heart and kidneys were replaced with cybernetics as a result. Adulthood: After graduation, she tried desperately to get a job at a hospital, but no professional establishments were willing to take a vox nurse seriously, especially with her poor grasp on galactic common. At 21, she took up a contract with Nanotrasen treating patients in the medbay, because the money was good and other vox seemed to thrive there. She now considers most of the crew on the NSS Cyberiad to be her friends, and can't bring herself to leave them even if she wanted to. She appreciates the "respect" and attention from a job well done. Some crew have complimented her skills as a bartender, which she accredits to "being a party girl in nursing school." She swears she was cool. She loves her position in medbay, and has many regular patients she looks forward to seeing (despite the fact that them being in medbay usually indicates something bad has happened). Even if offered in a desperate situation, she will never fill the role of Chief Medical Officer. She feels guilty having others answer to her, especially because of how foreign it is for a primalis to take on such a role. Seeing vox primalis in command positions feels like a slap in the face to the shoal to her, and she struggles to see real authority in them. She has a constant twitch that can't be good for a doctor, but manages it well and doesn't struggle to treat because of it. While suspicious about the fact that her arkship keeps her so far away, she will become defensive and vehemently deny being an exile when asked about her employment situation. She considers her contract honorable, even if it doesn't all add up to her. Currently, she receives 20% of her paycheck for necessities, and the rest of the Nanotrasen shares go to her arkship. She lives on a small station of vox dorms, full of vox primalis sourced from various arkships that need a place to stay for contract work. (pictured top right) "Supernatural" Experiences: Detailed Information Appearance: Stands at about 3'5", a perfectly average height for vox, with uncommon but not unusual greenish blue coloring. Her eyes are a bright pinkish red, and she has her quills styled into a short purplish-red mohawk (whether its her natural quill color is unknown). Her blue sweater is a constant, and it looks old and worn. Rarely spotted without her nurse hat. Character Voice: Loud. She likes to sing, and considers herself musically talented. She is not. Attached is a video from bar karaoke night. chikilowqual.mp4 Personality: In her youth she was more carefree, but losing loved ones because of her actions has made her less selfish. Still, she tends to lose focus a lot, and her curiosity leads her to make very poor decisions sometimes. She hates to lose patients, as most doctors do, but seeing one of her kin die can drive her into hysterics, and she will desperately attempt to bring them to health until something pries her away, even if it is futile. She takes patients dying in her care very personally, and frequently blames herself for their passing. She's developed a more anxious demeanor as she continues to work for Nanotrasen, being subjected to experiences that cause her to be paranoid and distrusting. She fidgets frequently with her nitrogen tank, and you can often find her pacing medbay and talking to herself in her native pidgin. She loathes having to fight, but does what is necessary to survive and protect the ones she cares about if it comes down to it. She feels responsible for the safety of younger vox on-station, and she can get obsessive if she sees them acting carelessly and putting themselves in harms way. For reasons she doesn't completely understand, she finds herself almost instinctively drawn to aiding injured vox. On several occasions she has had to be physically torn away from lost causes. She could never forgive herself if a young first-body vox perished while she was on-station. Once vain and proud of her mohawk when she began working at Nanotrasen, she now cares little about her physical appearance and takes rather poor care of herself- with stray quills lining the shape of her mohawk and dark circles underneath her cybernetic eyes. Character Biography Background: A vox who spends most of her time in medbay as a somewhat respectable nurse. If not in medbay, she is likely drinking a soy latte or getting herself into dangerous situations she doesn't need to be in. Look for her in medbay, the bar, or wherever there are problems. Family: None officially. Because of her lack of real family, she used to believe herself to be expendable. Idunn Raan and her family have taken her under their wing in recent years, and though it's hard for her to admit she appreciates the support and companionship. She's spent weekends sleeping on their family room couch, and 19 year old Tidal Kirkland sets up low-viewership videogame streams for her to star in online. Tidal manages most of Chiki's social media for her, as she isn't the galaxy's most technologically literate. She has a sister-like bond with an engineering vox from another station, Kikeri. Having taught Chikitita to value herself, she's the biggest presence pushing her to take care of herself and not lose herself to her work. While their friendship has had a few rough patches, they've been there for each other through unimaginable circumstances and would both give anything to keep their friend safe. Chikitita allows a runaway vox primalis, Tachaka, to sleep in her dorms to keep him from taking up residence in garbage cans. While she doesn't support running away from your arkship, she hopes she can convince him to return and make amends someday. While the concept of vox having real family is still shaky to her, Kikeri, Takoyakika, and Tachaka have all helped her to value herself and be more considerate of her life's value and she would easily lay down her life for them. History: Reset after 605 years of life for unknown reasons and stored until the year 2464. Her stack as far as she knows is near 97 years old, with 3 iterations currently. Historically speaking, lifespans tend to be cut short. Brought back earlier than most recovered stacks because of a decline in population on Fighting-Winds. Iterations: Other Information - Her usual drink order is two rum bottles filled with soy latte. She claims to like the aftertaste - Enjoys drask remakes of classic films - Secret stoner - Will rarely say no to ultra-lube Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy Nanotrasen - Dislike. You scare me. Fine. But yer not breaking me. Syndicate - Enemy. A mutual hatred. At least I'll be missed when it finally comes. SolGov - Neutral. No substantial interactions. Shoal - Allied, Love. Anything for the shoal. The inviolate is my duty, even if I.. don't live on Fighting-Winds right now. I miss home.. Personal Relations1 point
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Its so great seeing that people in this community care enough to do something beautiful like this, and that we have a safe space to be who we truly are, together in paradise.1 point
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Whether you want to cause a delam, or stop one, this guide has you covered. There are 3 types of engine delam caused by different things. All delams create station wide hallucinations to those not in lockers. SINGULO DELAM- the SM collapses into a SM charged singularity when too many moles of gas are on the SMs turf TESLA DELAM- the SM explodes and creates a tesla, happens when the SMs EER is above 5k EER NORMAL DELAM- SM just blows up init So the engine is on fire what now? "Danger! Crystal hyperstructure integrity faltering!" DO NOT PANIC. Don't. Seriously. Panicking is a great way to NOT stop a delam. You normally have plenty of time, upwards of a couple minutes to fix this mess so DON'T PANIC. Grab a rad suit or engineering suit. If the SM chamber is consumed in fire, an atmos suit might be a better option. any protection is better than none. CEs hardsuit is ideal. Engine delams are caused by one of the three properties of the SM. Energy (or EER) being too high, pressure being too high/low OR temperature being too high. Adding N2 to a delamming engine (preferably cooled) will delay its delamination by reducing its energy. bare this in mind. Fire extinguishing an SM will cool it down, useful if you have a second person working on an SM to buy the other person more time to fix the issue. MAKE SURE TO WEAR MAGBOOTS I SWEA YOU WILL BE PULLED INTO THE SM. also, try and place a holofan at the door to make sure all the gas doesn't erupt out and kill you. Firstly, check the SM room itself has power. Someone could have sabotaged its APC so its vents and scrubbers are not operational. Secondly, check that the air alarm is set properly. It should look like this, vents and scrubbers respectively. If the SMs air alarm is online and set properly and you are still delamming, the issue is somewhere else. Make sure someone or something (maybe a meteor) hasn't destroyed some of your pipes, replace missing pipes if you should find them. You should check that the filters are all maxed, on and inputting the right gas. Then check all pumps (aside from gas to filter and atmos to loop) pipes are either maxed OR replaced with straight pipes. Replacing these pumps with straight pipes might aid in slowing or even stopping a delam because it will stop the pumps from clogging. At this point, if your SM is still too spicy you are going to want to scan your pipes. If when you scan your pipes there isn't many moles of gas inside, or even none someone might have sabotaged your loop, dumping your gas into space. You want to find this gas sink and remove it. Then replace the gas in your loop. Now lets talk about the more unique delams - SINGULO Delam SM quote "Warning: Critical coolant mass reached." This is one of the only cases where adding more N2 will not help you, it will only make it worse. If the pressure is MASSIVE you are gonna want to dump some gas. Your pipes are clogged up with the amount of moles and pressure in your pipes, stopping circulation and leaving hot gas in the chamber. So you gotta dump some gas. How do I dump my gas? you have a couple of options 1, you can use the filter at the top left of the SM (on box station) set it to the type of gas you want to dump and it will fill the two tanks that spawn by the SM with that gas. This method is slow so it can be calibrated much easier. 2, you can bipas the four filters at the bottom of the SM, dumping all of the Gas rapidly into space. If you are using this method you will want to have some tanks of nitrogen (preferably cooled) ready to replace the gas. TESLA "DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS." If you hear these words over comms you know shit is going down. The SM will start throwing out arcs of energy and creating anomalies. NOTE: THESE ANOMALIES DO NOT DROP CORES. Between 5000 and 7000 EER, if you don't have a grounding rod, the arcs of energy will deal damage to anyone not wearing gloves insuls. 7-9k EER gloves will only partially protect you and machines take damage. 9K+ EER, machines will FUCKING EXPLODE, at this point the SM is very hard to fix without a grounding rod. APCs, lights, freezers, EVERYTHING becomes a BOMB. All arcs can be grounded by one grounding rod as long as it is visible from the SM. To fix this delam, you want to switch out the gas composition of the chamber from CO2 to N2. even partially switiching the N2 for CO2. for example having a 40/60 N2/CO2 mix will probably stop this delam in its tracks. As I said before, adding more N2 is normally your best friend in fixing a delam because it kills the energy of an SM, massively reducing its EER. Make sure to avoid the anomalies. IF IT IS COMPLETELY FUCKED As a last resort you can, RCD the floor UNDER the SM. This will space all of its gas and buy you some time to run away or even muster some supplies to fix the SM. an SM with a spaced tile underneath it will take ages to delam. now onto my favourite part BEING EVIL "I want to sabotage the SM, how mentor?" Don't worry my friend. The engineer, is engihere. (do note, I am in no way responsible for any bwoinks caused by this guide. you gotta be a hijacker to do this you dork) General tips Kill engineers who are trying to fix your delam. Mute the SM on telecomms to stop people from knowing about it happening. Have a plan outside of engine sabotage. yes you can force a shuttle call, but outside of that you need a plan. Supermatter shards explode smaller than the engine one. consider making singulos with them or even dragging them around and throwing people into them. ALL HAIL LORD SINGULOTH! Do you miss the singulo? Do you want to summon the lord back? Pump a shit tonn of nitrogen from atmos to the engine. Yes, nitrogen. why? cos you can cram the most of it into an engine before it starts to delam. As a result nobody will even notice that you are sabotaging it until it is waaaaaaaaaaay too late. It is also a good idea to cool this N2 down before you inject it. Cold gas contracts, so you can fit more into the pipes. you want as much gas as physically possible in the SM chamber. Then cut the scrubbers. Keep pumping in gas. Don't stop. He hungers. HE HUNGERS. CONSUME THEM ALL. Lady tesla's return. Tesla delams are extremely difficult but they result in a massive boom and a tesla when you pull them off. Firstly, get a stable 100% CO2 SM setup with 4k EER+. Secondly, get a grounding rod. Yes. A grounding rod. Safety equipment in my delam? no way! well, if you don't have it you might end up blowing yourself and your SM up, spacing all of your gas resulting in a pathetic tiny explosion of a delam. Thirdly, set the scrubbers to scrub everything except CO2. The CO2 in chamber will now start to build and heat up. causing a massive boost in the EER. now..... run. If you stick around you will be murdered and maimed by a grav anomaly or hyperspeed slime. Leave the pathetic engineers trying to fix your mess die to that. There will be a station shattering kaboom. If you want a quick easy delam without much pizzazz you can place a passive vent in space and connect it to the cooling HE pipes. this will act as a gas sink and cause the SM to delam from lack of coolant. Most engineers won't notice the issue if you do it off screen from the SM chamber and it will delam and it will blow up. Likely forcing an ERT or even a shuttle call. I hope this guide helped someone! leave any other tips in the comments.1 point
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So I have been playing geneticist for a while, and I have learned from a lot of different genetics maints. After a while writing this guide, I wondered what happen to them as I had not seen them on the server for a while. After doing some searching and stuff I found out they had been banned. I will not go into detail about why and it's a little funny and sad at the same time. People who main or play geneticist tend to become power hungry and end up getting banned. I realized this one time when I was playing botany and I got murdered by a vampire, and I thought "wow this never would have happened if I was a geneticist with a lot of kick-ass powers". Later my attitude changed, and the game became less about winning and more about doing the unexpected and having fun. I didn't mean to provoke anyone, and if you feel like it is in bad taste or in violation of rules I will remove it. I did it mostly for me because while I completely understand that they are banned I want people to remember them and know that they are gone. Maybe they can learn from their mistakes and not do the same thing. Genetics is extremely tedious, and seeing people willing to main it is very rare nowadays.1 point
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Great guide! But no breathing is worse than space proofing. Internals are much more common than being space proof and you can pull off some stupid combos with space proofing. Evidence, reactive armour + being space proof + syndie teleporter. You become the slipperiest person on earth. Also I am pretty sure shock immunity makes you immune to tesla shocks so it has to be atleast like... D tier. Outside of those tier nitpicks, good guide.1 point
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Everybody gangsta until dwarf instantly hops over HoP desk, prods them, and takes their ID :^)1 point
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This is really entertaining to read, and also very informative! Well done!1 point
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