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waht da hek
waht da hek
== things. stuff, even ==
===templates===
* delet old pages
** [[TGMC:Commander]] (old job title)
** [[TGMC:Medical_Officer]] (old job title)
** [[TGMC:Ship_Engineer]] (old job title)
** [[TGMC:Command_Master_at_Arms]] (removed)
** [[TGMC:Master_at_Arms]] (removed)
** [[TGMC:Chief Engineer]] (old job title)
** [[TGMC:Chemical_recipes]] (unmaintained)
** [[TGMC:Guides]] (outdated, all links to guides link directly to the guides, this is useless and redundant)
** [[TGMC:Baneling]] (he is not only dead, he is not coming back)
** [[TGMC:General_Tips]] (tips archive of the in-game ones, which, unlike the in-game ones, has not been maintained)
** [[TGMC:Squad_Specialist]] (removed)
** [[TGMC:Unga]] should be rolled into [[TGMC:Terminology]]
** [[TGMC:Evolution_Diagram]] since no more evo tree and this is very outdated
* things i dream about deleting at night
** [[TGMC:Guide_to_Reparing_Robots]] (merge into [[TGMC:Combat_robots]] and [[TGMC:Guide_to_Medicine]])
** [[TGMC:Hypospray_guide]] (merge into [[TGMC:Guide_to_Medicine]] and [[TGMC:Guide_to_chemistry]], this is redundant)
** [[TGMC:Macros]] could probably be rolled into [[TGMC:Hotkeys]]


===job pages===
* update med pages
* synth gear table
* [[TGMC:Squad_Smartgunner]] -- (needs update, add sg62 gaming)
* [[TGMC:AI]] -- needs updating, reorg


skill table vol. 2
===guides===
* [[TGMC:Guide_to_engineering]] -- outdated disorganized and needs more secret gaming tips (wall de/construction, scavenging)
* [[TGMC:Marine_Quickstart_Guide]] --  way too long
* [[TGMC:Hotkeys]] -- needs new keys added (jump, etc.)
* [[TGMC:Guide_to_Base_Building]] -- very old


{{TGMC-Skills
 
|sizeoverride=225
===pages i started but need to finish===
|tabletitle=Example
* captain
|premsg=An example of how these skills will be represented on wikipages.
* CMO
|cqc=5
* synth
|police=2
* PO
|melee=1
 
|medical=5
==pages i edited that are up-to-date==
|surgery=5
* [[TGMC:Guide to chemistry]]
|engineering=5
 
|construction=5
==Nyoompages==
|firearms=2
<div style='text-align: left;'>[[NyoomVoyager:Nyoombox|Nyoombox]]</div><div style='text-align: right;'>[[NyoomVoyager:Talk|Nyoomtalk]]</div> <center>[[NyoomVoyager:Nyoomchive|Nyoomchive]]</center><div style='text-align: left;'>[[NyoomVoyager:Nyoompit|Nyoompit]]</div>
|powerloader=4
 
|lead=4
 
|sg=2
Nyoombox is a sandbox.<br>
}}
Nyoomtalk is a talk page.<br>
Nyoomchive is completed projects.<br>
Nyoompit is another sandbox because I have too many WIPs.<br>
 
 
 
==wip bits==
==thought contagion==
<div class="mw-collapsible mw-collapsed>
 
//TODO why is this not a proc on the actual limb??
/proc/spread_germs_to_organ(datum/limb/E, mob/living/carbon/human/user)
if(!istype(user) || !istype(E))
return
 
var/applied_germ_ratio = 0
//Gloves
if(user.gloves)
if(istype(user.gloves, /obj/item/clothing/gloves/latex))
applied_germ_ratio += 0.1
else
applied_germ_ratio += 0.2
else
applied_germ_ratio += 0.33
 
//Masks
if(user.wear_mask)
if(istype(user.wear_mask, /obj/item/clothing/mask/cigarette))
applied_germ_ratio += 1
else if(istype(user.wear_mask, /obj/item/clothing/mask/surgical))
applied_germ_ratio += 0.1
else
applied_germ_ratio += 0.2
else
applied_germ_ratio += 0.33
 
//Suits
if(user.wear_suit)
if(istype(user.wear_suit, /obj/item/clothing/suit/surgical))
applied_germ_ratio += 0.1
else
applied_germ_ratio += 0.2
else
applied_germ_ratio += 0.33
 
E.germ_level += user.germ_level * applied_germ_ratio
 
if(locate(/obj/structure/bed/roller, E.owner.loc))
E.germ_level += 50
else if(locate(/obj/structure/table/, E.owner.loc))
E.germ_level += 100
 
===Germ Theory===
Germs contribute to germ level of various limbs and can influence whether a body part becomes infected, and later, necrotic. Germs are ambiently collected on your character and others' simply by existing, but some things can influence whether you gain more germs or not.
 
More importantly, though, ''your'' germ level and other factors will influence how many germs you transfer to patients during surgery, which can cause infections and increase the risk of necrotic tissue. There's no analyzer or scanner in the game that will tell you how many germs are on you, but there's visual cues to indicate how germy you are.
 
Click your sprite on help intent to examine yourself. At the bottom of the examine box, there'll be a description of how dirty you are.
 
{| class="wikitable" style="font-weight:bold;"
|+ Germ Level
! If you see...
! You have...
|-
| style="background-color:#bcf5bb;" | You're free of grime
| rowspan="3" style="text-align:center; font-weight:normal;" | 0-19 germs
|-
| style="background-color:#bcf5bb;" | You're pristine
|-
| style="background-color:#bcf5bb;" | You're freshly laundered
|-
| style="background-color:#d9edbb;" | You've got some grime on you
| rowspan="2" style="text-align:center; font-weight:normal;" | 20-79 germs
|-
| style="background-color:#d9edbb;" | You're a bit dirty
|-
| style="background-color:#e3dd96;" | You're not far off filthy
| rowspan="3" style="text-align:center; font-weight:normal;" | 80-150 germs
|-
| style="background-color:#e3dd96;" | You're pretty dirty
|-
| style="background-color:#e3dd96;" | There's still one or two clean spots left on you
|-
| style="background-color:#e6a693;" | There's a full layer of dirt covering you. Maybe it'll work as camo?
| rowspan="3" style="text-align:center; font-weight:normal;" | >150 germs
|-
| style="background-color:#e6a693;" | You could go for a shower
|-
| style="background-color:#e6a693;" | You've reached a more complete understanding of grime
|}
 
 
===Surgery Gacha===
//Success multiplers!
var/multipler = 1 //1 = 100%
if(locate(/obj/structure/bed/roller, M.loc))
multipler -= 0.10
else if(locate(/obj/structure/table/, M.loc))
multipler -= 0.20
if(M.stat == CONSCIOUS && !CHECK_BITFIELD(M.species.species_flags, NO_PAIN))//If not on anesthetics or not unconsious, and able to feel pain
multipler -= 0.5
switch(M.reagent_pain_modifier)
if(PAIN_REDUCTION_HEAVY to PAIN_REDUCTION_MEDIUM)
multipler += 0.15
if(PAIN_REDUCTION_VERY_HEAVY to PAIN_REDUCTION_HEAVY)
multipler += 0.25
if(-INFINITY to PAIN_REDUCTION_VERY_HEAVY)
multipler += 0.45
if(M.shock_stage > 100) //Being near to unconsious is good in this case
multipler += 0.25
if(issynth(user))
multipler = 1
</div>
==ghetto surgery, a venerable pasttime==
<div class="mw-collapsible mw-collapsed">
face repair:
*STEP 1
** scalpel = 100%
** knife = 75%
** glass shard = 50%
*STEP 2
**hemostat = 100,
**cable_coil = 75,
**mousetrap = 10,
*STEP 3
/obj/item/tool/surgery/retractor = 100,
/obj/item/tool/crowbar = 55,
/obj/item/tool/kitchen/utensil/fork = 75,
*STEP 4
/obj/item/tool/surgery/cautery = 100,
/obj/item/clothing/mask/cigarette = 75,
/obj/item/tool/lighter = 50,
/obj/item/tool/weldingtool = 25,
</div>
 
==synth gear, for synths==
===Vendor Listing for Chemistry===
<div class="mw-collapsible mw-collapsed">
<tabs>
<!-------------------- pill bottles -------------------------->
<tab name="Essentials">
* [[file:TGMCBicaPill.png|32px]] [[#Bicaridine|Bicaridine pill bottle x15]]
* [[file:TGMCKeloPill.png|32px]] [[#Kelotane|Kelotane pill bottle x15]]
* [[file:TGMCTramPill.png|32px]] [[#Tramadol|Tramadol pill bottle x15]]
* [[file:TGMCTricordPill.png|32px]] [[#Tricordrazine|Tricordrazine pill bottle x15]]
* [[file:TGMCDyloPill.png|32px]] [[#Dylovene|Dylovene pill bottle x15]]
* [[file:TGMCInapPill.png|32px]] [[#Inaprovaline|Inaprovaline pill bottle x15]]
* [[file:TGMCIsoPill.png|32px]] [[#Saline-Glucose|Isotonic pill bottle x15]]
* [[file:TGMCParaPill.png|32px]] [[#Paracetamol|Paracetamol pill bottle x6]]
* [[file:TGMCDexPill.png|32px]] [[#Dexalin|Dexalin pill bottle x6]]
* [[file:TGMCSpacePill.png|32px]] [[#Spaceacilin|Spaceacilin pill bottle x6]]
* [[file:TGMCAlkyPill.png|32px]] [[#Alkysine|Alkysine pill bottle x6]]
* [[file:TGMCImiPill.png|32px]] [[#Imidazoline|Imidazoline pill bottle x6]]
* [[file:TGMCQCPill.png|32px]] [[#Quick Clot|Quick Clot pill bottle x6]]
* [[file:TGMCHyperPill.png|32px]] [[#Hypervene|Hypervene pill bottle x6]]
</tab>
<!-------------------- hyposprays -------------------------->
<tab name="Uniforms (Standard Equipment)">
* [[file:TGMCDex+Injector.png|32px]] [[#Dexalin Plus|Dexalin Plus]] autoinjector x10
* [[file:TGMCHyperInjector.png|32px]] Anesthetic autoinjector x10 (contains [[#Soporific|Soporific]] and [[#Chloral Hydrate|Chloral Hydrate]])
* [[file:TGMCHypospray.png|32px]] Advanced hypospray x5
* [[file:TGMCBicHypospray.png|32px]] [[#Bicaridine|Bicaridine]] hypospray x5
* [[file:TGMCKeloHypospray.png|32px]] [[#Kelotane|Kelotane]] hypospray x5
* [[file:TGMCTramHypospray.png|32px]] [[#Tramadol|Tramadol]] Hypospray x5
* [[file:TGMCTricordHypospray.png|32px]] [[#Tricordrazine|Tricordrazine]] hypospray x5
* [[file:TGMCDyloHypospray.png|32px]] [[#Dylovene|Dylovene]] hypospray x5
</tab>
<!-------------------- reagent bottles -------------------------->
<tab name="Hats">
* [[file:TGMC Bottle.png|32px]] Bottle of [[#Bicaridine|Bicaridine]] x6
* [[file:TGMC Bottle15.png|32px]] Bottle of [[#Kelotane|Kelotane]] x6
* [[file:TGMCTramBottle.png|32px]] Bottle of [[#Tramadol|Tramadol]] x6
* [[file:TGMCTricordBottle.png|32px]] Bottle of [[#Tricordrazine|Tricordrazine]] x6
* [[file:TGMC Bottle16.png|32px]] Bottle of [[#Dylovene|Dylovene]] x6
* [[file:TGMCInapBottle.png|32px]] Bottle of [[#Inaprovaline|Inaprovaline]] x6
* [[file:TGMCParaBottle.png|32px]] Bottle of [[#Paracetamol|Paracetamol]] x6
* [[file:TGMCIsoBottle.png|32px]] Bottle of [[#Saline-Glucose|Saline-Glucose]] x6
* [[file:TGMCPolyBottle.png|32px]] Bottle of [[#Soporific|Soporific]] x6
* [[file:TGMCPolyBottle.png|32px]] Bottle of [[#Spaceacilin|Spaceacillin]] x6
* [[file:TGMCDexBottle.png|32px]] Bottle of [[#Dexalin|Dexalin]] x6
* [[file:TGMCPolyBottle.png|32px]] Bottle of [[#Oxycodone|Oxycodone]] x6
* [[file:TGMCPolyBottle.png|32px]] Bottle of [[#Polyhexanide|Polyhexanide]] x6
</tab>
<!-------------------- chemistry equipment -------------------------->
<tab name="Backpack">
* [[file:TGMCSyringe.png|32px]] Syringe
* [[file:TGMC SyringeCase.png|32px]] Syringe case
* [[file:TGMCBeaker.png|32px]] Beaker
* [[file:TGMCLargeBeaker.png|32px]] Large Beaker
* [[file:TGMCVial.png|32px]] Vial
* [[file:TGMCDropper.png|32px]] Dropper
* [[file:TGMCPortableDispenser.png|32px]] Portable reagent dispenser
* [[file:TGMCPortableBicaDispenser.png|32px]] Portable [[#Bicaridine|Bicaridine]] dispenser
* [[file:TGMCPortableKeloDispenser.png|32px]] Portable [[#Kelotane|Kelotane]] dispenser
* [[file:TGMCPortableTramDispenser.png|32px]] Portable [[#Tramadol|Tramadol]] dispenser
* [[file:TGMCPortableTricordDispenser.png|32px]] Portable [[#Tricordrazine|Tricordrazine]] dispenser
* [[file:TGMCPortableTricordDispenser.png|32px]] Portable BTTK-mix dispenser
</tab>
<!-------------------- misc supplies -------------------------->
<tab name="Webbing">
* [[file:TGMCXenoAnalyzer.png|32px]] Xenolinguistic Analyzer x2
* [[file:Abductor drill.png|32px]] [[TGMC:Researcher|Excavation tool]]
* [[file:TGMCSurgeryPouch.png|32px]] [[TGMC:Surgery|Surgery tools]] pouch
* [[file:TGMCSurgicalWebbing.png|32px]] [[TGMC:Surgery|White surgical webbing]]
* [[file:TGMCSprayCleaner.png|32px]] Spray cleaner
* [[file:TGMCSoap.png|32px]] Soap x3
* [[file:Healthhud.png|32px]] Medical HUD x6
* [[file:TGMCRollerBed.png|32px]] Roller bed x6
<tab name="Belt">
* [[file:TGMCXenoAnalyzer.png|32px]] Xenolinguistic Analyzer x2
* [[file:Abductor drill.png|32px]] [[TGMC:Researcher|Excavation tool]]
* [[file:TGMCSurgeryPouch.png|32px]] [[TGMC:Surgery|Surgery tools]] pouch
* [[file:TGMCSurgicalWebbing.png|32px]] [[TGMC:Surgery|White surgical webbing]]
* [[file:TGMCSprayCleaner.png|32px]] Spray cleaner
* [[file:TGMCSoap.png|32px]] Soap x3
* [[file:Healthhud.png|32px]] Medical HUD x6
* [[file:TGMCRollerBed.png|32px]] Roller bed x6
<tab name="Pouches">
* [[file:TGMCXenoAnalyzer.png|32px]] Xenolinguistic Analyzer x2
* [[file:Abductor drill.png|32px]] [[TGMC:Researcher|Excavation tool]]
* [[file:TGMCSurgeryPouch.png|32px]] [[TGMC:Surgery|Surgery tools]] pouch
* [[file:TGMCSurgicalWebbing.png|32px]] [[TGMC:Surgery|White surgical webbing]]
* [[file:TGMCSprayCleaner.png|32px]] Spray cleaner
* [[file:TGMCSoap.png|32px]] Soap x3
* [[file:Healthhud.png|32px]] Medical HUD x6
* [[file:TGMCRollerBed.png|32px]] Roller bed x6
</tab>
<tab name="Mask">
</tab>
<tab name="Suits and Armor">
</tab>
<tab name="Gloves">
</tab>
<tab name="Shoes">
</tab>
</tabs>
</div>

Latest revision as of 22:57, 3 April 2024

waht da hek

things. stuff, even

templates

job pages

guides


pages i started but need to finish

  • captain
  • CMO
  • synth
  • PO

pages i edited that are up-to-date

Nyoompages

Nyoombox
Nyoomtalk
Nyoomchive
Nyoompit


Nyoombox is a sandbox.
Nyoomtalk is a talk page.
Nyoomchive is completed projects.
Nyoompit is another sandbox because I have too many WIPs.


wip bits

thought contagion

//TODO why is this not a proc on the actual limb?? /proc/spread_germs_to_organ(datum/limb/E, mob/living/carbon/human/user) if(!istype(user) || !istype(E)) return

var/applied_germ_ratio = 0 //Gloves if(user.gloves) if(istype(user.gloves, /obj/item/clothing/gloves/latex)) applied_germ_ratio += 0.1 else applied_germ_ratio += 0.2 else applied_germ_ratio += 0.33

//Masks if(user.wear_mask) if(istype(user.wear_mask, /obj/item/clothing/mask/cigarette)) applied_germ_ratio += 1 else if(istype(user.wear_mask, /obj/item/clothing/mask/surgical)) applied_germ_ratio += 0.1 else applied_germ_ratio += 0.2 else applied_germ_ratio += 0.33

//Suits if(user.wear_suit) if(istype(user.wear_suit, /obj/item/clothing/suit/surgical)) applied_germ_ratio += 0.1 else applied_germ_ratio += 0.2 else applied_germ_ratio += 0.33

E.germ_level += user.germ_level * applied_germ_ratio

if(locate(/obj/structure/bed/roller, E.owner.loc)) E.germ_level += 50 else if(locate(/obj/structure/table/, E.owner.loc)) E.germ_level += 100

Germ Theory

Germs contribute to germ level of various limbs and can influence whether a body part becomes infected, and later, necrotic. Germs are ambiently collected on your character and others' simply by existing, but some things can influence whether you gain more germs or not.

More importantly, though, your germ level and other factors will influence how many germs you transfer to patients during surgery, which can cause infections and increase the risk of necrotic tissue. There's no analyzer or scanner in the game that will tell you how many germs are on you, but there's visual cues to indicate how germy you are.

Click your sprite on help intent to examine yourself. At the bottom of the examine box, there'll be a description of how dirty you are.

Germ Level
If you see... You have...
You're free of grime 0-19 germs
You're pristine
You're freshly laundered
You've got some grime on you 20-79 germs
You're a bit dirty
You're not far off filthy 80-150 germs
You're pretty dirty
There's still one or two clean spots left on you
There's a full layer of dirt covering you. Maybe it'll work as camo? >150 germs
You could go for a shower
You've reached a more complete understanding of grime


Surgery Gacha

//Success multiplers! var/multipler = 1 //1 = 100% if(locate(/obj/structure/bed/roller, M.loc)) multipler -= 0.10 else if(locate(/obj/structure/table/, M.loc)) multipler -= 0.20 if(M.stat == CONSCIOUS && !CHECK_BITFIELD(M.species.species_flags, NO_PAIN))//If not on anesthetics or not unconsious, and able to feel pain multipler -= 0.5 switch(M.reagent_pain_modifier) if(PAIN_REDUCTION_HEAVY to PAIN_REDUCTION_MEDIUM) multipler += 0.15 if(PAIN_REDUCTION_VERY_HEAVY to PAIN_REDUCTION_HEAVY) multipler += 0.25 if(-INFINITY to PAIN_REDUCTION_VERY_HEAVY) multipler += 0.45 if(M.shock_stage > 100) //Being near to unconsious is good in this case multipler += 0.25 if(issynth(user)) multipler = 1

ghetto surgery, a venerable pasttime

face repair:

  • STEP 1
    • scalpel = 100%
    • knife = 75%
    • glass shard = 50%
  • STEP 2
    • hemostat = 100,
    • cable_coil = 75,
    • mousetrap = 10,
  • STEP 3

/obj/item/tool/surgery/retractor = 100, /obj/item/tool/crowbar = 55, /obj/item/tool/kitchen/utensil/fork = 75,

  • STEP 4

/obj/item/tool/surgery/cautery = 100, /obj/item/clothing/mask/cigarette = 75, /obj/item/tool/lighter = 50, /obj/item/tool/weldingtool = 25,

synth gear, for synths

Vendor Listing for Chemistry

<tabs> <tab name="Essentials">

</tab> <tab name="Uniforms (Standard Equipment)">

</tab> <tab name="Hats">

</tab> <tab name="Backpack">

  • Syringe
  • Syringe case
  • Beaker
  • Large Beaker
  • Vial
  • Dropper
  • Portable reagent dispenser
  • Portable Bicaridine dispenser
  • Portable Kelotane dispenser
  • Portable Tramadol dispenser
  • Portable Tricordrazine dispenser
  • Portable BTTK-mix dispenser

</tab> <tab name="Webbing">

<tab name="Belt">

<tab name="Pouches">

</tab> <tab name="Mask"> </tab> <tab name="Suits and Armor"> </tab> <tab name="Gloves"> </tab> <tab name="Shoes"> </tab> </tabs>