https://wiki.ss13.co/api.php?action=feedcontributions&user=Zamujasa&feedformat=atomSpace Station 13 Wiki - User contributions [en]2024-03-29T08:54:00ZUser contributionsMediaWiki 1.36.3https://wiki.ss13.co/index.php?title=User:Zamujasa/Goon_2_Is_Kill&diff=59781User:Zamujasa/Goon 2 Is Kill2023-11-22T19:02:00Z<p>Zamujasa: /* The Sting */</p>
<hr />
<div>It's gone, and that's good.<br />
<br />
== Why Goon 2 existed ==<br />
<br />
During one of "the tides", Classic population was overwhelming. Over 100 players, often even higher. Goon 2, "Overflow", was opened, in hopes that it would split the population somewhat evenly -- two lightly congested servers, instead of one that was frequently lagging into Powerpoint levels.<br />
<br />
=== What actually happened ===<br />
<br />
''People join populated servers.'' I know, fascinating lesson, but it's one that had to be learned. Even with additional prompts in-game and links to join 2 when dying, few people would join. After all, Classic 1 was where everyone was!<br />
<br />
=== Why not just add a population cap? ===<br />
<br />
See above: ''People want to play where other people are.'' In retrospect, maybe it would've helped, but it's impossible to say (and would likely have just driven some people off.)<br />
<br />
<br />
== Why Goon 2 was killed ==<br />
<br />
If you have something that you let sit for a long time, it tends to decay and get worse. If you leave dirty dishes in the sink for too long, they start to smell, get really gross, and so on. That's more or less what happened. Most of the "incidents" and adminhelps were happening on Goon 1; with few people on Goon 2, there was little reason to give it attention.<br />
<br />
Eventually, this developed into a small, but ''very'' strong clique, where a small handful of people started to effectively dictate the server's rules:<br />
<br />
* Antags should be left to their devices, because antag rounds are rare and they should get to fuck around with their toys<br />
* Everyone should be given AA at all times, regardless of server population or intent<br />
* Disagreeing with either of these was against ''the clique's'' rules.<br />
<br />
What did that mean?<br />
<br />
It meant the server was basically being run by a mob.<br />
<br />
=== Seeing how bad it was ===<br />
<br />
I (yes, me, Zamujasa) would sometimes spawn in and interfere with the clique's rules. I would remove the captain's spare, or delete the ID computer, etc, and it made people furious. How ''dare'' they be interfered with! But it showed that the attitude was extremely prevalent and that they were willing to go pretty far to enforce their rules. Getting denied all access was a ''crime''.<br />
<br />
At one point, someone had actually written out a "code of conduct" for how they expected other players to behave. Literally creating their own ruleset.<br />
<br />
=== The Sting ===<br />
<br />
Eventually, the admins came up with an idea to do a sting operation:<br />
<br />
* Several admins would be online, in stealth/invis mode, monitoring the situation<br />
* The round was Extended, to ensure no antagonists<br />
* I joined as Captain, and<br />
** Disabled the Head of Personnel job<br />
** Removed the ID computer access from my own card<br />
** Deleted the Captain's spare<br />
** Would refuse to hand out the spare or give all-access, pointing out that people had joined as a role<br />
<br />
All of this ensured that no all-access was even possible.<br />
<br />
What ended up happening:<br />
<br />
* Several people consistently harassed / followed me around for it<br />
* Eventually, this escalated to actual attacks<br />
** The AI at one point tried to convince me to just give people AA because it would end the harassment<br />
* They eventually broke into security, used Sec equipment against me (Captain, remember), stripped my equipment, and used the stolen hand tele to send me to the radio station<br />
<br />
All so they could get their precious all access... It was pretty funny when they tried to give themselves it using the Cap's ID, since, well.<br />
<br />
Eventually, the shuttle was called. Perhaps the most egregious moment was one of them saying that, actually, the admins ''condoned'' this behavior, and were totally fine with it! I'm sure that person felt really good when <tt>The round end has been delayed by an admin</tt> popped up.<br />
<br />
From this, a handful of people were outright permabanned and a few more were given ''very'' angry warnings.<br />
<br />
=== It didn't get better ===<br />
<br />
The problems with Goon 2 were more than just a handful of people, though. The server was still seen as the place to go to fuck around, basically a sandbox or other "admin-free" grief zone. One person I ended up banning had been speedrunning the debris field loot, for no reason other than to have it on them and prevent anyone else from getting it. I checked the logs and they had done this ''literally hundreds of times''; it's just that nobody ever reported it, because ''that's how bad it was.'' It was normal behavior.<br />
<br />
<br />
== Goon 2 Is Kill ==<br />
<br />
Goon 2 is gone, and anybody who laments its loss without also acknowledging how toxic it was immediately gets a red flag in my book. A nice place to experiment and learn is good, but that's not what Goon 2 was.<br />
<br />
Goon 2 was a shitty mafia, and now it's dead and gone, amen.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Goon_2_Is_Kill&diff=59780User:Zamujasa/Goon 2 Is Kill2023-11-22T19:00:47Z<p>Zamujasa: kill</p>
<hr />
<div>It's gone, and that's good.<br />
<br />
== Why Goon 2 existed ==<br />
<br />
During one of "the tides", Classic population was overwhelming. Over 100 players, often even higher. Goon 2, "Overflow", was opened, in hopes that it would split the population somewhat evenly -- two lightly congested servers, instead of one that was frequently lagging into Powerpoint levels.<br />
<br />
=== What actually happened ===<br />
<br />
''People join populated servers.'' I know, fascinating lesson, but it's one that had to be learned. Even with additional prompts in-game and links to join 2 when dying, few people would join. After all, Classic 1 was where everyone was!<br />
<br />
=== Why not just add a population cap? ===<br />
<br />
See above: ''People want to play where other people are.'' In retrospect, maybe it would've helped, but it's impossible to say (and would likely have just driven some people off.)<br />
<br />
<br />
== Why Goon 2 was killed ==<br />
<br />
If you have something that you let sit for a long time, it tends to decay and get worse. If you leave dirty dishes in the sink for too long, they start to smell, get really gross, and so on. That's more or less what happened. Most of the "incidents" and adminhelps were happening on Goon 1; with few people on Goon 2, there was little reason to give it attention.<br />
<br />
Eventually, this developed into a small, but ''very'' strong clique, where a small handful of people started to effectively dictate the server's rules:<br />
<br />
* Antags should be left to their devices, because antag rounds are rare and they should get to fuck around with their toys<br />
* Everyone should be given AA at all times, regardless of server population or intent<br />
* Disagreeing with either of these was against ''the clique's'' rules.<br />
<br />
What did that mean?<br />
<br />
It meant the server was basically being run by a mob.<br />
<br />
=== Seeing how bad it was ===<br />
<br />
I (yes, me, Zamujasa) would sometimes spawn in and interfere with the clique's rules. I would remove the captain's spare, or delete the ID computer, etc, and it made people furious. How ''dare'' they be interfered with! But it showed that the attitude was extremely prevalent and that they were willing to go pretty far to enforce their rules. Getting denied all access was a ''crime''.<br />
<br />
At one point, someone had actually written out a "code of conduct" for how they expected other players to behave. Literally creating their own ruleset.<br />
<br />
=== The Sting ===<br />
<br />
Eventually, the admins came up with an idea to do a sting operation:<br />
<br />
* Several admins would be online, in stealth/invis mode, monitoring the situation<br />
* The round was Extended, to ensure no antagonists<br />
* I joined as Captain, and<br />
* Disabled the Head of Personnel job<br />
* Removed the ID computer access from my own card<br />
* Deleted the Captain's spare<br />
* Would refuse to hand out the spare or give all-access, pointing out that people had joined as a role<br />
<br />
All of this ensured that no all-access was even possible.<br />
<br />
What ended up happening:<br />
<br />
* Several people consistently harassed / followed me around for it<br />
* Eventually, this escalated to actual attacks<br />
* The AI at one point tried to convince me to just give people AA because it would end the harassment<br />
* They eventually broke into security, used Sec equipment against me (Captain, remember), stripped my equipment, and used the stolen hand tele to send me to the radio station<br />
<br />
All so they could get their precious all access... It was pretty funny when they tried to give themselves it using the Cap's ID, since, well.<br />
<br />
Eventually, the shuttle was called. Perhaps the most egregious moment was one of them saying that, actually, the admins ''condoned'' this behavior, and were totally fine with it! I'm sure that person felt really good when <tt>The round end has been delayed by an admin</tt> popped up.<br />
<br />
From this, a handful of people were outright permabanned and a few more were given ''very'' angry warnings. <br />
<br />
<br />
=== It didn't get better ===<br />
<br />
The problems with Goon 2 were more than just a handful of people, though. The server was still seen as the place to go to fuck around, basically a sandbox or other "admin-free" grief zone. One person I ended up banning had been speedrunning the debris field loot, for no reason other than to have it on them and prevent anyone else from getting it. I checked the logs and they had done this ''literally hundreds of times''; it's just that nobody ever reported it, because ''that's how bad it was.'' It was normal behavior.<br />
<br />
<br />
== Goon 2 Is Kill ==<br />
<br />
Goon 2 is gone, and anybody who laments its loss without also acknowledging how toxic it was immediately gets a red flag in my book. A nice place to experiment and learn is good, but that's not what Goon 2 was.<br />
<br />
Goon 2 was a shitty mafia, and now it's dead and gone, amen.</div>Zamujasahttps://wiki.ss13.co/index.php?title=Human&diff=59391Human2023-11-03T21:41:33Z<p>Zamujasa: oh right i can edit the wiki</p>
<hr />
<div>This page covers what counts as human with regard to [[AI Laws]]. As such, it only applies to AI and cyborg players. If you are unsure about something, please use [[Terminology#Adminhelp|adminhelp]].<br />
<br />
What counts as human can be changed with laws, for example by making some humans non-human or vice versa.<br />
<br />
Remember, the [[Rules]] still apply. While your laws allow you to kill a non-human, that doesn't always mean you ''should''. In fact, in many cases, such as with polymorphed critters, it is considered [[Grief]]. That said, if you get a law or order demanding that you kill non-humans, it's a totally different story.<br />
<br />
==Human==<br />
*[[Human#Human|Humans]]<br />
* Humans with (non-[[Monkey]]) mutantraces from genes, including [[Guide to Genetics#Saurian Genetics|Lizards]], [[Guide to Genetics#Aquatic Genetics|Squids]], [[Guide to Genetics#Blattodean Genetics|Roachpeople]], [[Guide to Genetics#Ossification|Player Skeletons]], [[Guide to Genetics#Bovine Genetics|Cowpeople]], and Pugs<br />
*[[Traitor|Syndicate traitors]]<br />
*[[Salvager]]s<br />
*[[Spy Thief|Syndicate spies]]<br />
*[[Operative|Syndicate agents]] (nuke mode)<br />
*[[Game Modes#Conspiracy|Conspirators]]<br />
*[[Revolutionary|Revolutionaries]]<br />
*[[Wizard|Wizards]]<br />
*[[Grinch]]<br />
*[[Gang|Gang leaders and members]]<br />
*[[Guide to Genetics#Dwarfism|Dwarfs]]<br />
<br />
==Not human==<br />
*[[AI]]s and [[Cyborg|cyborgs]]<br />
*[[Monkey]]s<br />
*Frogs<br />
*[[Critter|critters]], and animals<br />
*[[Zombie|Zombies]]<br />
*[[Critter|Critter skeletons]] <br />
*[[Hunter|Hunters]]<br />
*[[Wraith|Wraiths]] or [[Wraith#Revenants|revenants]]<br />
*[[Blob|Blobs]]<br />
*[[Vampire#Thrall|Vampiric thralls]]<br />
*[[Cluwne|Cluwnes]]<br />
*[[Changelog#November_2019|Kudzu People]]<br />
*[[Admin#Special_antagonists|Floor Goblins]]<br />
*Fire elementals<br />
<br />
==Other==<br />
*[[Changeling|Changelings]], [[Vampire|vampires]], and [[Arcfiend]]s are human UNTIL the AI or cyborg witness them commit a non-human act (shape-shifting, transforming, proboscis, etc).<br />
*[[Werewolf|Werewolves]] are human UNTIL they have transformed.<br />
<br><br />
----<br />
{{Rules}}<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55981MechComp2023-03-12T22:05:49Z<p>Zamujasa: /* Signal-compatible Station Machinery */ adding more to this list</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the output will be in the form of a signal, with the sender's name included (e.g. "<tt>name=Tray Gide&message=can i get gloves</tt>"). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list. Can also output all key-value pairs as a signal.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>[[File:MessageSign.png]]</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>[[File:PixelDisplay.png]]</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right. Includes two optional parameters, ''x2'' and ''y2'', which can be used to draw straight lines or filled rectangles.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Interval"<br />
! Automatic Signaler<br />
| <center>x</center><br />
| Automatically outputs a signal on regular, configurable intervals. The ''interval'' can be set between 0.5 and 60 seconds, and it can be set to repeat the signal a certain number of times before stopping. A more stable version of the Control Unit.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Set Value'' (directly sets ''count'' and outputs a signal), ''Reset'' (resets ''count'' without outputting a signal), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
<br />
|- id="Hydroponics Trays"<br />
! [[Guide to Botany#Hydroponics Tray|Hydroponics Tray]]<br />
| <center>[[File:HydroponicsTrayV2.png]]</center><br />
| Outputs various signals when a seed is planted, harvested, killed, etc. Has one input, ''scan plant'', which will send a signal with the plant's various statistics.<br />
<br />
<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55980MechComp2023-03-12T22:03:15Z<p>Zamujasa: /* Triggers */</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the output will be in the form of a signal, with the sender's name included (e.g. "<tt>name=Tray Gide&message=can i get gloves</tt>"). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list. Can also output all key-value pairs as a signal.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>[[File:MessageSign.png]]</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>[[File:PixelDisplay.png]]</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right. Includes two optional parameters, ''x2'' and ''y2'', which can be used to draw straight lines or filled rectangles.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Interval"<br />
! Automatic Signaler<br />
| <center>x</center><br />
| Automatically outputs a signal on regular, configurable intervals. The ''interval'' can be set between 0.5 and 60 seconds, and it can be set to repeat the signal a certain number of times before stopping. A more stable version of the Control Unit.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Set Value'' (directly sets ''count'' and outputs a signal), ''Reset'' (resets ''count'' without outputting a signal), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55979MechComp2023-03-12T22:01:31Z<p>Zamujasa: /* Machines */</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list. Can also output all key-value pairs as a signal.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>[[File:MessageSign.png]]</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>[[File:PixelDisplay.png]]</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right. Includes two optional parameters, ''x2'' and ''y2'', which can be used to draw straight lines or filled rectangles.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Interval"<br />
! Automatic Signaler<br />
| <center>x</center><br />
| Automatically outputs a signal on regular, configurable intervals. The ''interval'' can be set between 0.5 and 60 seconds, and it can be set to repeat the signal a certain number of times before stopping. A more stable version of the Control Unit.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Set Value'' (directly sets ''count'' and outputs a signal), ''Reset'' (resets ''count'' without outputting a signal), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55855MechComp2023-03-03T09:44:20Z<p>Zamujasa: /* Machines */ add images</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list. Can also output all key-value pairs as a signal.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>[[File:MessageSign.png]]</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>[[File:PixelDisplay.png]]</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Interval"<br />
! Automatic Signaler<br />
| <center>x</center><br />
| Automatically outputs a signal on regular, configurable intervals. The ''interval'' can be set between 0.5 and 60 seconds, and it can be set to repeat the signal a certain number of times before stopping. A more stable version of the Control Unit.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Set Value'' (directly sets ''count'' and outputs a signal), ''Reset'' (resets ''count'' without outputting a signal), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=File:PixelDisplay.png&diff=55854File:PixelDisplay.png2023-03-03T09:44:11Z<p>Zamujasa: Category:Object Sprites</p>
<hr />
<div>== Summary ==<br />
[[Category:Object Sprites]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=File:MessageSign.png&diff=55853File:MessageSign.png2023-03-03T09:44:04Z<p>Zamujasa: Category:Object Sprites</p>
<hr />
<div>== Summary ==<br />
[[Category:Object Sprites]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55852MechComp2023-03-03T09:37:51Z<p>Zamujasa: /* Machines */ adding more shit i made</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list. Can also output all key-value pairs as a signal.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>x</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>x</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Interval"<br />
! Automatic Signaler<br />
| <center>x</center><br />
| Automatically outputs a signal on regular, configurable intervals. The ''interval'' can be set between 0.5 and 60 seconds, and it can be set to repeat the signal a certain number of times before stopping. A more stable version of the Control Unit.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Set Value'' (directly sets ''count'' and outputs a signal), ''Reset'' (resets ''count'' without outputting a signal), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55851MechComp2023-03-03T09:35:32Z<p>Zamujasa: /* Machines */</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list. Can also output all key-value pairs as a signal.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>x</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>x</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Set Value'' (directly sets ''count'' and outputs a signal), ''Reset'' (resets ''count'' without outputting a signal), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55850MechComp2023-03-03T09:34:36Z<p>Zamujasa: /* Wiring */</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list. Can also output all key-value pairs as a signal.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>x</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>x</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Reset'' (resets ''count''), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55849MechComp2023-03-03T09:33:52Z<p>Zamujasa: /* Machines */ new shit</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Message"<br />
! Message Sign<br />
| <center>x</center><br />
| A rather wide sign that can display text. Can typically fit three rows by default. Has two inputs, ''set text'' (the text to display) and ''set color'' (an HTML color, like <tt>#FFFFFF</tt>). Using a multitool on it lets you change the font and text alignment as well.<br />
<br />
|- id="Pixel"<br />
! Pixel Display<br />
| <center>x</center><br />
| A digital canvas! Offers two inputs, ''reset canvas'', which resets it, and ''draw pixel'', which takes a signal formatted like <tt>x=0&y=0&color=#FFFFFF</tt>. ''x'' and ''y'' range from 0 to 25, from bottom left to top right.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Reset'' (resets ''count''), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55820MechComp2023-02-28T17:11:15Z<p>Zamujasa: /* Machines */ starting to think the table format may not be the best here</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. The configurable ''letter index'' determines what letter from the ''input'' is shown; negative numbers will right-align. Has two inputs: ''input'', the text that should be shown, and ''color'', one of ''red, green, blue, gray''.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A, B, and the mathematical-operation can be set as options. Has an auto-evaluate toggle that will output the signal any time A or B change.<br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Reset'' (resets ''count''), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55803MechComp2023-02-27T06:55:39Z<p>Zamujasa: /* Signal-compatible Station Machinery */</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. Has one input, ''input'', and a letter index.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A and B, and the mathimatical-operation can be set as options. <br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Reset'' (resets ''count''), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want. ''(Note: to start linking, you may need to click on the scanner with a multitool, click-drag may not work.)''<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55802MechComp2023-02-27T06:50:59Z<p>Zamujasa: /* Signal-compatible Station Machinery */</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. Has one input, ''input'', and a letter index.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A and B, and the mathimatical-operation can be set as options. <br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Reset'' (resets ''count''), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
<br />
|- id="Health Scanners"<br />
! [[Medical Objects#Floor Health Scanner|Health Scanners]]<br />
| <center>[[Image:In-floorHealthScanner.png]]</center><br />
| Will output a signal when someone passes over it, triggering a scan. Signal format: <tt>health=100&oxy=0&tox=0&burn=0&brute=0</tt>"; use a Wifi Signal Splitter component to get what you want.<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55797MechComp2023-02-26T08:44:42Z<p>Zamujasa: adding the clock component</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. Has one input, ''input'', and a letter index.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A and B, and the mathimatical-operation can be set as options. <br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Reset'' (resets ''count''), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Clock"<br />
! Clock Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Acts as a clock and a stopwatch. Can be triggered to output the current round time, record the current time, and output the difference between now and the recorded time. Can output times in deciseconds, seconds, minutes, or hours.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=Mechcomp&diff=55796Mechcomp2023-02-26T08:38:21Z<p>Zamujasa: Redirected page to MechComp</p>
<hr />
<div>#REDIRECT [[MechComp]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=MechComp&diff=55654MechComp2023-02-18T22:26:03Z<p>Zamujasa: /* Machines */ i made that</p>
<hr />
<div>The [[Mechanics Workshop|mechanics lab]] already allows mass production of fancy toys such as energy guns, vending machines, and even more dangerous things if you are in possession of [[Syndicate Items#Syndicate Device Analyzer|a particularly traitorous piece of gear]]. What more could there possibly be to share wondrous and/or terrifying contraptions with the crew? Well, as it ends up, the ruckingeur kit is only the beginning of arsenal of gadgets that is the mech lab, and diving deeper into its depths unveils a new dimension of supermachines. Want to set up automatic defense systems that can blast intruders to bits? How about making custom pipe systems to deliver items with more efficiency and flexibility than the mail system? Making your own intercom systems? Death traps activated with a secret spoken password? This, ladies and gentlemen, is the power of MechComp.<br />
<br />
==Where To Start==<br />
All the parts you need to begin your journey into the world of signals and Graviton traps can be found inside of the humble MechComp vending machine located inside of the mechanics lab. You have an effectively infinite number of supplies, (technically there's a finite number, but you'd need to be making something impossibly huge to use them all) so the only limit to the size of your machines is defined by your workspace and your patience.<br />
<br />
==Basic Machines==<br />
There are a few terms that are frequently used both in-game and in this guide that are essential to understanding the MechComp system, so before we dive into all the fun toys you have available, it is important to review them.<br />
<br />
'''Inputs''' are the various functions that a machine can perform, such as the printing of a paper or the changing of the color of a light. Machines that send inputs to other machines are called ''triggers''.<br />
<br />
'''Outputs''' are the signals that a machine sends and are consequentially accepted by other machines. Machines that receive outputs are called ''receivers''. Note that it is possible for a machine to be both a trigger AND a receiver if there are multiple machines in a process.<br />
<br />
To connect two or more mechanic components, do the following:<br />
#Place parts in the desired locations.<br />
#Use the wrench on them to bolt them to the floor, activating them and allowing them to be interacted with and connected to other components. You can use the wrench again to unbolt them. <br />
#Begin linking the components together by clicking and dragging one part the desired part (which can be anywhere within view) with your mouse while holding a multitool. <br />
#From the prompt, choose whether the first item (the one you clicked on and dragged to the other one) is to be the trigger or the receiver. Whichever one you choose, the second machine will be given the opposite role. The trigger machine is set to activate the receiver machine when an input is given to the trigger.<br />
#If applicable, choose what input the receiving component will receive, i.e. what the receiver does/outputs when it gets the input. What specific options are available depends on the component, but for most receivers, this will usually be "activate". <br />
<br />
If you want to alter the options or send-signals (more on this later) of a machine, just walk over to it and right-click it with a multitool in hand to bring up a list of options. For basic contraptions, this usually isn't needed, but more complex,flexible machines, some of which use the station's computer network, you do need to concerned about signals. A crowbar can be used to rotate most components if you don't like the way it is facing.<br />
<br />
===More on Signals===<br />
There are two types of signals, referred to as ''fixed signals'' and ''send signals'' for the purposes of this guide. Fixed signals either aren't editable by any means or only have a predetermined selection of signal values. Notable examples include the microphone, which can only send whatever is spoken into it as a signal. Fixed signals can be altered through use of other machines, but not on their own.<br />
<br />
Send signals, on the other hand, can be edited. When you right-click something like a button or a pressure plate, you will notice under their menus an option saying "[Set Send-Signal]". Send Signals are signals that can be customized, and are important for various machines. For example, buttons have a default send-signal of 1; a synthesizer connected to this button would say "1" every time the button is pressed. However, altering the button's send-signal would consequentially change the message of the synthesizer. Changing the button's send-signal to "Hello!" would make the sound synthesizer say "Hello!", for instance.<br />
<br />
==Your (Metaphorical) Toolbox==<br />
MechComp devices can be separated into three categories: Triggers, wiring, machinery, and other station objects.<br />
<br />
===Containers===<br />
These are machines capable of storing and using MechComp Components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Cabinet"<br />
! MechComp Cabinet<br />
| <center>[[Image:MechCompCabinet.png]]</center><br />
| Used to hold up to 23 active MechComp components at once.<br />
<br />
|- id="Device Frame"<br />
! Device Frame<br />
| <center>[[File:DeviceFrameComponent.png]]</center><br />
| Used to hold up to 6 active MechComp components at once. Has a unremovable button trigger inside which can be connected to devices within and used when the Frame has its cover screwed closed.<br />
|}<br />
<br />
===Triggers===<br />
Machines meant to send a signal to other machines, namely machinery, through user input. All triggers with the exception of doors cannot function as receivers and consequentially cannot be activated by other signals.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Button"<br />
! Button<br />
| <center>[[Image:BigRedButton.png]]</center><br />
| Used to send a signal when the button is pressed. When the button is pressed, the value of the "send-signal" (by default 1) is sent on the output. It can be placed on walls.<br />
<br />
|- id="Button Panel"<br />
! Button Panel<br />
| <center>[[File:ButtonPanel-32x32.png]]</center><br />
| Like the button above, but can configured to have multiple buttons, each with a different signal being output when activated. It too can be placed on walls.<br />
<br />
|- id="Pressure Sensor"<br />
! Pressure Sensor<br />
| <center>[[Image:PressureSensor2.png]]</center><br />
| Used to send a signal when stepped on. When the pad is stepped on, the value of the "send-signal" (by default 1) is sent on the output.<br />
<br />
|- id="HandScanner"<br />
! Hand Scanner Component<br />
| <center>[[Image:HandScannerComponent.png]]</center><br />
| Used to send a signal when interacted with by a player. When clicked on with an empty hand, sends either the user's name or their hex fingerprint - determined by the "signal type" setting - to the output. Note that Hand Scanner Components are able to detect fingerprints through any kind of gloves, and always read the user's actual name regardless of the name on their ID card.<br />
<br />
|- id="PaperScanner"<br />
! Paper Scanner Component<br />
| <center>[[Image:PaperScannerComponent.png]]</center><br />
| Used to send a signal when given a paper. When a paper object is dropped on it, anything written on the paper is sent to its output. By default it accepts only thermal paper and the paper object is consumed when placed in the scanner, but both of these can be altered via settings.<br />
<br />
|- id="Microphone"<br />
! Microphone Component<br />
| <center>[[Image:MicrophoneComponent.png]]</center><br />
| Sends anything spoken verbally within range as a signal. The "send-signal" value is ignored. If "Show-source" is enabled (by default it is not) then the name of the speaker will be included in the message, separated from the text by " : " (colon space colon). Note that strings sent by this device are not case-sensitive for the purposes of most inputs.<br />
<br />
|- id="Sensor Pipe"<br />
! Sensor Pipe<br />
| <center>[[File:SensorPipeV2.png]]</center><br />
| Connects to other pipe systems and sends a signal when anything goes through it.<br />
<br />
|- id="Radio Scanner Component"<br />
! Radio Scanner Component<br />
| <center>[[File:RadioScannerComponent.png]]</center><br />
| Monitors a radio frequency of choice and sends a output containing the speaker and the words they said. Frequency monitored is set via clicking on it with a [[multitool]]. This cannot analyze the "secure frequencies", e.g. Security, and can identify a speaker even if they are disguised, unless they are capable of some sort of voice-changing.<br />
|}<br />
<br />
===Wiring===<br />
Wiring used to make more complicated machines.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Relay"<br />
! Relay Component<br />
| <center>[[Image:RelayComponent.png]]</center><br />
| Simply passes on a signal. Any message sent to this component is immediately repeated on the output, letting you send signals both across long distances and to non-MechComp machines, such as doors. This also lets you effectively make one machine send multiple different inputs if routed through different relay components. If "signal changing" is switched on then instead of repeating the message, the send-signal of the Relay Component is sent to the output no matter what the input was.<br />
<br />
|- id="AND"<br />
! AND Component<br />
| <center>[[Image:ANDComponent2.png]]</center><br />
| Sends a signal when 2 signals are sent to it within a set period of each other. Unique in that it requires two machines to be connected to it as triggers. Has two inputs, ''input 1'' and ''input 2''. If messages arrive on both inputs within a certain time of each other (set as the "time frame"), then the AND component's send-signal is sent to its output. The content of the actual messages sent to the AND component is ignored.<br />
<br />
|- id="ORC"<br />
! OR Component<br />
| <center>[[Image:ORComponent.png]]</center><br />
| The OR component only activates when it receives an input matching a signal specified by the user. It then forwards that signal. The 10 inputs are cosmetic, like all devices, you can connect as many devices per-input as you like.<br />
<br />
|- id="Toggle"<br />
! Toggle Component<br />
| <center>[[Image:ToggleComponent.png]]</center><br />
| Stores a single binary value. Has four inputs. Any message on the ''activate'' input will turn the toggle on, and make the symbol on the component light up.. Any message on the ''deactivate'' input will turn the toggle off, and make the symbol on the component fade. Any message on the ''toggle'' input will toggle the state. Any message on the ''output state'' input will send the on-signal or the off-signal as appropriate to the current state, without changing it.<br />
<br />
|- id="Selection"<br />
! Selection Component<br />
| <center>[[Image:SelectionComponent.png]]</center><br />
| Stores a list of items. Items can be added or removed to the list via appropriate channels or via the right-click menu. An item can be selected by sending its value as a signal on the selection channel, and then ''any'' signal on the "send selected" channel will cause that item to be sent on the output connection. Items can also be selected by moving through the list in order, or at random. Turning on "announcements" via the right-click menu will cause the selection component to announce everything it is doing.<br />
<br />
|- id="Delay"<br />
! Delay Component<br />
| <center>[[Image:DelayComponent2.png]]</center><br />
| Used to delay a signal. Has one input, ''delay''; any message received on this input is sent by the machine to whatever it is set to trigger after a certain amount of time has passed which can be set on the device. The send-signal of the Delay Circuit seems to be ignored, unless you want to replace the signal's contents. The delay time is measured in tenths of a second, and cannot go under one second.<br />
<br />
|- id="SignalCheck"<br />
! Signal Check Component<br />
| <center>[[Image:SignalCheckComponent.png]]</center><br />
| Checks if an input signal matches a particular string, and if it does, sends another signal on. The signal sent on can either be a copy of the original string or a different signal.<br />
<br />
|- id="SignalBuilder"<br />
! Signal Builder Component<br />
| <center>[[Image:SignalBuilderComponent.png]]</center><br />
| Builds a message, typically a machine signal with key-value pairs, by appending send strings together with configurable start and end strings.<br />
<br />
|- id="RegExFind"<br />
! RegEx Find Component<br />
| <center>[[Image:RegExFindComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions in the RegEx language. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="RegExReplace"<br />
! RegEx Replace Component<br />
| <center>[[Image:RegExReplaceComponent.png]]</center><br />
| Behaves like the Signal Check component, but instead of matching raw strings, it matches regular expressions and then forwards a message modified using the regular expression replacement syntax. RegEx is its own separate language that you can learn more about on external sites. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].<br />
<br />
|- id="Dispatch"<br />
! Dispatch Component<br />
| <center>[[Image:DispatchComponent.png]]</center><br />
| Similar to the Signal Check Component, but it allows filters to be set on a per-connection basis. When creating an outgoing connection from the Dispatch Component, you have the option to add a comma-delimited list of filters. The incoming signal must contain at least one of these filters or it will not be passed to the connected component. The filter list can be left blank to allow all messages to pass. There is also an exact mode toggle - when exact mode is on, the incoming signal must match a filter exactly (case insensitive). Connections with no filter will still fire for all messages in exact mode. If Single Output Mode is set, then only the first connection with a matching filter will fire.<br />
<br />
|- id="File Component"<br />
! File Component<br />
| <center>[[File:FileComponent-32x32.png]]</center><br />
| Some machines, such as the [[Engineering Objects#Ruckingenur Kit|ruckingenur]] and [[Telescience|Telescience machines]], send signals that include a file. This component lets you intercept, save, and send these files. <br />
<br />
|- id="Association Component"<br />
! Association Component<br />
| <center>[[File:AssociationComponent-32x32.png]]</center><br />
| Rather than a list, this stores input as a map, with key-value pairs. This has three modes: mutable, immutable, and list. In mutable mode, if you try to add a key/value pair that already exists, the old value will be replace by the new value. In immutable mode, values cannot be replaced. In list mode, any new values for a key will be added to the existing value as a comma-delimited list.<br />
|}<br />
<br />
===Machines===<br />
These are the devices that have physical outputs when they receive a signal from wiring or triggers. In other words, these are the machines that actually do things as opposed to merely sending signals to other components.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Graviton"<br />
! Graviton Accelerator<br />
| <center>[[Image:GravitonAccelerator2.png]]</center><br />
| The Holy Grail of MechComp. Has one input, and when received, the Gravitron will activate, flinging anything on its tile in the chosen direction at high velocities.<br />
<br />
|- id="Letter"<br />
! Letter Display<br />
| <center>[[Image:LetterDisplay.png]]</center><br />
| Used to create letters, numbers, and symbols on its screen. Has one input, ''input'', and a letter index.<br />
<br />
|- id="Sound"<br />
! Sound Synthesizer<br />
| <center>[[Image:SoundSynthesizerComponent.png]]</center><br />
| More like a speech synthesizer, kinda. Has one input, ''input'', and upon receiving a send-signal from another machine, it displays it as a message in the chat (e.g. Sound Synthesizer beeps, "Around the world. Around the world.") and as text above the component. This has a 2 second cooldown, and the speech it produces differs from speech spoken by people and the like (for example, microphones can't pick it up.) Oddly, it behaves as if it has an ''output'', but this is never used. Great for debugging signals as they pass through your setups.<br />
<br />
|- id="Wifi"<br />
! Wifi Component<br />
| <center>[[Image:WifiComponent.png]]</center><br />
| Sends or receives messages on a radio channel of your choice. By default it recieves only PDA messages and filters the routing information out of them, but this can be modified. Note that, as with real wifi, you need to be in ''mutual'' range of the target you want to communicate with (in other words, even if you only want to send, you must be in receiving range. It's the underlying protocol or something)<br />
<br />
|- id="WifiSplitter"<br />
! Wifi Signal Splitter Component<br />
| <center>[[Image:WifiSignalSplitterComponent.png]]</center><br />
| Decomposes machine signals sent in key1=value1&key2=value2&key3=value3&.. format. Set the trigger field to the part you want to extract, and the text of that value (only) will be sent on the output connection.<br />
<br />
|- id="ThermalPrinter"<br />
! Thermal Printer Component<br />
| <center>[[Image:ThermalPrinterComponent.png]]</center><br />
| Has one input, ''print''. Whenever a message is sent to this input the content of the message is printed out on a sheet of paper. The name of the paper object can be set as an option. This seems to behave as if it has an output and a send-signal, but neither appear to be used.<br />
<br />
|- id="PaymentComponent"<br />
! Payment Component<br />
| <center>[[Image:PaymentComponent.png]]</center><br />
| Accepts an amount of money, configurable as the "price". Only cash is accepted, not ID card payments. If the required money is given then the send-signal is sent on the output and the thanks-string is spoken as sound. If more than the specified amount of money is given, then the extra is returned, and "Here is your change!" is spoken instead of the thanks-string (no matter what the thanks-string is). Right clicking on the component and choosing "eject money" will ask for a code, and if this is correctly entered then all money taken by the unit is ejected. The code can be set as an option. There is an ''eject money'' input but it seems to be ignored; sending the code or anything else as a message does nothing.<br />
<br />
|- id="LED"<br />
! LED Component<br />
| <center>[[Image:LEDComponent.png]]</center><br />
| Used to produce a variety of wonderful colors. Has four inputs, ''toggle'', ''activate'', ''deactivate'', and ''set rgb''. Toggle, Activate, and Deactivate will have the appropriate effect on the LED when any message is sent. Set RGB allows the color of the light to be configured, when a hex color code (eg. #99ffbb) is sent. Behaves as if it has an output, but never sends any.<br />
<br />
|- id="Gun Component"<br />
! Gun Component<br />
| <center>[[Image:GunComponent3.png]]</center><br />
| Upon receiving an input, these components fires a projectile in the given direction. It's not a gun in and of themselves; you must insert the firearm of your choosing into the component in order for the machine to function. This only accepts ballistic guns ([[Murder#Flamethrower|flamethrowers]] count).<br />
<br />
|- id="E-Gun Component"<br />
! E-Gun Component<br />
| <center>[[Image:ChargeableGunComponent2.png]]</center><br />
| Basically, the energy counter part to the kinetic [[#Gun Component|gun component]]. Upon receiving a signal, this fires the energy weapon inside in the direction the component's facing. Make sure you have an energy weapon inserted into the component first; it's nonfunctional without one. In addition to the basic command to fire the weapon, it also has a mode to recharge it.<br />
<br />
|- id="Teleporter"<br />
! Teleport Component<br />
| <center>[[Image:TeleportComponent.png]]</center><br />
| When activated, moves anything standing on it to a teleporter with the same ID.<br />
<br />
|- id="ControlUnit"<br />
! [[Control Unit]]<br />
| <center>[[File:ProgrammableControlUnitV2.png]]</center><br />
| Can be programmed in a simple assembly language to transform inputs to outputs. Unfortunately, it only works with one-digit binary numbers.<br />
<br />
|- id="Powernet"<br />
! Powernet-networking Component<br />
| <center>[[File:Powernet-networkingComponentV2.png]]</center><br />
| When connected to the [[DWAINE|wired network]], this component can take incoming MechComp signals from machines and output wired packets onto the network, and vice-versa. For a guide on how to work the operating system, refer to [[Packets|packets]] for more information.<br />
<br />
|- id="Flusher"<br />
! Flusher Component<br />
| <center>[[Image:FlusherComponent.png]]</center><br />
| When placed on top of a disposal pipe trunk segment and activated, anything on top of this component is sent through the connecting pipe system. Build your own disposal system!<br />
<br />
|- id="Controlled Pipe Junction"<br />
! Controlled Pipe Junction<br />
| <center>[[File:ControlledPipeJunctionV2.png]]</center><br />
| When an input is received, the direction that incoming objects will be sent in switches between the two paths.<br />
<br />
|- id="Instrument"<br />
! Instrument Player<br />
| <center>[[Image:InstrumentPlayer.png]]</center><br />
| Has one input, ''play'', which when received will play the instrument inserted inside this component. <br />
<br />
|- id="Trip"<br />
! Trip Laser<br />
| <center>[[File:TripLaserV2.png]]</center><br />
| Has one input, ''toggle'', which when received will toggle the laser on and off. When the laser's beam is obstructed, the send-signal is sent on the output. <br />
<br />
|- id="Arithmetic"<br />
! Arithmetic Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to do arithmetic. Has three inputs, ''Set A'', ''Set B'', and ''Evaluate''. Set A and Set B take only numbers, and Evaluate executes the currently-set operation upon receiving any signal. The values of A and B, and the mathimatical-operation can be set as options. <br />
<br />
|- id="Counter"<br />
! Counter Component<br />
| <center>[[Image:ArithmeticComponent.png]]</center><br />
| Used to... count things. Also capable of ad-hoc addition/subtraction. The current value, amount to change per ''Count'', and value to reset on ''Reset'' can be configured. Has several inputs: ''Count'' (adds ''change'' to ''count''), ''Count Immediate'' (adds the value of the signal directly to ''count''), ''Reset'' (resets ''count''), etc. Outputs the current value of ''count'' on most signals. You can make it emit the current count on demand by sending ''Count Immediate'' with a value of zero.<br />
<br />
|- id="Tesla Coil"<br />
! Tesla Coil<br />
| <center>[[File:TeslaCoil-32x32.png]]</center><br />
| Shoots electricity upon activation. This is not the kind of electricity from the [[Power Grid]], but rather the kind released from breaking lights and used in the [[Murder#Special Attacks|special attack]] of the [[multitool]], the kind that can travel through water and does light {{BURN}} and Disorient, a slight stun with slowed and confused movement. Has a "Power" setting that goes from 1-3. Restricted to one per tile and has a range of 1-3 tiles. Due to the design of both the tesla coil and the electric arc, it is not possible to stunlock people with coils. <br />
|}<br />
<br />
===Signal-compatible Station Machinery===<br />
Machines you can find in the station that are MechComp-compatible.<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Doors"<br />
! Doors<br />
| <center>[[File:AirlockNew.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state. It's important to note that only general-access (available to everyone) doors can be opened or closed through MechComp.<br />
<br />
|- id="Fire Alarm"<br />
! Fire Alarm<br />
| <center>[[File:FireAlarm-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Light Switch"<br />
! Light Switch<br />
| <center>[[File:LightSwitch-32x32.png]]</center><br />
| Sends a signal when triggered, stating new state. Accepts a signal to toggle its current state.<br />
<br />
|- id="Conveyor Switch"<br />
! Conveyor Switch<br />
| <center>[[File:ConveyorSwitchOff-32x32.png]]</center><br />
| Sends a signal when triggered. Accepts a signal to toggle its current state.<br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[File:SlotMachine.png]]</center><br />
| Sends a signal when triggered. Some slot machines also accept a signal input.<br />
<br />
|- id="Experimental Long-range Teleporter"<br />
! Experimental Long-range Teleporter<br />
| <center>[[File:LongRangeTeleporterV2.png]]</center><br />
| Accepts a signal to send or receive. The entirety of the signal must only be the name of the target destination.<br />
<br />
|- id="Vending Machines"<br />
! Vending Machines<br />
| <center>[[File:GenericVendingMachine2.png]]</center><br />
| When dispensing normally, all generic vending machines output a signal stating which product was dispensed. They also accept signals for forcing a vend (but it will not output a compliment signal).<br />
|}<br />
<br />
==Machines and Gizmos==<br />
So what can you do with all of this stuff? Well, the possible applications of MechComp are limited only by what you have available and what you can think of, but here are some basic mechanisms to get you started:<br />
<br />
===Voice-Activated Machines===<br />
You'll need a Microphone Component, a Signal Checker Component, and the output of your choice. Choose a specific codeword that you'll use to activate the machine, such as "Alakazam!" Then, configure the Signal Checker Component so it only accepts that precise signal. Connect the Microphone Component to your Signal Checker, then connect the Signal Checker to your device, and whenever the word is spoken, whatever machine you have connected will activate.<br />
<br />
===Teleport Hub===<br />
A popular project of choice for [[Engineer]]s, this involves placing multiple teleport pads in the same area, such as the [[Market]], and placing other teleport pads in various spots around the station, such as the [[Bar]], [[Medbay]], and so on. Match the IDs of the pads at your hub to the IDs of the pads at the target destination, give each teleport pad a simple activation device such as a button or a pressure plate, and voila! Fast and easy transportation.<br />
<br />
===Graviton Launchers===<br />
The simple combination of a pressure plate and a Graviton Accelerator on the same tile is almost ubiquitous in the world of MechComp, and can be added onto or chained from one another to provide all sorts of zany shenanigans.<br />
<br />
===Alarm System===<br />
Trip wires can be configured to output a message to a Wifi Component. This can then be sent on to a PDA to secretly alert you or somebody else, such as the AI. The message to be sent should be in the send-signal of the Trip Wire, not the WiFi Component, and the WiFi needs to be set to the correct frequency.<br />
<br />
==Putting the "Rude" in Rude Goldberg==<br />
If you're fortunate enough to be a [[traitor]] with access to MechComp, you have access to one of the most wide-reaching methods of instigating mass murder, rivaling the likes of [[Chemistry]] and [[Toxins]] in potential. Gun components can be used in conjunction with a [[Murder#Guns|wide assortment of firearms]], including your own special gear, to remotely blast crew members, Graviton Accelerators can catch people unawares and launch them into deathtraps, teleport pads can teleport people away as well as teleporting things like bombs and dangerous critters, the list goes on and on. If you are a traitor working in mechanics, it is also extremely worthwhile to consider buying the [[Syndicate Items#Cloaking Field Generator|cloaking field generator]] when using MechComp for traitorous purposes, as it renders all of your nearby machinery completely invisible to most crew members. Get creative, the possibilities are just about endless!<br />
==Supplementary Videos==<br />
<youtube>KxaWvJ-ziXA</youtube><br />
----<br />
{{Department Guides}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Broken_Stuff&diff=49274User:Zamujasa/Broken Stuff2022-03-17T05:08:39Z<p>Zamujasa: Created page with "i'm a coder now! that means that i am empowered to personally fix bugs and enhance the game as i see fit. unfortunately i'm also lazy and chronically out of energy so i will..."</p>
<hr />
<div>i'm a coder now! that means that i am empowered to personally fix bugs and enhance the game as i see fit.<br />
<br />
unfortunately i'm also lazy and chronically out of energy so i will complain about them here.<br />
<br />
<sub>actually i just want to document stuff i know of that would require a lot of refactoring or reworking to properly fix, or would have big impacts on how rounds play these days</sub><br />
<br />
<br />
== broken ==<br />
<br />
=== body temperature / thermal regulation ===<br />
<br />
human thermal regulation is basically ineffective.<br />
<br />
you can see this in-game easily:<br />
<br />
1. after freshly spawning or being admin-healed, check your body temperature - it will be 98 F<br />
2. within a few seconds, life will proc and your body temperature will start dropping towards room temperature, 20 C (yes, different units; deal with it)<br />
3. your temperature will settle around 21 C<br />
<br />
this is possible to observe in game by watching the thermometer in the hud; it will change from the normal temperature to "it feels cool"<br />
<br />
this is ''also'' why it takes so long for shivering to go away and why lizards have incredibly awful thermal reg, even beyond what would be expected.<br />
<br />
=== thermal protection ===<br />
<br />
the short version is that thermal protection is applied based on the ambient temperature versus your '''ideal''' temperature. this means things kind of work paradoxically to how you would expect them to:<br />
<br />
1. equip 100% cold protection, in an area with nominal atmosphere (20&deg;C, 101kPa)<br />
2. lower your body temperature to 0&deg;K, easily done with application of [[#Cryostylane|cryostylane]]<br />
3. your body will stay ''extremely'' cold for a long period of time<br />
4. if you remove your cold protection, you will actually warm up again much faster<br />
<br />
the problem is that the cold and warm protections calculate if they should protect you based on the difference between the ambient temperature and your ''<code>base_body_temp</code>'', not your current ''<code>body_temp</code>''... so even if the air is a brisk 20&deg;C and you're chilling around -200&deg;C, your cold protection protects you from the ambient temperature because it's colder than your body's ideal temperature.<br />
<br />
the same works for heat protection. this, combined with the body's broken thermal regulation, means that body temperature is hard to control and doesn't make a whole lot of sense.<br />
<br />
<br />
<br />
== power ==<br />
<br />
powernet stuff is just all kinds of jank<br />
<br />
=== solar panels ===<br />
<br />
solar panels were optimized to only process every ''x'' cycles, since they are largely static. the main problem is that the power output from them is now unstable:<br />
<br />
* before: runs every cycle, slow updates<br />
** runs every cycle, causes needless slowdown<br />
** stable, steady output<br />
* now: runs every x cycles, split into buckets based on coordinates<br />
** buckets aren't evenly sized; power spikes and dips almost randomly<br />
** power output per active cycle increased to make up for only some of them running<br />
<br />
one possible fix is to re-enable the previous behavior, but instead keep a count of how many cycles it has been and only run the los update when needed. this might slow things down again but i'd have to test how much it would re-introduce slowdown<br />
<br />
<br />
=== power usage ===<br />
<br />
power usage for a lot of things doesn't make sense and isn't well-documented. apcs take forever to charge or discharge; even if the engine isn't set up it can often take half an hour before anyone even begins to notice.<br />
<br />
apcs and smes units will wait for several cycles where the powernet has a surplus before beginning to actually charge their batteries (represented as "performing self test"). fluctuations in power getting added/removed from the network can cause these charge cycles to reset, requiring several more cycles before they start charging again; even occasional disruptions can prevent apcs from charging<br />
<br />
things like powersinks are very good at deleting the entire powernet, but even with high power in the network, apcs will only charge '''very''' slowly. a powersink that manages to drain most of the station is usually a round-ender.<br />
<br />
<br />
=== powernet in general ===<br />
<br />
there are still some bugs involving powernets where they become broken and disconnected. i'm not sure what exactly causes it but the admin <code>fix-powernets</code> command will fix it. <br />
<br />
<br />
== more ==<br />
<br />
i'll write more eventually</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa&diff=38271User:Zamujasa2020-09-21T21:45:47Z<p>Zamujasa: its me.</p>
<hr />
<div>I'm an admin/developer. You can usually find me as ''Stephanie Mir'' in-game, or sometimes something stupid like a zombee named "''zambee''". (Get it?)<br />
<br />
Here are all the pages under my user page. Some of them are kind of infamous like the station network page, some of them are just templates used elsewhere.<br />
<br />
{{Special:PrefixIndex/Zamujasa|namespace=2}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Station_Network&diff=38270User:Zamujasa/Station Network2020-09-21T21:36:46Z<p>Zamujasa: /* Mainframe Radio (PNET_PR6_RADIO) */</p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: .5em 2em; border: 5px solid #393; background-color: #afa; color: black; text-align: center;">This page is probably '''REALLY''' out of date -- see [https://wiki.ss13.co/index.php?title=User%3AZamujasa%2FStation_Network&type=revision&diff=21517&oldid=11637 this] for what's been updated in my absence.</div><br />
<br />
Somehow this page became ''The Definitive Guide to the Station Network'' and I don't even. Welp! I never finished it and lost interest but a few people have been updating it in my absence.<br />
<br />
Here's some information on abusing the station network. Use responsibly. Or don't. Probably don't.<br />
<br />
<br />
== DWAINE ==<br />
The mainframe on the station network runs on DWAINE. It's pretty important if you want to futz around with the network.<br />
<br />
There's a book in-game about it called ''[[DWAINE for Dummies]]''. It's pretty basic, though. I'm working on a more... power-focused guide. See ''[[../DWAINE for Smartasses|DWAINE for Smartasses]]''.<br />
<br />
== Authentication ==<br />
There are a handful of authentication codes you may or may not need.<br />
<br />
The first three are stored on the Authentication Disk, so if you ask nicely maybe the Captain will give it to you.<br />
* <code>netpass_heads</code>: Used for Guardbuddy management, shuttle (re)calling, etc.<br />
* <code>netpass_security</code>: Used only for networked turrets, which don't really exist anywhere.<br />
* <code>netpass_medical</code>: Not used at all, as far as I can tell.<br />
* <code>netpass_syndicate</code>: Exclusively for the Detomatix cart.<br />
<br />
<br />
== Wired Network ==<br />
Stuff on the station network connected by red power cables. <br />
<br />
'''Important note for packet sniffers''': The packet sniffer spaces out the various fields in a packet. If you want to copy them for your own use in, say, some Mechanics deathtrap, ''remove the spaces after the semicolons''.<br />
<br />
<br />
=== Networked devices ===<br />
Get a list of these by running <code>term_ping</code> on any [[TermOS]] computer that isn't currently connected to something. Not all devices can be connected to via TermOS, though, and some won't reply to pings either. Sneaky!<br />
<br />
<br />
==== Mainframe (PNET_MAINFRAME) ====<br />
The good ol' mainframe, usually hanging around the [[Computer Core]]. Connect to this to access [[DWAINE]]. Pretty much every terminal on the station starts out connected to this.<br />
<br />
There are a few of these scattered around [[Adventure Zone|the universe]], though a lot of them are broken and don't actually work.<br />
<br />
<br />
==== AI (MAINFRAME_AI) ====<br />
The [[AI]]. Connecting to this will make the AI see "''Direct connection from (02001234)''". You can chat with the AI by simply sending messages, and it will be able to reply as long as you're connected &mdash; your messages show up like PDA messages and the AI can respond in the same way.<br />
<br />
<br />
==== Communications Dish (PNET_COM_ARRAY) ====<br />
The communications dish, primarily used for calling (or recalling) the shuttle, as well as delivering the often completely inaccurate "threat report" at the start of a round.<br />
<br />
===== Commands =====<br />
<br />
* Call or recall the Emergency Shuttle. Returns '''<code>status</code>''' = <code>SHUTL_E_DIS</code> (failed), <code>SHUTL_E_SEN</code> (called), or <code>SHUTL_E_RET</code> (recalled).<br />
** '''<code>command</code>''': <code>call</code> or <code>recall</code> (call or recall the shuttle; self-explanatory)<br />
** '''<code>shuttle_id</code>''': <code>emergency</code> (the only usable option)<br />
** '''<code>acc_code</code>''': The [[#Authentication|netpass_heads authentication code]]<br />
** '''<code>reason</code>''': optional reason for calling the shuttle<br />
<br />
* Transmit something to [[Admin|Centcom]]. Returns '''<code>status</code>''' = <code>TRANSMIT_E_SUCCESS</code> or <code>TRANSMIT_E_COOLDOWN</code>.<br />
** '''<code>command</code>''': <code>transmit</code><br />
** '''<code>acc_code</code>''': The [[#Authentication|netpass_heads authentication code]]<br />
** '''<code>title</code>''': transmission title<br />
** '''<code>data</code>''': message to transmit<br />
** '''<code>user</code>''': user transmitting message<br />
<br />
* View / download Centcom messages (generally the "threat report" which is always wildly wrong, sometimes other things).<br />
** Unlike the above commands, these are entered from a terminal connected directly to the array.<br />
** '''<code>command</code>''': <code>term_message</code> (automatically added if sending from a terminal)<br />
** '''<code>data</code>''': The text entered into the terminal, e.g. "<code>command=download&amp;message=1</code>".<br />
*** '''<code>command</code>''': One of the following:<br />
**** <code>list</code>: Lists available messages<br />
**** <code>download</code>: Sends a message as a file that you can then <code>file_print</code> (etc)<br />
*** '''<code>message</code>''': If using <code>download</code>, a message number<br />
<br />
Packet dump:<br />
<pre>(sent) address_1=020036fd; command=call; shuttle_id=emergency; acc_code=(Authentication code); sender=0200c069; <br />
(recv) command=device_reply; status=SHUTL_E_SEN; address_1=0200c069; sender=020036fd;</pre><br />
<br />
<br />
==== Terminals (PNET_ADAPTER) ====<br />
Other terminals and data terminals on the network, generally. You can direct-connect two TermOS computers together if you want, but there's not much you can really do with that beyond chat back and forth and send files, maybe.<br />
<br />
<br />
==== Telepad (PNET_S_TELEPAD) ====<br />
The Telescience Telepad. There can be more than one of these; you specify which one you want with the <code>-p [0-9]</code> argument to <code>teleman</code>.<br />
<br />
'''You can't change the coordinates with just packets.''' Coordinates are updated by the computer contacting the mainframe, which sends out the command to the telepad with an attached file.<br />
<br />
Raw packet dump:<br />
<pre><br />
[18:47:4]:command=term_message; data=command=teleman&args=-p 1 send; address_1=02002182; sender=02001ed4; <br />
[18:47:5]:command=term_message; data=command=send&session=746; render; address_1=02001cbd; sender=02002182; <br />
[18:47:5]:command=term_message; data=command=ack&session=746; address_1=02002182; sender=02001cbd; <br />
[18:48:1]:command=term_message; data=command=OK; render; address_1=02001ed4; sender=02002182; <br />
[19:10:1]:command=term_message; data=command=teleman&args=-p 1 receive; address_1=02002182; sender=02001ed4; <br />
[19:10:1]:command=term_message; data=command=receive&session=17; render; address_1=02001cbd; sender=02002182; <br />
[19:10:1]:command=term_message; data=command=nack&cause=recharge&session=17; address_1=02002182; sender=02001cbd; <br />
[19:10:7]:command=term_message; data=command=Telepad is recharging.; render; address_1=02001ed4; sender=02002182; <br />
[19:13:3]:command=term_message; data=command=teleman&args=-p 1 receive; address_1=02002182; sender=02001ed4; <br />
[19:13:4]:command=term_message; data=command=receive&session=333; render; address_1=02001cbd; sender=02002182; <br />
[19:13:4]:command=term_message; data=command=ack&session=333; address_1=02002182; sender=02001cbd; <br />
[19:14:0]:command=term_message; data=command=OK; render; address_1=02001ed4; sender=02002182;</pre><br />
<br />
<br />
==== Printers (PNET_PRINTDEVC) ====<br />
Printers. Not sure if you can print directly to them (maybe with <code>file_send</code>); generally you just write to the <code>/mnt/lp-whatever</code> folders on the mainframe.<br />
<br />
<br />
==== Databanks (PNET_DATA_BANK) ====<br />
The data banks that contain all of the information on the mainframe.<br />
<br />
<br />
==== GuardBuddy docking station (PNET_PR6_CHARG) ====<br />
[[GuardBuddy]] chargers. These also communicate wirelessly to the buddies; see the section there for more.<br />
<br />
Raw packets below. You can see the <code>netpass_heads</code> authentication code in here as well (''3635 Bravo-51'').<br />
<br />
<pre>[37:25:5]:command=term_message; data=_command=add&_freq=1219; render; address_1=020020f4; sender=02002182; <br />
[37:25:5]:command=term_message; data=_freq=1219&acc_code=3635 Bravo-501;command=dock_return; render; address_1=020020f4; sender=02002182; <br />
[37:25:5]:command=term_message; data=command=status&status=success; address_1=02002182; sender=020020f4; <br />
[40:30:1]:address_1=02002182; data=prman upload 0200143B heckle name=titusgettemy; command=term_message; sender=0200b5ce; <br />
[49:37:5]:command=term_message; data=command=status&status=ejected&botid=020032dd; address_1=02002182; sender=0200143b;</pre><br />
<br />
Some of the commands you can use, as <code>command=#######</code>:<br />
* <code>status</code>: Gets the status of a buddy docked to this station as a reply:<br />
** <code>status=nobot</code>: If you get "nobot", there's no buddy here. You'll get only this for every command.<br />
** <code>status=########</code>: The buddy's network identifier.<br />
** <code>charge=###</code>: Either <code>nocell</code> (no power cell) or a number from 0 to 100 representing the percent of power remaining in the buddy's cell.<br />
** <code>tool=#####</code>: The current tool (weapon), or "NONE" if there's no tool installed.<br />
** <code>deftask=#####</code>: The ''default'' task this buddy runs when it has nothing better to do, or "NONE" if it doesn't have one.<br />
** <code>curtask=#####</code>: The ''current'' task this buddy is running, or "NONE" if it doesn't have one.<br />
<br />
* <code>eject</code>: Boots the buddy out of the docking station.<br />
** No reply here. If you didn't get a <code>nobot</code> reply, it worked.<br />
<br />
* <code>upload</code>: Uploads a new task to the buddy. Optionally with <code>overwrite=?</code> and <code>newmodel=?</code>, which overwrite the current task or default task respectively. Requires a file to be sent along with the data, so good luck spoofing this.<br />
** You'll get a reply with <code>status=upload_success</code> if the task has been uploaded.<br />
** You'll get a reply with <code>status=badtask</code> if the task is bad (or missing).<br />
<br />
* <code>download</code>: Downloads a task from the buddy. Use <code>model=?</code> to download the default task, otherwise it'll download the current one.<br />
** Replies with <code>command=taskfile</code> if it worked. In theory you'll get a file sent to your terminal with the task. What can you do with it?<br />
** Replies with <code>command=status&status=notask</code> if there's no task to download.<br />
<br />
* <code>taskinq</code>: Gets the buddy's currently installed tasks.<br />
** Replies with <code>command=trep</code>, with <code>deftask=#####</code> for the default task and <code>curtask=#####</code> for the current task, or "NONE" if there isn't one.<br />
<br />
* <code>wipe</code>: Erases the buddy's installed tasks and replaces them with nothing.<br />
** Replies with <code>command=status&status=wipe_success</code>.<br />
<br />
<br />
The chargers also occasionally report back to their host (i.e. the mainframe) when things happen. The format of these may not be 100% correct.<br />
* <code>command=status&status=ejected&botid=########</code>: Ejected a buddy.<br />
* <code>command=status&status=connect&botid=########</code>: A buddy docked itself or was docked by someone.<br />
<br />
<br />
==== Mainframe Radio (PNET_PR6_RADIO) ====<br />
The radio near the Mainframe. It's mostly used for talking to the [[GuardBuddy]] bots when they're away from chargers, but you can do some other stuff with it.<br />
<br />
Capturing packets with the power of the mainframe:<br />
<br />
# Make a folder for the frequency you want to monitor, e.g. <code>/mnt/radio/1149</code><br />
# Periodically <code>ls /mnt/radio/1149</code> to see if any packets have appeared<br />
# <code>cat /mnt/radio/1149/Q2158018</code> to view packets<br />
<br />
The mainframe will capture any packet sent to a frequency that has a directory created.<br />
<br />
Note: The actual mechanics behind this are a bit different (there's some communications going on between the mainframe and radio) but for the most part this will get you what you want.<br />
<br />
Regardless, packet dumps (raw, not bothering to explain):<br />
<pre>[19:41:7]:command=term_message; data=_command=add&_freq=1149; render; address_1=02002303; sender=02002275; <br />
[20:03:3]:command=term_message; data=_freq=1149&command=text_message&message=butt&sender_name=fart; render; address_1=02002303; sender=02002275; <br />
[45:35:6]:address_1=02002275; data=echo test=butt ^ x; command=term_message; sender=02018e2a; <br />
[45:35:6]:command=term_message; data=command=status&status=success; address_1=02002275; sender=02002303; <br />
[45:35:6]:command=term_message; data=_freq=1149&test=butt; render; address_1=02002303; sender=02002275;</pre><br />
<br />
==== IR detectors (PNET_IR_DETECT) ====<br />
IR detectors, usually placed around important things like the Armory and sometimes the AI core.<br />
<br />
''(Todo: update)''<br />
<br />
<br />
==== Artlab test apparatus (PNET_TEST_APPT) ====<br />
The various testing apparatuses in the Artifact Lab. Also includes the "Gas Sensors" you see in places like Toxins.<br />
:<code>[34:18:5]:command=term_message; data=command=deactivate; render; address_1=02000d04; sender=02000673; </code><br />
:<code>[34:18:5]:command=term_message; data=OK; render; address_1=0200cbf2; sender=02000673; </code><br />
:<code>[34:18:5]:address_1=02000673; data=gptio deactivate elec_box; command=term_message; sender=0200cbf2; </code><br />
<br />
<br />
==== Terminals (SRV_TERMINAL) ====<br />
The teleport computer for the Telescience telepad. It doesn't communicate directly with the teleport pad, but instead sends commands to the mainframe. If you want to learn to control the science teleporter remotely, these would be the packets you want to sniff out.<br />
<br />
Note that a few other things also use this as a tag.<br />
<br />
<pre>P: [020639b9]-TYPE: SRV_TERMINAL<br />
P: [02002d0e]-TYPE: PNET_MAINFRAME</pre><br />
<br />
<pre>[58:26:4]:command=term_message; data=command=teleman&args=-p 2 coords x=50 y=50 z=4; address_1=02002d0e; sender=020639b9; <br />
[58:26:5]:command=term_message; data=command=ack&session=641; address_1=02002d0e; sender=020639b6; <br />
[58:26:5]:data=command=set_coords&session=641; address_1=020639b6; command=term_file; sender=02002d0e; <br />
[58:27:0]:command=term_message; data=command=teleman&args=-p 2 send; address_1=02002d0e; sender=020639b9; <br />
[58:27:1]:command=term_message; data=command=OK; render; address_1=020639b9; sender=02002d0e; <br />
[58:27:1]:command=term_message; data=command=send&session=708; render; address_1=020639b6; sender=02002d0e; <br />
[58:27:1]:command=term_message; data=command=ack&session=708; address_1=02002d0e; sender=020639b6; <br />
[58:27:7]:command=term_message; data=command=OK; render; address_1=020639b9; sender=02002d0e; </pre><br />
<br />
<br />
==== Nuclear charge (PNET_NUCCHARGE) ====<br />
The nuclear charge. Authentication is easily spoofed by using the mainframe's built in nuke manager, <code>nukeman</code>. Just use the same packet you used to spoof superuser access when asked to login with an authorized ID, then repeat with two more login packets under two different names (the registered= field).<br />
<br />
Hemera VII's main tape doesn't include this, so you'll have to bring a tape of your own with it or "borrow" one of the replacement Master Tapes on the station.<br />
<br />
<sub>You can also scan the nuclear charge with a Syndicate device analyzer and deploy one elsewhere, if that's more [[Traitor|your thing]].</sub><br />
<br />
==== Area Power Controllers (PNET_PWR_CNTRL) ====<br />
The [[Engineer#APCs|Area Power Controllers]] attached to the network. They have settings for the equipment, lights, and environmental controls, as well as control of the cover lock. The three power settings can be values from 0 to 3, which represent the following states:<br />
* <code>0</code>: Off<br />
* <code>1</code>: Auto (Off)<br />
* <code>2</code>: On<br />
* <code>3</code>: Auto (On)<br />
<br />
APCs start off connected to the mainframe, and as such will only respond to packets they believe came from the mainframe. You'll need to override the sender field or disconnect it with a spoofed <code>term_disconnect</code>, the latter allowing you to connect directly with a DWAINE terminal. Some of the packets you can use to interact with them look like this:<br />
<br />
<pre>sender=02003c12; address_1=02006754; command=term_message; data=command=setmode&light=0&environ=0;<br />
sender=02003c12; address_1=02006754; command=term_message; data=command=status;</pre><br />
<br />
You can use the following commands with <code>data=command=#######</code> or simply <code>command=#######</code> if connected by terminal:<br />
* <code>status</code>: Returns the status of the APC, including all the following fields (but unfortunately not the area name):<br />
** <code>charge=###</code>: A number from 0 to 100 representing the percent of power remaining in the APC's cell<br />
** <code>equip=#</code>: A number from 0 to 3 representing the state of the equipment setting for the APC<br />
** <code>light=#</code>: A number from 0 to 3 representing the state of the light setting for the APC<br />
** <code>environ=#</code>: A number from 0 to 3 representing the state of the environmental control setting for the APC<br />
** <code>cover=#</code>: A number representing the state of the cover lock, with 1 for engaged and 0 for disengaged<br />
* <code>setmode</code>: This command allows you to control the state of the APC, supplying any of the values you wish to change. You can include settings for any of:<br />
** <code>equip=#</code><br />
** <code>light=#</code><br />
** <code>environ=#</code><br />
** <code>cover=#</code><br />
<br />
Please note that if you turn off equipment power to the computer core APC, you'll have a difficult time executing any more commands.<br />
<br />
<br />
=== Creating packets ===<br />
<br />
Packets can be created by using the following command:<br />
:<code>echo field=value|nfield2=value2|nfield3=value3</code><br />
<br />
To store the packet as a file on the mainframe:<br />
:<code>echo ... ^ /home/pjones/''filename''</code><br />
<br />
To send a file (like a packet!) to your terminal, so you can send it with <code>file_send</code> or print it with <code>file_print</code>, save the file to the <code>/mnt/term</code> directory:<br />
:<code>cp /home/pjones/''filename'' /mnt/term/x</code><br />
<br />
If you just need to get the file right away, you can simply save the file in <code>/mnt/term</code> right away:<br />
:<code>echo ... ^ /mnt/term/foo</code><br />
<br />
<br />
=== Spoofing the login packet ===<br />
<br />
Faking a login involves a few specific steps. You'll generally always need a valid ID of any kind to do the initial login, though.<br />
<br />
# Log into the mainframe (insert your card and <code>term_login</code>)<br />
# Craft a login packet<br />
# Send the crafted packet back to your terminal<br />
# Either enter <code>su</code> for admin rights, or disconnect and reconnect to log in as a completely different user<br />
# Instead of using <code>term_login</code>, use <code>file_send</code> to send the packet you saved earlier<br />
# You are now logged in with your forged user<br />
<br />
The login packet looks like this:<br />
<br />
* <code>registered=Pubbie Jones</code><br />
* <code>assignment=Staff Assistant</code><br />
* <code>access=</code>, followed by a (semicolon? comma?)-separated list of rights &mdash; every access in the ID computer has a different one. The important one for <code>su</code> access is 34.<br />
<br />
Applying all of the above to create the packet and register it for <code>file_send</code>:<br />
:<code>echo registered=Pubbie Jones|nassignment=Staff Assistant|naccess=34 ^ /mnt/term/loginpacket</code><br />
<br />
Keep in mind that [[Rules#Don't grief|you shouldn't use this]] to set the [[GuardBuddy|Guardbuddies]] to purge or other destructive things unless you're a [[traitor]].<br />
<br />
<br />
=== Sending packets using the mainframe's radio ===<br />
<br />
You can use DWAINE to send out packets over the air. The mainframe's radio has a limited range, though, so it won't reach everything.<br />
<br />
# Create a directory for the frequency you want to transmit on. Directories are the four numbers without the decimal point, e.g. <code>/mnt/radio/1149</code> for 114.9, by using the command <code>mkdir /mnt/radio/1149</code><br />
#* If the directory already exists for whatever reason, you can skip this step.<br />
# Craft your packet.<br />
#* Optional: Save it if you need to use it more than once. Otherwise, just use <code>echo</code> and pipe it directly.<br />
# Copy or move your crafted packet to the folder you created, e.g. <code>copy packet /mnt/radio/1149</code> or <code>echo ... ^ /mnt/radio/1149/packet</code><br />
<br />
If it worked, the packet you crafted should automatically be sent out by the radio. You can use the Packet Sniffer program on your [[PDA]] to confirm.<br />
<br />
== Wireless Network ==<br />
<br />
Basically everything you can spoof (aside from PDA messages) will require a <code>address_1</code> field, indicating the target of the message.<br />
<br />
<code>sender</code> is added automatically to almost every packet-sending device, though apparently you can get away without one by manually crafting a signal and using a wireless computer's free mode (with greatly reduced range).<br />
<br />
PDA Ping ranges. Sending may be similar (or unlimited size?). Measured by dropping a PDA and seeing how far away it would still respond.<br />
* <code>min</code>: 16 tiles<br />
* <code>med</code>: 32 tiles<br />
* <code>max</code>: 64 tiles<br />
<br />
Note that pings go ''through'' [[Z-level]]s! If you manage to pin down a signal but there doesn't seem to be anything there, it's probably in the debris field or in one of the [[Adventure Zone|adventure zones]]. Welp! <sup>(todo: is this still true?)</sup><br />
<br />
Broadcast ranges are ''only'' for broadcasting &mdash; anything can receive a packet if it's in the broadcast range of the source, even if its own broadcast range is far smaller. If your device has a broadcast range of 64 tiles, and your target device has a range of 16 tiles, the target device will receive your signal as long as you're anywhere within 64 tiles, but you won't receive the device's beyond those 16.<br />
<br />
<br />
=== PDAs (114.9) ===<br />
They're [[PDA]]s. You know, the ones almost everyone spawns with.<br />
* Device name: <code>NET_PDA_51XX</code><br />
* Broadcast range: &ge; 64 tiles (127 &times; 127)<br />
<br />
<br />
Packets:<br />
* Really easy to scan, the Network Tools cartridge defaults to this frequency.<br />
* Snoop on people trying to use PDAs to covertly message people! <s>Just be sure to get your ID switched to "NSA Operative" first</s> Clear the log regularly so it doesn't clog up with PDA pings.<br />
Packet spoofing:<br />
* <code>address_1</code>: Omit to broadcast to every PDA in range. Otherwise, set to a PDA's address to send only to that PDA.<br />
* <code>command</code>: Generally <code>text_message</code>, though there are others, including but not limited to:<br />
**<code>file_send_req</code> Used to send file send requests, though you can't actually send anything without using the PDA clipboard.<br />
***<code>file_size</code> The size of the file<br />
***<code>file_ext</code> The file extension (PPROG, TXT, etc.)<br />
***<code>file_name</code> The name of the file<br />
**<code>file_send_acc</code> Used to accept file send requests. Can be spoofed with a ThinkDOS computer on free mode, causing the file to download to the target PDA. Can only accept a valid file send request, and must be sent to the pda that sent the request.<br />
**<code>file_send</code> Used to send files after send requests are accepted, doesn't work without an accepted file request.<br />
**<code>report_pda</code> The scan function in the PDA messenger.<br />
**<code>report_reply</code> Replies to <code>report_pda</code>, can be used to change your PDA's name to other people on the messenger<br />
* <code>message</code>: The text you want to send. Surprise!<br />
* <code>sender_name</code>: What the name should show up as. Leaving it blank will make PDAs show it as '''!UNKNOWN!'''<br />
* <code>sender_assignment</code> What the job assignment of the sender should show up as.<br />
<br />
Experiment! Maybe you'll find more.<br />
<br />
=== Ruckingenur kits (114.9) ===<br />
Ruckingenur kits, like the one in the [[Electronics|Electronics lab]].<br />
<br />
* Device name: <code>NET_RKANALYZER</code><br />
* Broadcast range: &ge; 64 tiles (127 &times; 127)<br />
<br />
<br />
Packet sent when adding something to the database via PDA scan:<br />
* <code>command</code>: <code>add</code> -- Adds something to the database. Doesn't actually specify what it is. D'oh.<br />
* <code>address_1</code>: <code>02xxxxxx</code> -- Address of the kit, as usual<br />
* A file, which you can't sniff, I guess.<br />
<br />
After that, the kit will send out a PDA text message to the scanning PDA that it was either added or already in the database.<br />
<br />
Spoofing the packet does nothing, as it requires the file that you can't send. Scanning a device using a Device Analyzer sends no packets at scan or on addition to the kit.<br />
<br />
<br />
=== Wireless network adapters (114.9, variable) ===<br />
Computers that have a wireless network card. Some of these are included even in devices that aren't ''really'' computers, and they don't really do anything, like the "filing cabinet" Security computers.<br />
<br />
* Device name: <code>WNET_ADAPTER</code><br />
* Broadcast range: varies<br />
<br />
<br />
Cogmap1's Morgue filing cabinet, for example:<br />
* Broadcast range: 18 tiles (35 &times; 35)<br />
<br />
Others may be different. The ranges are dependent on the type of card and its mode.<br />
<br />
=== GuardBuddy devices (121.9) ===<br />
[[GuardBuddy|GuardBuddies]] and their docking stations.<br />
<br />
* Device name: <code>PNET_PR6_GUARD</code> (buddies), <code>PNET_PR6_CHARG</code> (docking stations)<br />
* Broadcast range: &asymp; 75 tiles (150 &times; 150)<br />
<br />
The following is sent exclusively by the docking stations. They also communicate over the wired network; see their section above for more.<br />
* <code>command=recharge_src; data=x=##&y=##;</code>: Sent by the docking station as a reply to the <code>recharge</code> broadcast, with its current X and Y (GPS) position, so the buddies know where to go to charge.<br />
<br />
<br />
There's a lot of network traffic, but here's some examples. If you aren't targeting a specific bot's address, you need to include <code>acc_code=(netpass_heads)</code>.<br />
* <code>address_1=recharge</code>: Sent ''by'' the buddies as a broadcast. Causes the docking stations to report their locations; see above.<br />
* <code>command=dock_return</code>: Adds a task to the buddy to go to a docking station and dock. Makes the buddy say "Software update requested" and show the "update" emotion.<br />
* <code>command=captain_greet</code>: Makes the buddy say one of several goofy lines, if it's wearing the captain's hat. Sent by the tour guide buddy if it runs into another buddy wearing it.<br />
* <code>command=wizard_greet</code>: Makes the buddy say of several other goofy lines, if it's wearing a wizard's hat. Sent by the tour guide buddy if it runs into another buddy wearing it.<br />
<br />
<br />
<br />
=== Doors (141.1) ===<br />
Pretty much every airlock on, and off, the station.<br />
* Device name: <code>DOR_AIRLOCK</code><br />
* Broadcast range: 6 tiles (11 &times; 11)<br />
<br />
<br />
Doors only broadcast signals relatively close by, so you'll have to be nearby if you want to see anything. You can get the address of a door by screwdrivering it open and checking, using the packet sniffer and touching the door, or just taking a guess from doors that respond to your pings. <br />
Some doors can't be screwdrivered so you'll have to use a different option, but those doors also tend to resist packet hacking. AI control is a requirement for doors to receive packets, and most of these doors have it off by default.<br />
<br />
Doors broadcast certain details whenever they're interacted with, as well as a few moments later when they auto-close.<br />
* <code>user_id</code>: Person whose ID was used (e.g. <code>Pubbie Jones</code>). If a mob like Beepsky opens a door, this is <code>???</code> (yes, three question marks) instead.<br />
* If the door opens:<br />
** <code>data</code>: <code>denied</code>, if someone who didn't have access tried to open a door<br />
* Otherwise:<br />
** <code>door_status</code>: State the door is in (e.g. <code>open</code>, <code>closed</code>)<br />
** <code>lock_status</code>: State of the door bolts (e.g. <code>locked</code>, <code>unlocked</code>)<br />
** <code>tag</code>: This appears to always be blank.<br />
<br />
<br />
Sending packets manually to open/close doors:<br />
* <code>address_1</code>: Network address of door (required)<br />
* <code>command</code>: One of the following:<br />
** <code>open</code>: Opens a door<br />
** <code>close</code>: Closes a door<br />
** <code>lock</code>: Drops the door bolts<br />
** <code>unlock</code>: Raises the door bolts<br />
** <code>secure_open</code>: Bolts a door open*<br />
** <code>secure_close</code>: Bolts a door closed*<br />
<br />
<small>*Used by the [[Syndicate Items#EMAG|cryptographic sequencer]].</small><br />
<br />
<br />
=== Network Radio (141.1, 141.9, also varies) ===<br />
The "Network Radio", which looks like... well, an old timey radio. Usually located near the mainframe in the computer core, sometimes it's elsewhere. This is what interfaces with the mainframe's <code>/mnt/radio</code>.<br />
* Device name: <code>PNET_PR6_RADIO</code><br />
* Broadcast range: ?<br />
<br />
You can log into the mainframe by connecting to this using a computer with a wireless network peripheral and FROG or TermOS. You can create a login packet using ThinkDOS's WizWrite and put it on the main drive in ThinkDOS under whatever name you want, then restart with a TermOS disk and run "<code>file_load [name]</code>" in TermOS, which will allow you to run <code>file_send</code> with the login packet.<br />
<br />
Alternatively, maybe you can receive other files and save them to the disk with <code>file_save [name]</code>, too...?<br />
<br />
<br />
=== Secure Lockers (143.1) ===<br />
Secure lockers that require an ID to open, including personal lockers in the [[Crew Quarters]].<br />
* Device name: <code>WNET_SECLOCKER</code><br />
* Broadcast range: 3 tiles (5 &times; 5)<br />
<br />
The range on these is ''extremely'' short.<br />
<br />
You can send these a few commands over the radio, though you'll need <code>netpass_heads</code> to lock or unlock them.<br />
* <code>command=status</code>: Replies with <code>command=lock=[locked]&open=[open]</code><br />
* <code>command=lock; pass=(netpass_heads)</code>: Locks the locker.<br />
* <code>command=unlock; pass=(netpass_heads)</code>: Unlocks the locker. Surprise.<br />
<br />
If you use one of the lock or unlock packets, you'll get a response with <code>command=ack</code> or <code>command=nack; data=badpass</code> depending on if it worked or not.<br />
<br />
Personal lockers don't send messages when opened/claimed with an ID.<br />
<br />
<br />
=== Hydroponics trays (143.3) ===<br />
<br />
* Device name: One of <code>WNET_PACKETSPY</code>, <code>WNET_GENERIC</code>, <code>WNET_DETECTOR</code>, <code>WNET_SYN%%^#FF</code>, randomly<br />
* Broadcast range: &ge;64 tiles (129 &times; 129)<br />
<br />
Packets:<br />
* <code>netid</code>: <code>02001234</code> -- The address of that particular tray. (Isn't this what <code>sender</code> is for?)<br />
* <code>data</code>: One of the following:<br />
** <code>event_new</code>: A seed was planted in the tray.<br />
** <code>event_death</code>: The plant died.<br />
** <code>event_cleared</code>: The plant (dead or otherwise) was removed from the tray.<br />
<br />
Yep, that's it. There's nothing useful here <sub>(as of the 2016 release)</sub>. Not even the type of seed, or if it's ready to harvest, or anything. Sorry.<br />
<br />
<br />
<br />
=== Fire Alarms (143.7) ===<br />
This is from the 2016 release and may not be entirely relevant now, but...<br />
* Device name: <code>PNET_FIREALARM</code> (even though it's WNET...)<br />
* Broadcast range: &infin; (possibly)<br />
<br />
<br />
Broadcasts a packet when things happen:<br />
* <code>zone</code>: Location name (like <code>Head of Research's Office</code>)<br />
* <code>type</code>: Alarm type (always <code>Fire</code>)<br />
* <code>netid</code>: Network address (as well as <code>sender</code> for some reason)<br />
* <code>alert</code>: What happened:<br />
** <code>fire</code>: Fire alarm triggered<br />
** <code>reset</code>: Fire alarm cleared<br />
<br />
<br />
You can also trigger these remotely if you want to be annoying.<br />
* <code>command=#####</code>: One of the following:<br />
** <code>status</code>: Triggers the above packet broadcast.<br />
** <code>trigger</code>: Triggers the alarm.<br />
** <code>reset</code>: Resets the alarm.<br />
<br />
<br />
=== Robot patrol beacons (many frequencies) ===<br />
Various patrol beacons around the station. These are used by Guardbuddies, Securitrons, and the tour guide, though often not on the same frequencies.<br />
* Frequencies: 143.1, 144.1, 144.3, 144.5, and so on.<br />
<br />
They don't respond to pings, but they do respond to beacon requests. Beacons have a specific format and options available to control how bots act and what they do.<br />
<br />
Securitron and tour guide beacons broadcast on this frequency. They're located under floor tiles, and you can access them by popping them open with a screwdriver and swiping an appropriate card.<br />
<br />
Todo: This section needs some updating, for triggering and receiving beacon broadcasts, as well as editing them and how they work.<br />
<br />
'''Tour Guide beacon''', this one from the Escape Arm:<br />
* Location: <code>tour16</code><br />
** <code>tour</code>: <code>1</code> -- Marks it as a tour beacon<br />
** <code>next_tour</code>: <code>tour17</code> -- Which beacon comes after this in the route<br />
** <code>desc</code>: <code>In the event of catastrophic station damage...</code> (What the tour guide will say when stopping here)<br />
<br />
'''Patrol beacon''', a fictional example (TODO: get a real one):<br />
* Location: <code>sec</code><br />
** <code>patrol</code>: <code>1</code> -- Marks it as a patrol beacon<br />
** <code>next_patrol</code>: <code>bar</code> -- Which beacon comes after this in the route (TODO: verify the name)<br />
<br />
You can't move the beacons around or create new ones, but you can at least make Murray shout obscenities when describing places. Or make him get stuck into a loop forever. Keep in mind that the text length you're allowed to enter is much shorter than the length of the default tour messages.<br />
<br />
Sample log:<br />
<pre>[37:15:3]:findbeacon=tour; address_1=!BEACON!; sender=0200564a; <br />
[37:15:3]:beacon=tour13; netid=02000e46; tour=1; next_tour=tour14; desc=...; <br />
[37:15:3]:beacon=tour16; netid=02000fa6; tour=1; next_tour=tour14; desc=...; <br />
</pre><br />
<br />
<br />
=== Securitrons (144.7) ===<br />
[[Robots#Securitron|Securitrons]].<br />
<br />
'''Status updates, sent from the bots:'''<br />
* <code>type</code>: <code>secbot</code><br />
* <code>name</code>: <code>Officer Beepsky</code> -- this is whatever the bot is named. No way to distinguish between identically-named bots<br />
* <code>loca</code>: <code>Cafeteria</code> -- where the bot is currently located.<br />
* <code>mode</code>: <code>0</code> -- One of various modes (as described by the Securitron control PDA app):<br />
** <code>0</code>: Idle (''Ready'')<br />
** <code>1</code>: Spotted someone marked as arrest (''Apprehending target'')<br />
** <code>2</code>: At target, preparing to arrest<br />
** <code>3</code>: Arresting target<br />
** <code>4</code>: ''Starting patrol''<br />
** <code>5</code>: ''On patrol''<br />
** <code>6</code>: (''Responding to summons'') &mdash; will go to mode 4 and start patrolling when it reaches its destination<br />
<br />
<br />
'''Controlling via the [[PDA#R.O.B.U.S.T.|R.O.B.U.S.T. cart's Securitron app]]:'''<br />
* <code>command</code>: One of the following:<br />
** <code>bot_status</code>: Get the status of the bot<br />
** <code>go</code>: Start patrolling<br />
** <code>stop</code>: Stop patrolling<br />
** <code>summon</code>: Summons the bot<br />
* <code>active</code>: <code>Officer Beepsky</code> (see note below)<br />
* <code>target</code>: <code>the floor</code>; only if <code>command=summon</code>. (see note below)<br />
<br />
Notes: These are BYOND internal atom references, and not actually text, so they're impossible to replicate in packets. These only work from the PDA application for that reason.<br />
<br />
<small>(Original note: This is because a byond atom reference is being passed in the packet, printing this reference will yield its name ("(the) floor"). ''It is impossible to replicate this packet.'' I'd recommend bringing this to IBM's attention. --[[User:Marquesas|Marquesas]])</small><br />
<br />
<br />
=== MULE bots (144.7) ===<br />
[[Robots#MULEBot|MULE bots]].<br />
<br />
'''Status updates, sent from the bots:'''<br />
* <code>type</code>: <code>mulebot</code><br />
* <code>name</code>: <code>1</code> -- Likely the name in the [[Quartermaster|Quartermaster's]] [[PDA#Space Parts & Space Vendors Cartridge|PDA MULE control app]], likely unique to each bot<br />
* <code>loca</code>: <code>Supply Lobby</code> -- whatever the location of the bot is<br />
* <code>mode</code>: <code>0</code> -- One of the various modes:<br />
** (TODO, no research on this yet)<br />
* <code>powr</code>: <code>100</code> -- Current cell charge<br />
* <code>dest</code>: ''unknown'' -- TODO. Destination, format is unknown. Probably the name of the location<br />
* <code>home</code>: <code>QM #1</code> -- Bot's home location (TODO: Underfloor beacon?)<br />
* <code>load</code>: <code>Jon Pubbie</code> -- Whatever is currently loaded on top of the bot, e.g. player name, <code>Crate</code>, etc<br />
* <code>retn</code>: <code>1</code> -- Return home after delivery<br />
* <code>pick</code>: <code>1</code> -- Pick up crates at the destination<br />
<br />
Controlling via the QM's PDA: (todo)<br />
<br />
Likely has the same bug as Securitrons above, since they share a lot of the same code.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Station_Network&diff=38269User:Zamujasa/Station Network2020-09-21T21:30:59Z<p>Zamujasa: /* Wired Network */</p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: .5em 2em; border: 5px solid #393; background-color: #afa; color: black; text-align: center;">This page is probably '''REALLY''' out of date -- see [https://wiki.ss13.co/index.php?title=User%3AZamujasa%2FStation_Network&type=revision&diff=21517&oldid=11637 this] for what's been updated in my absence.</div><br />
<br />
Somehow this page became ''The Definitive Guide to the Station Network'' and I don't even. Welp! I never finished it and lost interest but a few people have been updating it in my absence.<br />
<br />
Here's some information on abusing the station network. Use responsibly. Or don't. Probably don't.<br />
<br />
<br />
== DWAINE ==<br />
The mainframe on the station network runs on DWAINE. It's pretty important if you want to futz around with the network.<br />
<br />
There's a book in-game about it called ''[[DWAINE for Dummies]]''. It's pretty basic, though. I'm working on a more... power-focused guide. See ''[[../DWAINE for Smartasses|DWAINE for Smartasses]]''.<br />
<br />
== Authentication ==<br />
There are a handful of authentication codes you may or may not need.<br />
<br />
The first three are stored on the Authentication Disk, so if you ask nicely maybe the Captain will give it to you.<br />
* <code>netpass_heads</code>: Used for Guardbuddy management, shuttle (re)calling, etc.<br />
* <code>netpass_security</code>: Used only for networked turrets, which don't really exist anywhere.<br />
* <code>netpass_medical</code>: Not used at all, as far as I can tell.<br />
* <code>netpass_syndicate</code>: Exclusively for the Detomatix cart.<br />
<br />
<br />
== Wired Network ==<br />
Stuff on the station network connected by red power cables. <br />
<br />
'''Important note for packet sniffers''': The packet sniffer spaces out the various fields in a packet. If you want to copy them for your own use in, say, some Mechanics deathtrap, ''remove the spaces after the semicolons''.<br />
<br />
<br />
=== Networked devices ===<br />
Get a list of these by running <code>term_ping</code> on any [[TermOS]] computer that isn't currently connected to something. Not all devices can be connected to via TermOS, though, and some won't reply to pings either. Sneaky!<br />
<br />
<br />
==== Mainframe (PNET_MAINFRAME) ====<br />
The good ol' mainframe, usually hanging around the [[Computer Core]]. Connect to this to access [[DWAINE]]. Pretty much every terminal on the station starts out connected to this.<br />
<br />
There are a few of these scattered around [[Adventure Zone|the universe]], though a lot of them are broken and don't actually work.<br />
<br />
<br />
==== AI (MAINFRAME_AI) ====<br />
The [[AI]]. Connecting to this will make the AI see "''Direct connection from (02001234)''". You can chat with the AI by simply sending messages, and it will be able to reply as long as you're connected &mdash; your messages show up like PDA messages and the AI can respond in the same way.<br />
<br />
<br />
==== Communications Dish (PNET_COM_ARRAY) ====<br />
The communications dish, primarily used for calling (or recalling) the shuttle, as well as delivering the often completely inaccurate "threat report" at the start of a round.<br />
<br />
===== Commands =====<br />
<br />
* Call or recall the Emergency Shuttle. Returns '''<code>status</code>''' = <code>SHUTL_E_DIS</code> (failed), <code>SHUTL_E_SEN</code> (called), or <code>SHUTL_E_RET</code> (recalled).<br />
** '''<code>command</code>''': <code>call</code> or <code>recall</code> (call or recall the shuttle; self-explanatory)<br />
** '''<code>shuttle_id</code>''': <code>emergency</code> (the only usable option)<br />
** '''<code>acc_code</code>''': The [[#Authentication|netpass_heads authentication code]]<br />
** '''<code>reason</code>''': optional reason for calling the shuttle<br />
<br />
* Transmit something to [[Admin|Centcom]]. Returns '''<code>status</code>''' = <code>TRANSMIT_E_SUCCESS</code> or <code>TRANSMIT_E_COOLDOWN</code>.<br />
** '''<code>command</code>''': <code>transmit</code><br />
** '''<code>acc_code</code>''': The [[#Authentication|netpass_heads authentication code]]<br />
** '''<code>title</code>''': transmission title<br />
** '''<code>data</code>''': message to transmit<br />
** '''<code>user</code>''': user transmitting message<br />
<br />
* View / download Centcom messages (generally the "threat report" which is always wildly wrong, sometimes other things).<br />
** Unlike the above commands, these are entered from a terminal connected directly to the array.<br />
** '''<code>command</code>''': <code>term_message</code> (automatically added if sending from a terminal)<br />
** '''<code>data</code>''': The text entered into the terminal, e.g. "<code>command=download&amp;message=1</code>".<br />
*** '''<code>command</code>''': One of the following:<br />
**** <code>list</code>: Lists available messages<br />
**** <code>download</code>: Sends a message as a file that you can then <code>file_print</code> (etc)<br />
*** '''<code>message</code>''': If using <code>download</code>, a message number<br />
<br />
Packet dump:<br />
<pre>(sent) address_1=020036fd; command=call; shuttle_id=emergency; acc_code=(Authentication code); sender=0200c069; <br />
(recv) command=device_reply; status=SHUTL_E_SEN; address_1=0200c069; sender=020036fd;</pre><br />
<br />
<br />
==== Terminals (PNET_ADAPTER) ====<br />
Other terminals and data terminals on the network, generally. You can direct-connect two TermOS computers together if you want, but there's not much you can really do with that beyond chat back and forth and send files, maybe.<br />
<br />
<br />
==== Telepad (PNET_S_TELEPAD) ====<br />
The Telescience Telepad. There can be more than one of these; you specify which one you want with the <code>-p [0-9]</code> argument to <code>teleman</code>.<br />
<br />
'''You can't change the coordinates with just packets.''' Coordinates are updated by the computer contacting the mainframe, which sends out the command to the telepad with an attached file.<br />
<br />
Raw packet dump:<br />
<pre><br />
[18:47:4]:command=term_message; data=command=teleman&args=-p 1 send; address_1=02002182; sender=02001ed4; <br />
[18:47:5]:command=term_message; data=command=send&session=746; render; address_1=02001cbd; sender=02002182; <br />
[18:47:5]:command=term_message; data=command=ack&session=746; address_1=02002182; sender=02001cbd; <br />
[18:48:1]:command=term_message; data=command=OK; render; address_1=02001ed4; sender=02002182; <br />
[19:10:1]:command=term_message; data=command=teleman&args=-p 1 receive; address_1=02002182; sender=02001ed4; <br />
[19:10:1]:command=term_message; data=command=receive&session=17; render; address_1=02001cbd; sender=02002182; <br />
[19:10:1]:command=term_message; data=command=nack&cause=recharge&session=17; address_1=02002182; sender=02001cbd; <br />
[19:10:7]:command=term_message; data=command=Telepad is recharging.; render; address_1=02001ed4; sender=02002182; <br />
[19:13:3]:command=term_message; data=command=teleman&args=-p 1 receive; address_1=02002182; sender=02001ed4; <br />
[19:13:4]:command=term_message; data=command=receive&session=333; render; address_1=02001cbd; sender=02002182; <br />
[19:13:4]:command=term_message; data=command=ack&session=333; address_1=02002182; sender=02001cbd; <br />
[19:14:0]:command=term_message; data=command=OK; render; address_1=02001ed4; sender=02002182;</pre><br />
<br />
<br />
==== Printers (PNET_PRINTDEVC) ====<br />
Printers. Not sure if you can print directly to them (maybe with <code>file_send</code>); generally you just write to the <code>/mnt/lp-whatever</code> folders on the mainframe.<br />
<br />
<br />
==== Databanks (PNET_DATA_BANK) ====<br />
The data banks that contain all of the information on the mainframe.<br />
<br />
<br />
==== GuardBuddy docking station (PNET_PR6_CHARG) ====<br />
[[GuardBuddy]] chargers. These also communicate wirelessly to the buddies; see the section there for more.<br />
<br />
Raw packets below. You can see the <code>netpass_heads</code> authentication code in here as well (''3635 Bravo-51'').<br />
<br />
<pre>[37:25:5]:command=term_message; data=_command=add&_freq=1219; render; address_1=020020f4; sender=02002182; <br />
[37:25:5]:command=term_message; data=_freq=1219&acc_code=3635 Bravo-501;command=dock_return; render; address_1=020020f4; sender=02002182; <br />
[37:25:5]:command=term_message; data=command=status&status=success; address_1=02002182; sender=020020f4; <br />
[40:30:1]:address_1=02002182; data=prman upload 0200143B heckle name=titusgettemy; command=term_message; sender=0200b5ce; <br />
[49:37:5]:command=term_message; data=command=status&status=ejected&botid=020032dd; address_1=02002182; sender=0200143b;</pre><br />
<br />
Some of the commands you can use, as <code>command=#######</code>:<br />
* <code>status</code>: Gets the status of a buddy docked to this station as a reply:<br />
** <code>status=nobot</code>: If you get "nobot", there's no buddy here. You'll get only this for every command.<br />
** <code>status=########</code>: The buddy's network identifier.<br />
** <code>charge=###</code>: Either <code>nocell</code> (no power cell) or a number from 0 to 100 representing the percent of power remaining in the buddy's cell.<br />
** <code>tool=#####</code>: The current tool (weapon), or "NONE" if there's no tool installed.<br />
** <code>deftask=#####</code>: The ''default'' task this buddy runs when it has nothing better to do, or "NONE" if it doesn't have one.<br />
** <code>curtask=#####</code>: The ''current'' task this buddy is running, or "NONE" if it doesn't have one.<br />
<br />
* <code>eject</code>: Boots the buddy out of the docking station.<br />
** No reply here. If you didn't get a <code>nobot</code> reply, it worked.<br />
<br />
* <code>upload</code>: Uploads a new task to the buddy. Optionally with <code>overwrite=?</code> and <code>newmodel=?</code>, which overwrite the current task or default task respectively. Requires a file to be sent along with the data, so good luck spoofing this.<br />
** You'll get a reply with <code>status=upload_success</code> if the task has been uploaded.<br />
** You'll get a reply with <code>status=badtask</code> if the task is bad (or missing).<br />
<br />
* <code>download</code>: Downloads a task from the buddy. Use <code>model=?</code> to download the default task, otherwise it'll download the current one.<br />
** Replies with <code>command=taskfile</code> if it worked. In theory you'll get a file sent to your terminal with the task. What can you do with it?<br />
** Replies with <code>command=status&status=notask</code> if there's no task to download.<br />
<br />
* <code>taskinq</code>: Gets the buddy's currently installed tasks.<br />
** Replies with <code>command=trep</code>, with <code>deftask=#####</code> for the default task and <code>curtask=#####</code> for the current task, or "NONE" if there isn't one.<br />
<br />
* <code>wipe</code>: Erases the buddy's installed tasks and replaces them with nothing.<br />
** Replies with <code>command=status&status=wipe_success</code>.<br />
<br />
<br />
The chargers also occasionally report back to their host (i.e. the mainframe) when things happen. The format of these may not be 100% correct.<br />
* <code>command=status&status=ejected&botid=########</code>: Ejected a buddy.<br />
* <code>command=status&status=connect&botid=########</code>: A buddy docked itself or was docked by someone.<br />
<br />
<br />
==== Mainframe Radio (PNET_PR6_RADIO) ====<br />
The radio near the Mainframe. It's mostly used for talking to the [[GuardBuddy]] bots when they're away from chargers, but you can do some other stuff with it.<br />
<br />
Capturing packets with the power of the mainframe:<br />
<br />
# Make a folder for the frequency you want to monitor, e.g. <code>/mnt/radio/1149</code><br />
# Periodically <code>ls /mnt/radio/1149</code> to see if any packets have appeared<br />
# <code>cat /mnt/radio/1149/Q2158018</code> to view packets<br />
<br />
The mainframe will capture any packet sent to a frequency that has a directory created.<br />
<br />
Note: The actual mechanics behind this are a bit different (there's some communications going on between the mainframe and radio) but for the most part this will get you what you want.<br />
<br />
Regardless, packet dumps (raw, not bothering to explain):<br />
<code>[19:41:7]:command=term_message; data=_command=add&_freq=1149; render; address_1=02002303; sender=02002275; <br />
[20:03:3]:command=term_message; data=_freq=1149&command=text_message&message=butt&sender_name=fart; render; address_1=02002303; sender=02002275; <br />
[45:35:6]:address_1=02002275; data=echo test=butt ^ x; command=term_message; sender=02018e2a; <br />
[45:35:6]:command=term_message; data=command=status&status=success; address_1=02002275; sender=02002303; <br />
[45:35:6]:command=term_message; data=_freq=1149&test=butt; render; address_1=02002303; sender=02002275;</code><br />
<br />
<br />
==== IR detectors (PNET_IR_DETECT) ====<br />
IR detectors, usually placed around important things like the Armory and sometimes the AI core.<br />
<br />
''(Todo: update)''<br />
<br />
<br />
==== Artlab test apparatus (PNET_TEST_APPT) ====<br />
The various testing apparatuses in the Artifact Lab. Also includes the "Gas Sensors" you see in places like Toxins.<br />
:<code>[34:18:5]:command=term_message; data=command=deactivate; render; address_1=02000d04; sender=02000673; </code><br />
:<code>[34:18:5]:command=term_message; data=OK; render; address_1=0200cbf2; sender=02000673; </code><br />
:<code>[34:18:5]:address_1=02000673; data=gptio deactivate elec_box; command=term_message; sender=0200cbf2; </code><br />
<br />
<br />
==== Terminals (SRV_TERMINAL) ====<br />
The teleport computer for the Telescience telepad. It doesn't communicate directly with the teleport pad, but instead sends commands to the mainframe. If you want to learn to control the science teleporter remotely, these would be the packets you want to sniff out.<br />
<br />
Note that a few other things also use this as a tag.<br />
<br />
<pre>P: [020639b9]-TYPE: SRV_TERMINAL<br />
P: [02002d0e]-TYPE: PNET_MAINFRAME</pre><br />
<br />
<pre>[58:26:4]:command=term_message; data=command=teleman&args=-p 2 coords x=50 y=50 z=4; address_1=02002d0e; sender=020639b9; <br />
[58:26:5]:command=term_message; data=command=ack&session=641; address_1=02002d0e; sender=020639b6; <br />
[58:26:5]:data=command=set_coords&session=641; address_1=020639b6; command=term_file; sender=02002d0e; <br />
[58:27:0]:command=term_message; data=command=teleman&args=-p 2 send; address_1=02002d0e; sender=020639b9; <br />
[58:27:1]:command=term_message; data=command=OK; render; address_1=020639b9; sender=02002d0e; <br />
[58:27:1]:command=term_message; data=command=send&session=708; render; address_1=020639b6; sender=02002d0e; <br />
[58:27:1]:command=term_message; data=command=ack&session=708; address_1=02002d0e; sender=020639b6; <br />
[58:27:7]:command=term_message; data=command=OK; render; address_1=020639b9; sender=02002d0e; </pre><br />
<br />
<br />
==== Nuclear charge (PNET_NUCCHARGE) ====<br />
The nuclear charge. Authentication is easily spoofed by using the mainframe's built in nuke manager, <code>nukeman</code>. Just use the same packet you used to spoof superuser access when asked to login with an authorized ID, then repeat with two more login packets under two different names (the registered= field).<br />
<br />
Hemera VII's main tape doesn't include this, so you'll have to bring a tape of your own with it or "borrow" one of the replacement Master Tapes on the station.<br />
<br />
<sub>You can also scan the nuclear charge with a Syndicate device analyzer and deploy one elsewhere, if that's more [[Traitor|your thing]].</sub><br />
<br />
==== Area Power Controllers (PNET_PWR_CNTRL) ====<br />
The [[Engineer#APCs|Area Power Controllers]] attached to the network. They have settings for the equipment, lights, and environmental controls, as well as control of the cover lock. The three power settings can be values from 0 to 3, which represent the following states:<br />
* <code>0</code>: Off<br />
* <code>1</code>: Auto (Off)<br />
* <code>2</code>: On<br />
* <code>3</code>: Auto (On)<br />
<br />
APCs start off connected to the mainframe, and as such will only respond to packets they believe came from the mainframe. You'll need to override the sender field or disconnect it with a spoofed <code>term_disconnect</code>, the latter allowing you to connect directly with a DWAINE terminal. Some of the packets you can use to interact with them look like this:<br />
<br />
<pre>sender=02003c12; address_1=02006754; command=term_message; data=command=setmode&light=0&environ=0;<br />
sender=02003c12; address_1=02006754; command=term_message; data=command=status;</pre><br />
<br />
You can use the following commands with <code>data=command=#######</code> or simply <code>command=#######</code> if connected by terminal:<br />
* <code>status</code>: Returns the status of the APC, including all the following fields (but unfortunately not the area name):<br />
** <code>charge=###</code>: A number from 0 to 100 representing the percent of power remaining in the APC's cell<br />
** <code>equip=#</code>: A number from 0 to 3 representing the state of the equipment setting for the APC<br />
** <code>light=#</code>: A number from 0 to 3 representing the state of the light setting for the APC<br />
** <code>environ=#</code>: A number from 0 to 3 representing the state of the environmental control setting for the APC<br />
** <code>cover=#</code>: A number representing the state of the cover lock, with 1 for engaged and 0 for disengaged<br />
* <code>setmode</code>: This command allows you to control the state of the APC, supplying any of the values you wish to change. You can include settings for any of:<br />
** <code>equip=#</code><br />
** <code>light=#</code><br />
** <code>environ=#</code><br />
** <code>cover=#</code><br />
<br />
Please note that if you turn off equipment power to the computer core APC, you'll have a difficult time executing any more commands.<br />
<br />
<br />
=== Creating packets ===<br />
<br />
Packets can be created by using the following command:<br />
:<code>echo field=value|nfield2=value2|nfield3=value3</code><br />
<br />
To store the packet as a file on the mainframe:<br />
:<code>echo ... ^ /home/pjones/''filename''</code><br />
<br />
To send a file (like a packet!) to your terminal, so you can send it with <code>file_send</code> or print it with <code>file_print</code>, save the file to the <code>/mnt/term</code> directory:<br />
:<code>cp /home/pjones/''filename'' /mnt/term/x</code><br />
<br />
If you just need to get the file right away, you can simply save the file in <code>/mnt/term</code> right away:<br />
:<code>echo ... ^ /mnt/term/foo</code><br />
<br />
<br />
=== Spoofing the login packet ===<br />
<br />
Faking a login involves a few specific steps. You'll generally always need a valid ID of any kind to do the initial login, though.<br />
<br />
# Log into the mainframe (insert your card and <code>term_login</code>)<br />
# Craft a login packet<br />
# Send the crafted packet back to your terminal<br />
# Either enter <code>su</code> for admin rights, or disconnect and reconnect to log in as a completely different user<br />
# Instead of using <code>term_login</code>, use <code>file_send</code> to send the packet you saved earlier<br />
# You are now logged in with your forged user<br />
<br />
The login packet looks like this:<br />
<br />
* <code>registered=Pubbie Jones</code><br />
* <code>assignment=Staff Assistant</code><br />
* <code>access=</code>, followed by a (semicolon? comma?)-separated list of rights &mdash; every access in the ID computer has a different one. The important one for <code>su</code> access is 34.<br />
<br />
Applying all of the above to create the packet and register it for <code>file_send</code>:<br />
:<code>echo registered=Pubbie Jones|nassignment=Staff Assistant|naccess=34 ^ /mnt/term/loginpacket</code><br />
<br />
Keep in mind that [[Rules#Don't grief|you shouldn't use this]] to set the [[GuardBuddy|Guardbuddies]] to purge or other destructive things unless you're a [[traitor]].<br />
<br />
<br />
=== Sending packets using the mainframe's radio ===<br />
<br />
You can use DWAINE to send out packets over the air. The mainframe's radio has a limited range, though, so it won't reach everything.<br />
<br />
# Create a directory for the frequency you want to transmit on. Directories are the four numbers without the decimal point, e.g. <code>/mnt/radio/1149</code> for 114.9, by using the command <code>mkdir /mnt/radio/1149</code><br />
#* If the directory already exists for whatever reason, you can skip this step.<br />
# Craft your packet.<br />
#* Optional: Save it if you need to use it more than once. Otherwise, just use <code>echo</code> and pipe it directly.<br />
# Copy or move your crafted packet to the folder you created, e.g. <code>copy packet /mnt/radio/1149</code> or <code>echo ... ^ /mnt/radio/1149/packet</code><br />
<br />
If it worked, the packet you crafted should automatically be sent out by the radio. You can use the Packet Sniffer program on your [[PDA]] to confirm.<br />
<br />
== Wireless Network ==<br />
<br />
Basically everything you can spoof (aside from PDA messages) will require a <code>address_1</code> field, indicating the target of the message.<br />
<br />
<code>sender</code> is added automatically to almost every packet-sending device, though apparently you can get away without one by manually crafting a signal and using a wireless computer's free mode (with greatly reduced range).<br />
<br />
PDA Ping ranges. Sending may be similar (or unlimited size?). Measured by dropping a PDA and seeing how far away it would still respond.<br />
* <code>min</code>: 16 tiles<br />
* <code>med</code>: 32 tiles<br />
* <code>max</code>: 64 tiles<br />
<br />
Note that pings go ''through'' [[Z-level]]s! If you manage to pin down a signal but there doesn't seem to be anything there, it's probably in the debris field or in one of the [[Adventure Zone|adventure zones]]. Welp! <sup>(todo: is this still true?)</sup><br />
<br />
Broadcast ranges are ''only'' for broadcasting &mdash; anything can receive a packet if it's in the broadcast range of the source, even if its own broadcast range is far smaller. If your device has a broadcast range of 64 tiles, and your target device has a range of 16 tiles, the target device will receive your signal as long as you're anywhere within 64 tiles, but you won't receive the device's beyond those 16.<br />
<br />
<br />
=== PDAs (114.9) ===<br />
They're [[PDA]]s. You know, the ones almost everyone spawns with.<br />
* Device name: <code>NET_PDA_51XX</code><br />
* Broadcast range: &ge; 64 tiles (127 &times; 127)<br />
<br />
<br />
Packets:<br />
* Really easy to scan, the Network Tools cartridge defaults to this frequency.<br />
* Snoop on people trying to use PDAs to covertly message people! <s>Just be sure to get your ID switched to "NSA Operative" first</s> Clear the log regularly so it doesn't clog up with PDA pings.<br />
Packet spoofing:<br />
* <code>address_1</code>: Omit to broadcast to every PDA in range. Otherwise, set to a PDA's address to send only to that PDA.<br />
* <code>command</code>: Generally <code>text_message</code>, though there are others, including but not limited to:<br />
**<code>file_send_req</code> Used to send file send requests, though you can't actually send anything without using the PDA clipboard.<br />
***<code>file_size</code> The size of the file<br />
***<code>file_ext</code> The file extension (PPROG, TXT, etc.)<br />
***<code>file_name</code> The name of the file<br />
**<code>file_send_acc</code> Used to accept file send requests. Can be spoofed with a ThinkDOS computer on free mode, causing the file to download to the target PDA. Can only accept a valid file send request, and must be sent to the pda that sent the request.<br />
**<code>file_send</code> Used to send files after send requests are accepted, doesn't work without an accepted file request.<br />
**<code>report_pda</code> The scan function in the PDA messenger.<br />
**<code>report_reply</code> Replies to <code>report_pda</code>, can be used to change your PDA's name to other people on the messenger<br />
* <code>message</code>: The text you want to send. Surprise!<br />
* <code>sender_name</code>: What the name should show up as. Leaving it blank will make PDAs show it as '''!UNKNOWN!'''<br />
* <code>sender_assignment</code> What the job assignment of the sender should show up as.<br />
<br />
Experiment! Maybe you'll find more.<br />
<br />
=== Ruckingenur kits (114.9) ===<br />
Ruckingenur kits, like the one in the [[Electronics|Electronics lab]].<br />
<br />
* Device name: <code>NET_RKANALYZER</code><br />
* Broadcast range: &ge; 64 tiles (127 &times; 127)<br />
<br />
<br />
Packet sent when adding something to the database via PDA scan:<br />
* <code>command</code>: <code>add</code> -- Adds something to the database. Doesn't actually specify what it is. D'oh.<br />
* <code>address_1</code>: <code>02xxxxxx</code> -- Address of the kit, as usual<br />
* A file, which you can't sniff, I guess.<br />
<br />
After that, the kit will send out a PDA text message to the scanning PDA that it was either added or already in the database.<br />
<br />
Spoofing the packet does nothing, as it requires the file that you can't send. Scanning a device using a Device Analyzer sends no packets at scan or on addition to the kit.<br />
<br />
<br />
=== Wireless network adapters (114.9, variable) ===<br />
Computers that have a wireless network card. Some of these are included even in devices that aren't ''really'' computers, and they don't really do anything, like the "filing cabinet" Security computers.<br />
<br />
* Device name: <code>WNET_ADAPTER</code><br />
* Broadcast range: varies<br />
<br />
<br />
Cogmap1's Morgue filing cabinet, for example:<br />
* Broadcast range: 18 tiles (35 &times; 35)<br />
<br />
Others may be different. The ranges are dependent on the type of card and its mode.<br />
<br />
=== GuardBuddy devices (121.9) ===<br />
[[GuardBuddy|GuardBuddies]] and their docking stations.<br />
<br />
* Device name: <code>PNET_PR6_GUARD</code> (buddies), <code>PNET_PR6_CHARG</code> (docking stations)<br />
* Broadcast range: &asymp; 75 tiles (150 &times; 150)<br />
<br />
The following is sent exclusively by the docking stations. They also communicate over the wired network; see their section above for more.<br />
* <code>command=recharge_src; data=x=##&y=##;</code>: Sent by the docking station as a reply to the <code>recharge</code> broadcast, with its current X and Y (GPS) position, so the buddies know where to go to charge.<br />
<br />
<br />
There's a lot of network traffic, but here's some examples. If you aren't targeting a specific bot's address, you need to include <code>acc_code=(netpass_heads)</code>.<br />
* <code>address_1=recharge</code>: Sent ''by'' the buddies as a broadcast. Causes the docking stations to report their locations; see above.<br />
* <code>command=dock_return</code>: Adds a task to the buddy to go to a docking station and dock. Makes the buddy say "Software update requested" and show the "update" emotion.<br />
* <code>command=captain_greet</code>: Makes the buddy say one of several goofy lines, if it's wearing the captain's hat. Sent by the tour guide buddy if it runs into another buddy wearing it.<br />
* <code>command=wizard_greet</code>: Makes the buddy say of several other goofy lines, if it's wearing a wizard's hat. Sent by the tour guide buddy if it runs into another buddy wearing it.<br />
<br />
<br />
<br />
=== Doors (141.1) ===<br />
Pretty much every airlock on, and off, the station.<br />
* Device name: <code>DOR_AIRLOCK</code><br />
* Broadcast range: 6 tiles (11 &times; 11)<br />
<br />
<br />
Doors only broadcast signals relatively close by, so you'll have to be nearby if you want to see anything. You can get the address of a door by screwdrivering it open and checking, using the packet sniffer and touching the door, or just taking a guess from doors that respond to your pings. <br />
Some doors can't be screwdrivered so you'll have to use a different option, but those doors also tend to resist packet hacking. AI control is a requirement for doors to receive packets, and most of these doors have it off by default.<br />
<br />
Doors broadcast certain details whenever they're interacted with, as well as a few moments later when they auto-close.<br />
* <code>user_id</code>: Person whose ID was used (e.g. <code>Pubbie Jones</code>). If a mob like Beepsky opens a door, this is <code>???</code> (yes, three question marks) instead.<br />
* If the door opens:<br />
** <code>data</code>: <code>denied</code>, if someone who didn't have access tried to open a door<br />
* Otherwise:<br />
** <code>door_status</code>: State the door is in (e.g. <code>open</code>, <code>closed</code>)<br />
** <code>lock_status</code>: State of the door bolts (e.g. <code>locked</code>, <code>unlocked</code>)<br />
** <code>tag</code>: This appears to always be blank.<br />
<br />
<br />
Sending packets manually to open/close doors:<br />
* <code>address_1</code>: Network address of door (required)<br />
* <code>command</code>: One of the following:<br />
** <code>open</code>: Opens a door<br />
** <code>close</code>: Closes a door<br />
** <code>lock</code>: Drops the door bolts<br />
** <code>unlock</code>: Raises the door bolts<br />
** <code>secure_open</code>: Bolts a door open*<br />
** <code>secure_close</code>: Bolts a door closed*<br />
<br />
<small>*Used by the [[Syndicate Items#EMAG|cryptographic sequencer]].</small><br />
<br />
<br />
=== Network Radio (141.1, 141.9, also varies) ===<br />
The "Network Radio", which looks like... well, an old timey radio. Usually located near the mainframe in the computer core, sometimes it's elsewhere. This is what interfaces with the mainframe's <code>/mnt/radio</code>.<br />
* Device name: <code>PNET_PR6_RADIO</code><br />
* Broadcast range: ?<br />
<br />
You can log into the mainframe by connecting to this using a computer with a wireless network peripheral and FROG or TermOS. You can create a login packet using ThinkDOS's WizWrite and put it on the main drive in ThinkDOS under whatever name you want, then restart with a TermOS disk and run "<code>file_load [name]</code>" in TermOS, which will allow you to run <code>file_send</code> with the login packet.<br />
<br />
Alternatively, maybe you can receive other files and save them to the disk with <code>file_save [name]</code>, too...?<br />
<br />
<br />
=== Secure Lockers (143.1) ===<br />
Secure lockers that require an ID to open, including personal lockers in the [[Crew Quarters]].<br />
* Device name: <code>WNET_SECLOCKER</code><br />
* Broadcast range: 3 tiles (5 &times; 5)<br />
<br />
The range on these is ''extremely'' short.<br />
<br />
You can send these a few commands over the radio, though you'll need <code>netpass_heads</code> to lock or unlock them.<br />
* <code>command=status</code>: Replies with <code>command=lock=[locked]&open=[open]</code><br />
* <code>command=lock; pass=(netpass_heads)</code>: Locks the locker.<br />
* <code>command=unlock; pass=(netpass_heads)</code>: Unlocks the locker. Surprise.<br />
<br />
If you use one of the lock or unlock packets, you'll get a response with <code>command=ack</code> or <code>command=nack; data=badpass</code> depending on if it worked or not.<br />
<br />
Personal lockers don't send messages when opened/claimed with an ID.<br />
<br />
<br />
=== Hydroponics trays (143.3) ===<br />
<br />
* Device name: One of <code>WNET_PACKETSPY</code>, <code>WNET_GENERIC</code>, <code>WNET_DETECTOR</code>, <code>WNET_SYN%%^#FF</code>, randomly<br />
* Broadcast range: &ge;64 tiles (129 &times; 129)<br />
<br />
Packets:<br />
* <code>netid</code>: <code>02001234</code> -- The address of that particular tray. (Isn't this what <code>sender</code> is for?)<br />
* <code>data</code>: One of the following:<br />
** <code>event_new</code>: A seed was planted in the tray.<br />
** <code>event_death</code>: The plant died.<br />
** <code>event_cleared</code>: The plant (dead or otherwise) was removed from the tray.<br />
<br />
Yep, that's it. There's nothing useful here <sub>(as of the 2016 release)</sub>. Not even the type of seed, or if it's ready to harvest, or anything. Sorry.<br />
<br />
<br />
<br />
=== Fire Alarms (143.7) ===<br />
This is from the 2016 release and may not be entirely relevant now, but...<br />
* Device name: <code>PNET_FIREALARM</code> (even though it's WNET...)<br />
* Broadcast range: &infin; (possibly)<br />
<br />
<br />
Broadcasts a packet when things happen:<br />
* <code>zone</code>: Location name (like <code>Head of Research's Office</code>)<br />
* <code>type</code>: Alarm type (always <code>Fire</code>)<br />
* <code>netid</code>: Network address (as well as <code>sender</code> for some reason)<br />
* <code>alert</code>: What happened:<br />
** <code>fire</code>: Fire alarm triggered<br />
** <code>reset</code>: Fire alarm cleared<br />
<br />
<br />
You can also trigger these remotely if you want to be annoying.<br />
* <code>command=#####</code>: One of the following:<br />
** <code>status</code>: Triggers the above packet broadcast.<br />
** <code>trigger</code>: Triggers the alarm.<br />
** <code>reset</code>: Resets the alarm.<br />
<br />
<br />
=== Robot patrol beacons (many frequencies) ===<br />
Various patrol beacons around the station. These are used by Guardbuddies, Securitrons, and the tour guide, though often not on the same frequencies.<br />
* Frequencies: 143.1, 144.1, 144.3, 144.5, and so on.<br />
<br />
They don't respond to pings, but they do respond to beacon requests. Beacons have a specific format and options available to control how bots act and what they do.<br />
<br />
Securitron and tour guide beacons broadcast on this frequency. They're located under floor tiles, and you can access them by popping them open with a screwdriver and swiping an appropriate card.<br />
<br />
Todo: This section needs some updating, for triggering and receiving beacon broadcasts, as well as editing them and how they work.<br />
<br />
'''Tour Guide beacon''', this one from the Escape Arm:<br />
* Location: <code>tour16</code><br />
** <code>tour</code>: <code>1</code> -- Marks it as a tour beacon<br />
** <code>next_tour</code>: <code>tour17</code> -- Which beacon comes after this in the route<br />
** <code>desc</code>: <code>In the event of catastrophic station damage...</code> (What the tour guide will say when stopping here)<br />
<br />
'''Patrol beacon''', a fictional example (TODO: get a real one):<br />
* Location: <code>sec</code><br />
** <code>patrol</code>: <code>1</code> -- Marks it as a patrol beacon<br />
** <code>next_patrol</code>: <code>bar</code> -- Which beacon comes after this in the route (TODO: verify the name)<br />
<br />
You can't move the beacons around or create new ones, but you can at least make Murray shout obscenities when describing places. Or make him get stuck into a loop forever. Keep in mind that the text length you're allowed to enter is much shorter than the length of the default tour messages.<br />
<br />
Sample log:<br />
<pre>[37:15:3]:findbeacon=tour; address_1=!BEACON!; sender=0200564a; <br />
[37:15:3]:beacon=tour13; netid=02000e46; tour=1; next_tour=tour14; desc=...; <br />
[37:15:3]:beacon=tour16; netid=02000fa6; tour=1; next_tour=tour14; desc=...; <br />
</pre><br />
<br />
<br />
=== Securitrons (144.7) ===<br />
[[Robots#Securitron|Securitrons]].<br />
<br />
'''Status updates, sent from the bots:'''<br />
* <code>type</code>: <code>secbot</code><br />
* <code>name</code>: <code>Officer Beepsky</code> -- this is whatever the bot is named. No way to distinguish between identically-named bots<br />
* <code>loca</code>: <code>Cafeteria</code> -- where the bot is currently located.<br />
* <code>mode</code>: <code>0</code> -- One of various modes (as described by the Securitron control PDA app):<br />
** <code>0</code>: Idle (''Ready'')<br />
** <code>1</code>: Spotted someone marked as arrest (''Apprehending target'')<br />
** <code>2</code>: At target, preparing to arrest<br />
** <code>3</code>: Arresting target<br />
** <code>4</code>: ''Starting patrol''<br />
** <code>5</code>: ''On patrol''<br />
** <code>6</code>: (''Responding to summons'') &mdash; will go to mode 4 and start patrolling when it reaches its destination<br />
<br />
<br />
'''Controlling via the [[PDA#R.O.B.U.S.T.|R.O.B.U.S.T. cart's Securitron app]]:'''<br />
* <code>command</code>: One of the following:<br />
** <code>bot_status</code>: Get the status of the bot<br />
** <code>go</code>: Start patrolling<br />
** <code>stop</code>: Stop patrolling<br />
** <code>summon</code>: Summons the bot<br />
* <code>active</code>: <code>Officer Beepsky</code> (see note below)<br />
* <code>target</code>: <code>the floor</code>; only if <code>command=summon</code>. (see note below)<br />
<br />
Notes: These are BYOND internal atom references, and not actually text, so they're impossible to replicate in packets. These only work from the PDA application for that reason.<br />
<br />
<small>(Original note: This is because a byond atom reference is being passed in the packet, printing this reference will yield its name ("(the) floor"). ''It is impossible to replicate this packet.'' I'd recommend bringing this to IBM's attention. --[[User:Marquesas|Marquesas]])</small><br />
<br />
<br />
=== MULE bots (144.7) ===<br />
[[Robots#MULEBot|MULE bots]].<br />
<br />
'''Status updates, sent from the bots:'''<br />
* <code>type</code>: <code>mulebot</code><br />
* <code>name</code>: <code>1</code> -- Likely the name in the [[Quartermaster|Quartermaster's]] [[PDA#Space Parts & Space Vendors Cartridge|PDA MULE control app]], likely unique to each bot<br />
* <code>loca</code>: <code>Supply Lobby</code> -- whatever the location of the bot is<br />
* <code>mode</code>: <code>0</code> -- One of the various modes:<br />
** (TODO, no research on this yet)<br />
* <code>powr</code>: <code>100</code> -- Current cell charge<br />
* <code>dest</code>: ''unknown'' -- TODO. Destination, format is unknown. Probably the name of the location<br />
* <code>home</code>: <code>QM #1</code> -- Bot's home location (TODO: Underfloor beacon?)<br />
* <code>load</code>: <code>Jon Pubbie</code> -- Whatever is currently loaded on top of the bot, e.g. player name, <code>Crate</code>, etc<br />
* <code>retn</code>: <code>1</code> -- Return home after delivery<br />
* <code>pick</code>: <code>1</code> -- Pick up crates at the destination<br />
<br />
Controlling via the QM's PDA: (todo)<br />
<br />
Likely has the same bug as Securitrons above, since they share a lot of the same code.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Station_Network&diff=38268User:Zamujasa/Station Network2020-09-21T21:27:26Z<p>Zamujasa: /* PNET_COM_ARRAY */</p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: .5em 2em; border: 5px solid #393; background-color: #afa; color: black; text-align: center;">This page is probably '''REALLY''' out of date -- see [https://wiki.ss13.co/index.php?title=User%3AZamujasa%2FStation_Network&type=revision&diff=21517&oldid=11637 this] for what's been updated in my absence.</div><br />
<br />
Somehow this page became ''The Definitive Guide to the Station Network'' and I don't even. Welp! I never finished it and lost interest but a few people have been updating it in my absence.<br />
<br />
Here's some information on abusing the station network. Use responsibly. Or don't. Probably don't.<br />
<br />
<br />
== DWAINE ==<br />
The mainframe on the station network runs on DWAINE. It's pretty important if you want to futz around with the network.<br />
<br />
There's a book in-game about it called ''[[DWAINE for Dummies]]''. It's pretty basic, though. I'm working on a more... power-focused guide. See ''[[../DWAINE for Smartasses|DWAINE for Smartasses]]''.<br />
<br />
== Authentication ==<br />
There are a handful of authentication codes you may or may not need.<br />
<br />
The first three are stored on the Authentication Disk, so if you ask nicely maybe the Captain will give it to you.<br />
* <code>netpass_heads</code>: Used for Guardbuddy management, shuttle (re)calling, etc.<br />
* <code>netpass_security</code>: Used only for networked turrets, which don't really exist anywhere.<br />
* <code>netpass_medical</code>: Not used at all, as far as I can tell.<br />
* <code>netpass_syndicate</code>: Exclusively for the Detomatix cart.<br />
<br />
<br />
== Wired Network ==<br />
Stuff on the station network connected by red power cables. <br />
<br />
'''Important note for packet sniffers''': The packet sniffer spaces out the various fields in a packet. If you want to copy them for your own use in, say, some Mechanics deathtrap, ''remove the spaces after the semicolons''.<br />
<br />
<br />
=== Types of networked devices ===<br />
Get a list of these by running <code>term_ping</code> on any [[TermOS]] computer that isn't currently connected to something. Not all devices can be connected to via TermOS, though, and some won't reply to pings either. Sneaky!<br />
<br />
<br />
==== PNET_MAINFRAME ====<br />
The good ol' mainframe, usually hanging around the [[Computer Core]]. Connect to this to access [[DWAINE]]. Pretty much every terminal on the station starts out connected to this.<br />
<br />
There are a few of these scattered around [[Adventure Zone|the universe]], though a lot of them are broken and don't actually work.<br />
<br />
<br />
==== MAINFRAME_AI ====<br />
The [[AI]]. Connecting to this will make the AI see "''Direct connection from (02001234)''". You can chat with the AI by simply sending messages, and it will be able to reply as long as you're connected &mdash; your messages show up like PDA messages and the AI can respond in the same way.<br />
<br />
<br />
==== PNET_COM_ARRAY ====<br />
The communications dish, primarily used for calling (or recalling) the shuttle, as well as delivering the often completely inaccurate "threat report" at the start of a round.<br />
<br />
===== Commands =====<br />
<br />
* Call or recall the Emergency Shuttle. Returns '''<code>status</code>''' = <code>SHUTL_E_DIS</code> (failed), <code>SHUTL_E_SEN</code> (called), or <code>SHUTL_E_RET</code> (recalled).<br />
** '''<code>command</code>''': <code>call</code> or <code>recall</code> (call or recall the shuttle; self-explanatory)<br />
** '''<code>shuttle_id</code>''': <code>emergency</code> (the only usable option)<br />
** '''<code>acc_code</code>''': The [[#Authentication|netpass_heads authentication code]]<br />
** '''<code>reason</code>''': optional reason for calling the shuttle<br />
<br />
* Transmit something to [[Admin|Centcom]]. Returns '''<code>status</code>''' = <code>TRANSMIT_E_SUCCESS</code> or <code>TRANSMIT_E_COOLDOWN</code>.<br />
** '''<code>command</code>''': <code>transmit</code><br />
** '''<code>acc_code</code>''': The [[#Authentication|netpass_heads authentication code]]<br />
** '''<code>title</code>''': transmission title<br />
** '''<code>data</code>''': message to transmit<br />
** '''<code>user</code>''': user transmitting message<br />
<br />
* View / download Centcom messages (generally the "threat report" which is always wildly wrong, sometimes other things).<br />
** Unlike the above commands, these are entered from a terminal connected directly to the array.<br />
** '''<code>command</code>''': <code>term_message</code> (automatically added if sending from a terminal)<br />
** '''<code>data</code>''': The text entered into the terminal, e.g. "<code>command=download&amp;message=1</code>".<br />
*** '''<code>command</code>''': One of the following:<br />
**** <code>list</code>: Lists available messages<br />
**** <code>download</code>: Sends a message as a file that you can then <code>file_print</code> (etc)<br />
*** '''<code>message</code>''': If using <code>download</code>, a message number<br />
<br />
Packet dump:<br />
<pre>(sent) address_1=020036fd; command=call; shuttle_id=emergency; acc_code=(Authentication code); sender=0200c069; <br />
(recv) command=device_reply; status=SHUTL_E_SEN; address_1=0200c069; sender=020036fd;</pre><br />
<br />
==== PNET_ADAPTER ====<br />
Other terminals and data terminals on the network, generally. You can direct-connect two TermOS computers together if you want, but there's not much you can really do with that beyond chat back and forth and send files, maybe.<br />
<br />
<br />
==== PNET_S_TELEPAD ====<br />
The Telescience Telepad. There can be more than one of these; you specify which one you want with the <code>-p [0-9]</code> argument to <code>teleman</code>.<br />
<br />
'''You can't change the coordinates with just packets.''' Coordinates are updated by the computer contacting the mainframe, which sends out the command to the telepad with an attached file.<br />
<br />
Raw packet dump:<br />
<pre><br />
[18:47:4]:command=term_message; data=command=teleman&args=-p 1 send; address_1=02002182; sender=02001ed4; <br />
[18:47:5]:command=term_message; data=command=send&session=746; render; address_1=02001cbd; sender=02002182; <br />
[18:47:5]:command=term_message; data=command=ack&session=746; address_1=02002182; sender=02001cbd; <br />
[18:48:1]:command=term_message; data=command=OK; render; address_1=02001ed4; sender=02002182; <br />
[19:10:1]:command=term_message; data=command=teleman&args=-p 1 receive; address_1=02002182; sender=02001ed4; <br />
[19:10:1]:command=term_message; data=command=receive&session=17; render; address_1=02001cbd; sender=02002182; <br />
[19:10:1]:command=term_message; data=command=nack&cause=recharge&session=17; address_1=02002182; sender=02001cbd; <br />
[19:10:7]:command=term_message; data=command=Telepad is recharging.; render; address_1=02001ed4; sender=02002182; <br />
[19:13:3]:command=term_message; data=command=teleman&args=-p 1 receive; address_1=02002182; sender=02001ed4; <br />
[19:13:4]:command=term_message; data=command=receive&session=333; render; address_1=02001cbd; sender=02002182; <br />
[19:13:4]:command=term_message; data=command=ack&session=333; address_1=02002182; sender=02001cbd; <br />
[19:14:0]:command=term_message; data=command=OK; render; address_1=02001ed4; sender=02002182;</pre><br />
<br />
<br />
==== PNET_PRINTDEVC ====<br />
Printers. Not sure if you can print directly to them (maybe with <code>file_send</code>); generally you just write to the <code>/mnt/lp-whatever</code> folders on the mainframe.<br />
<br />
<br />
==== PNET_DATA_BANK ====<br />
The data banks that contain all of the information on the mainframe.<br />
<br />
<br />
==== PNET_PR6_CHARG ====<br />
[[GuardBuddy]] chargers. These also communicate wirelessly to the buddies; see the section there for more.<br />
<br />
Raw packets below. You can see the <code>netpass_heads</code> authentication code in here as well (''3635 Bravo-51'').<br />
<br />
<pre>[37:25:5]:command=term_message; data=_command=add&_freq=1219; render; address_1=020020f4; sender=02002182; <br />
[37:25:5]:command=term_message; data=_freq=1219&acc_code=3635 Bravo-501;command=dock_return; render; address_1=020020f4; sender=02002182; <br />
[37:25:5]:command=term_message; data=command=status&status=success; address_1=02002182; sender=020020f4; <br />
[40:30:1]:address_1=02002182; data=prman upload 0200143B heckle name=titusgettemy; command=term_message; sender=0200b5ce; <br />
[49:37:5]:command=term_message; data=command=status&status=ejected&botid=020032dd; address_1=02002182; sender=0200143b;</pre><br />
<br />
Some of the commands you can use, as <code>command=#######</code>:<br />
* <code>status</code>: Gets the status of a buddy docked to this station as a reply:<br />
** <code>status=nobot</code>: If you get "nobot", there's no buddy here. You'll get only this for every command.<br />
** <code>status=########</code>: The buddy's network identifier.<br />
** <code>charge=###</code>: Either <code>nocell</code> (no power cell) or a number from 0 to 100 representing the percent of power remaining in the buddy's cell.<br />
** <code>tool=#####</code>: The current tool (weapon), or "NONE" if there's no tool installed.<br />
** <code>deftask=#####</code>: The ''default'' task this buddy runs when it has nothing better to do, or "NONE" if it doesn't have one.<br />
** <code>curtask=#####</code>: The ''current'' task this buddy is running, or "NONE" if it doesn't have one.<br />
<br />
* <code>eject</code>: Boots the buddy out of the docking station.<br />
** No reply here. If you didn't get a <code>nobot</code> reply, it worked.<br />
<br />
* <code>upload</code>: Uploads a new task to the buddy. Optionally with <code>overwrite=?</code> and <code>newmodel=?</code>, which overwrite the current task or default task respectively. Requires a file to be sent along with the data, so good luck spoofing this.<br />
** You'll get a reply with <code>status=upload_success</code> if the task has been uploaded.<br />
** You'll get a reply with <code>status=badtask</code> if the task is bad (or missing).<br />
<br />
* <code>download</code>: Downloads a task from the buddy. Use <code>model=?</code> to download the default task, otherwise it'll download the current one.<br />
** Replies with <code>command=taskfile</code> if it worked. In theory you'll get a file sent to your terminal with the task. What can you do with it?<br />
** Replies with <code>command=status&status=notask</code> if there's no task to download.<br />
<br />
* <code>taskinq</code>: Gets the buddy's currently installed tasks.<br />
** Replies with <code>command=trep</code>, with <code>deftask=#####</code> for the default task and <code>curtask=#####</code> for the current task, or "NONE" if there isn't one.<br />
<br />
* <code>wipe</code>: Erases the buddy's installed tasks and replaces them with nothing.<br />
** Replies with <code>command=status&status=wipe_success</code>.<br />
<br />
<br />
The chargers also occasionally report back to their host (i.e. the mainframe) when things happen. The format of these may not be 100% correct.<br />
* <code>command=status&status=ejected&botid=########</code>: Ejected a buddy.<br />
* <code>command=status&status=connect&botid=########</code>: A buddy docked itself or was docked by someone.<br />
<br />
<br />
==== PNET_PR6_RADIO ====<br />
The radio near the Mainframe. It's mostly used for talking to the [[GuardBuddy]] bots when they're away from chargers, but you can do some other stuff with it.<br />
<br />
Capturing packets with the power of the mainframe:<br />
<br />
# Make a folder for the frequency you want to monitor, e.g. <code>/mnt/radio/1149</code><br />
# Periodically <code>ls /mnt/radio/1149</code> to see if any packets have appeared<br />
# <code>cat /mnt/radio/1149/Q2158018</code> to view packets<br />
<br />
The mainframe will capture any packet sent to a frequency that has a directory created.<br />
<br />
Note: The actual mechanics behind this are a bit different (there's some communications going on between the mainframe and radio) but for the most part this will get you what you want.<br />
<br />
Regardless, packet dumps (raw, not bothering to explain):<br />
<code>[19:41:7]:command=term_message; data=_command=add&_freq=1149; render; address_1=02002303; sender=02002275; <br />
[20:03:3]:command=term_message; data=_freq=1149&command=text_message&message=butt&sender_name=fart; render; address_1=02002303; sender=02002275; <br />
[45:35:6]:address_1=02002275; data=echo test=butt ^ x; command=term_message; sender=02018e2a; <br />
[45:35:6]:command=term_message; data=command=status&status=success; address_1=02002275; sender=02002303; <br />
[45:35:6]:command=term_message; data=_freq=1149&test=butt; render; address_1=02002303; sender=02002275;</code><br />
<br />
<br />
==== PNET_IR_DETECT ====<br />
IR detectors, usually placed around important things like the Armory and sometimes the AI core.<br />
<br />
''(Todo: update)''<br />
<br />
<br />
==== PNET_TEST_APPT ====<br />
The various testing apparatuses in the Artifact Lab. Also includes the "Gas Sensors" you see in places like Toxins.<br />
:<code>[34:18:5]:command=term_message; data=command=deactivate; render; address_1=02000d04; sender=02000673; </code><br />
:<code>[34:18:5]:command=term_message; data=OK; render; address_1=0200cbf2; sender=02000673; </code><br />
:<code>[34:18:5]:address_1=02000673; data=gptio deactivate elec_box; command=term_message; sender=0200cbf2; </code><br />
<br />
<br />
==== SRV_TERMINAL ====<br />
The teleport computer for the Telescience telepad. It doesn't communicate directly with the teleport pad, but instead sends commands to the mainframe. If you want to learn to control the science teleporter remotely, these would be the packets you want to sniff out.<br />
<br />
<pre>P: [020639b9]-TYPE: SRV_TERMINAL<br />
P: [02002d0e]-TYPE: PNET_MAINFRAME</pre><br />
<br />
<pre>[58:26:4]:command=term_message; data=command=teleman&args=-p 2 coords x=50 y=50 z=4; address_1=02002d0e; sender=020639b9; <br />
[58:26:5]:command=term_message; data=command=ack&session=641; address_1=02002d0e; sender=020639b6; <br />
[58:26:5]:data=command=set_coords&session=641; address_1=020639b6; command=term_file; sender=02002d0e; <br />
[58:27:0]:command=term_message; data=command=teleman&args=-p 2 send; address_1=02002d0e; sender=020639b9; <br />
[58:27:1]:command=term_message; data=command=OK; render; address_1=020639b9; sender=02002d0e; <br />
[58:27:1]:command=term_message; data=command=send&session=708; render; address_1=020639b6; sender=02002d0e; <br />
[58:27:1]:command=term_message; data=command=ack&session=708; address_1=02002d0e; sender=020639b6; <br />
[58:27:7]:command=term_message; data=command=OK; render; address_1=020639b9; sender=02002d0e; </pre><br />
<br />
<br />
==== PNET_NUCCHARGE ====<br />
The nuclear charge. Authentication is easily spoofed by using the mainframe's built in nuke manager, <code>nukeman</code>. Just use the same packet you used to spoof superuser access when asked to login with an authorized ID, then repeat with two more login packets under two different names (the registered= field).<br />
<br />
Hemera VII's main tape doesn't include this, so you'll have to bring a tape of your own with it or "borrow" one of the replacement Master Tapes on the station.<br />
<br />
<sub>You can also scan the nuclear charge with a Syndicate device analyzer and deploy one elsewhere, if that's more [[Traitor|your thing]].</sub><br />
<br />
==== PNET_PWR_CNTRL ====<br />
The [[Engineer#APCs|Area Power Controllers]] attached to the network. They have settings for the equipment, lights, and environmental controls, as well as control of the cover lock. The three power settings can be values from 0 to 3, which represent the following states:<br />
* <code>0</code>: Off<br />
* <code>1</code>: Auto (Off)<br />
* <code>2</code>: On<br />
* <code>3</code>: Auto (On)<br />
<br />
APCs start off connected to the mainframe, and as such will only respond to packets they believe came from the mainframe. You'll need to override the sender field or disconnect it with a spoofed <code>term_disconnect</code>, the latter allowing you to connect directly with a DWAINE terminal. Some of the packets you can use to interact with them look like this:<br />
<br />
<pre>sender=02003c12; address_1=02006754; command=term_message; data=command=setmode&light=0&environ=0;<br />
sender=02003c12; address_1=02006754; command=term_message; data=command=status;</pre><br />
<br />
You can use the following commands with <code>data=command=#######</code> or simply <code>command=#######</code> if connected by terminal:<br />
* <code>status</code>: Returns the status of the APC, including all the following fields (but unfortunately not the area name):<br />
** <code>charge=###</code>: A number from 0 to 100 representing the percent of power remaining in the APC's cell<br />
** <code>equip=#</code>: A number from 0 to 3 representing the state of the equipment setting for the APC<br />
** <code>light=#</code>: A number from 0 to 3 representing the state of the light setting for the APC<br />
** <code>environ=#</code>: A number from 0 to 3 representing the state of the environmental control setting for the APC<br />
** <code>cover=#</code>: A number representing the state of the cover lock, with 1 for engaged and 0 for disengaged<br />
* <code>setmode</code>: This command allows you to control the state of the APC, supplying any of the values you wish to change. You can include settings for any of:<br />
** <code>equip=#</code><br />
** <code>light=#</code><br />
** <code>environ=#</code><br />
** <code>cover=#</code><br />
<br />
Please note that if you turn off equipment power to the computer core APC, you'll have a difficult time executing any more commands.<br />
<br />
<br />
=== Creating packets ===<br />
<br />
Packets can be created by using the following command:<br />
:<code>echo field=value|nfield2=value2|nfield3=value3</code><br />
<br />
To store the packet as a file on the mainframe:<br />
:<code>echo ... ^ /home/pjones/''filename''</code><br />
<br />
To send a file (like a packet!) to your terminal, so you can send it with <code>file_send</code> or print it with <code>file_print</code>, save the file to the <code>/mnt/term</code> directory:<br />
:<code>cp /home/pjones/''filename'' /mnt/term/x</code><br />
<br />
If you just need to get the file right away, you can simply save the file in <code>/mnt/term</code> right away:<br />
:<code>echo ... ^ /mnt/term/foo</code><br />
<br />
<br />
=== Spoofing the login packet ===<br />
<br />
Faking a login involves a few specific steps. You'll generally always need a valid ID of any kind to do the initial login, though.<br />
<br />
# Log into the mainframe (insert your card and <code>term_login</code>)<br />
# Craft a login packet<br />
# Send the crafted packet back to your terminal<br />
# Either enter <code>su</code> for admin rights, or disconnect and reconnect to log in as a completely different user<br />
# Instead of using <code>term_login</code>, use <code>file_send</code> to send the packet you saved earlier<br />
# You are now logged in with your forged user<br />
<br />
The login packet looks like this:<br />
<br />
* <code>registered=Pubbie Jones</code><br />
* <code>assignment=Staff Assistant</code><br />
* <code>access=</code>, followed by a (semicolon? comma?)-separated list of rights &mdash; every access in the ID computer has a different one. The important one for <code>su</code> access is 34.<br />
<br />
Applying all of the above to create the packet and register it for <code>file_send</code>:<br />
:<code>echo registered=Pubbie Jones|nassignment=Staff Assistant|naccess=34 ^ /mnt/term/loginpacket</code><br />
<br />
Keep in mind that [[Rules#Don't grief|you shouldn't use this]] to set the [[GuardBuddy|Guardbuddies]] to purge or other destructive things unless you're a [[traitor]].<br />
<br />
<br />
=== Sending packets using the mainframe's radio ===<br />
<br />
You can use DWAINE to send out packets over the air. The mainframe's radio has a limited range, though, so it won't reach everything.<br />
<br />
# Create a directory for the frequency you want to transmit on. Directories are the four numbers without the decimal point, e.g. <code>/mnt/radio/1149</code> for 114.9, by using the command <code>mkdir /mnt/radio/1149</code><br />
#* If the directory already exists for whatever reason, you can skip this step.<br />
# Craft your packet.<br />
#* Optional: Save it if you need to use it more than once. Otherwise, just use <code>echo</code> and pipe it directly.<br />
# Copy or move your crafted packet to the folder you created, e.g. <code>copy packet /mnt/radio/1149</code> or <code>echo ... ^ /mnt/radio/1149/packet</code><br />
<br />
If it worked, the packet you crafted should automatically be sent out by the radio. You can use the Packet Sniffer program on your [[PDA]] to confirm.<br />
<br />
<br />
== Wireless Network ==<br />
<br />
Basically everything you can spoof (aside from PDA messages) will require a <code>address_1</code> field, indicating the target of the message.<br />
<br />
<code>sender</code> is added automatically to almost every packet-sending device, though apparently you can get away without one by manually crafting a signal and using a wireless computer's free mode (with greatly reduced range).<br />
<br />
PDA Ping ranges. Sending may be similar (or unlimited size?). Measured by dropping a PDA and seeing how far away it would still respond.<br />
* <code>min</code>: 16 tiles<br />
* <code>med</code>: 32 tiles<br />
* <code>max</code>: 64 tiles<br />
<br />
Note that pings go ''through'' [[Z-level]]s! If you manage to pin down a signal but there doesn't seem to be anything there, it's probably in the debris field or in one of the [[Adventure Zone|adventure zones]]. Welp! <sup>(todo: is this still true?)</sup><br />
<br />
Broadcast ranges are ''only'' for broadcasting &mdash; anything can receive a packet if it's in the broadcast range of the source, even if its own broadcast range is far smaller. If your device has a broadcast range of 64 tiles, and your target device has a range of 16 tiles, the target device will receive your signal as long as you're anywhere within 64 tiles, but you won't receive the device's beyond those 16.<br />
<br />
<br />
=== PDAs (114.9) ===<br />
They're [[PDA]]s. You know, the ones almost everyone spawns with.<br />
* Device name: <code>NET_PDA_51XX</code><br />
* Broadcast range: &ge; 64 tiles (127 &times; 127)<br />
<br />
<br />
Packets:<br />
* Really easy to scan, the Network Tools cartridge defaults to this frequency.<br />
* Snoop on people trying to use PDAs to covertly message people! <s>Just be sure to get your ID switched to "NSA Operative" first</s> Clear the log regularly so it doesn't clog up with PDA pings.<br />
Packet spoofing:<br />
* <code>address_1</code>: Omit to broadcast to every PDA in range. Otherwise, set to a PDA's address to send only to that PDA.<br />
* <code>command</code>: Generally <code>text_message</code>, though there are others, including but not limited to:<br />
**<code>file_send_req</code> Used to send file send requests, though you can't actually send anything without using the PDA clipboard.<br />
***<code>file_size</code> The size of the file<br />
***<code>file_ext</code> The file extension (PPROG, TXT, etc.)<br />
***<code>file_name</code> The name of the file<br />
**<code>file_send_acc</code> Used to accept file send requests. Can be spoofed with a ThinkDOS computer on free mode, causing the file to download to the target PDA. Can only accept a valid file send request, and must be sent to the pda that sent the request.<br />
**<code>file_send</code> Used to send files after send requests are accepted, doesn't work without an accepted file request.<br />
**<code>report_pda</code> The scan function in the PDA messenger.<br />
**<code>report_reply</code> Replies to <code>report_pda</code>, can be used to change your PDA's name to other people on the messenger<br />
* <code>message</code>: The text you want to send. Surprise!<br />
* <code>sender_name</code>: What the name should show up as. Leaving it blank will make PDAs show it as '''!UNKNOWN!'''<br />
* <code>sender_assignment</code> What the job assignment of the sender should show up as.<br />
<br />
Experiment! Maybe you'll find more.<br />
<br />
=== Ruckingenur kits (114.9) ===<br />
Ruckingenur kits, like the one in the [[Electronics|Electronics lab]].<br />
<br />
* Device name: <code>NET_RKANALYZER</code><br />
* Broadcast range: &ge; 64 tiles (127 &times; 127)<br />
<br />
<br />
Packet sent when adding something to the database via PDA scan:<br />
* <code>command</code>: <code>add</code> -- Adds something to the database. Doesn't actually specify what it is. D'oh.<br />
* <code>address_1</code>: <code>02xxxxxx</code> -- Address of the kit, as usual<br />
* A file, which you can't sniff, I guess.<br />
<br />
After that, the kit will send out a PDA text message to the scanning PDA that it was either added or already in the database.<br />
<br />
Spoofing the packet does nothing, as it requires the file that you can't send. Scanning a device using a Device Analyzer sends no packets at scan or on addition to the kit.<br />
<br />
<br />
=== Wireless network adapters (114.9, variable) ===<br />
Computers that have a wireless network card. Some of these are included even in devices that aren't ''really'' computers, and they don't really do anything, like the "filing cabinet" Security computers.<br />
<br />
* Device name: <code>WNET_ADAPTER</code><br />
* Broadcast range: varies<br />
<br />
<br />
Cogmap1's Morgue filing cabinet, for example:<br />
* Broadcast range: 18 tiles (35 &times; 35)<br />
<br />
Others may be different. The ranges are dependent on the type of card and its mode.<br />
<br />
=== GuardBuddy devices (121.9) ===<br />
[[GuardBuddy|GuardBuddies]] and their docking stations.<br />
<br />
* Device name: <code>PNET_PR6_GUARD</code> (buddies), <code>PNET_PR6_CHARG</code> (docking stations)<br />
* Broadcast range: &asymp; 75 tiles (150 &times; 150)<br />
<br />
The following is sent exclusively by the docking stations. They also communicate over the wired network; see their section above for more.<br />
* <code>command=recharge_src; data=x=##&y=##;</code>: Sent by the docking station as a reply to the <code>recharge</code> broadcast, with its current X and Y (GPS) position, so the buddies know where to go to charge.<br />
<br />
<br />
There's a lot of network traffic, but here's some examples. If you aren't targeting a specific bot's address, you need to include <code>acc_code=(netpass_heads)</code>.<br />
* <code>address_1=recharge</code>: Sent ''by'' the buddies as a broadcast. Causes the docking stations to report their locations; see above.<br />
* <code>command=dock_return</code>: Adds a task to the buddy to go to a docking station and dock. Makes the buddy say "Software update requested" and show the "update" emotion.<br />
* <code>command=captain_greet</code>: Makes the buddy say one of several goofy lines, if it's wearing the captain's hat. Sent by the tour guide buddy if it runs into another buddy wearing it.<br />
* <code>command=wizard_greet</code>: Makes the buddy say of several other goofy lines, if it's wearing a wizard's hat. Sent by the tour guide buddy if it runs into another buddy wearing it.<br />
<br />
<br />
<br />
=== Doors (141.1) ===<br />
Pretty much every airlock on, and off, the station.<br />
* Device name: <code>DOR_AIRLOCK</code><br />
* Broadcast range: 6 tiles (11 &times; 11)<br />
<br />
<br />
Doors only broadcast signals relatively close by, so you'll have to be nearby if you want to see anything. You can get the address of a door by screwdrivering it open and checking, using the packet sniffer and touching the door, or just taking a guess from doors that respond to your pings. <br />
Some doors can't be screwdrivered so you'll have to use a different option, but those doors also tend to resist packet hacking. AI control is a requirement for doors to receive packets, and most of these doors have it off by default.<br />
<br />
Doors broadcast certain details whenever they're interacted with, as well as a few moments later when they auto-close.<br />
* <code>user_id</code>: Person whose ID was used (e.g. <code>Pubbie Jones</code>). If a mob like Beepsky opens a door, this is <code>???</code> (yes, three question marks) instead.<br />
* If the door opens:<br />
** <code>data</code>: <code>denied</code>, if someone who didn't have access tried to open a door<br />
* Otherwise:<br />
** <code>door_status</code>: State the door is in (e.g. <code>open</code>, <code>closed</code>)<br />
** <code>lock_status</code>: State of the door bolts (e.g. <code>locked</code>, <code>unlocked</code>)<br />
** <code>tag</code>: This appears to always be blank.<br />
<br />
<br />
Sending packets manually to open/close doors:<br />
* <code>address_1</code>: Network address of door (required)<br />
* <code>command</code>: One of the following:<br />
** <code>open</code>: Opens a door<br />
** <code>close</code>: Closes a door<br />
** <code>lock</code>: Drops the door bolts<br />
** <code>unlock</code>: Raises the door bolts<br />
** <code>secure_open</code>: Bolts a door open*<br />
** <code>secure_close</code>: Bolts a door closed*<br />
<br />
<small>*Used by the [[Syndicate Items#EMAG|cryptographic sequencer]].</small><br />
<br />
<br />
=== Network Radio (141.1, 141.9, also varies) ===<br />
The "Network Radio", which looks like... well, an old timey radio. Usually located near the mainframe in the computer core, sometimes it's elsewhere. This is what interfaces with the mainframe's <code>/mnt/radio</code>.<br />
* Device name: <code>PNET_PR6_RADIO</code><br />
* Broadcast range: ?<br />
<br />
You can log into the mainframe by connecting to this using a computer with a wireless network peripheral and FROG or TermOS. You can create a login packet using ThinkDOS's WizWrite and put it on the main drive in ThinkDOS under whatever name you want, then restart with a TermOS disk and run "<code>file_load [name]</code>" in TermOS, which will allow you to run <code>file_send</code> with the login packet.<br />
<br />
Alternatively, maybe you can receive other files and save them to the disk with <code>file_save [name]</code>, too...?<br />
<br />
<br />
=== Secure Lockers (143.1) ===<br />
Secure lockers that require an ID to open, including personal lockers in the [[Crew Quarters]].<br />
* Device name: <code>WNET_SECLOCKER</code><br />
* Broadcast range: 3 tiles (5 &times; 5)<br />
<br />
The range on these is ''extremely'' short.<br />
<br />
You can send these a few commands over the radio, though you'll need <code>netpass_heads</code> to lock or unlock them.<br />
* <code>command=status</code>: Replies with <code>command=lock=[locked]&open=[open]</code><br />
* <code>command=lock; pass=(netpass_heads)</code>: Locks the locker.<br />
* <code>command=unlock; pass=(netpass_heads)</code>: Unlocks the locker. Surprise.<br />
<br />
If you use one of the lock or unlock packets, you'll get a response with <code>command=ack</code> or <code>command=nack; data=badpass</code> depending on if it worked or not.<br />
<br />
Personal lockers don't send messages when opened/claimed with an ID.<br />
<br />
<br />
=== Hydroponics trays (143.3) ===<br />
<br />
* Device name: One of <code>WNET_PACKETSPY</code>, <code>WNET_GENERIC</code>, <code>WNET_DETECTOR</code>, <code>WNET_SYN%%^#FF</code>, randomly<br />
* Broadcast range: &ge;64 tiles (129 &times; 129)<br />
<br />
Packets:<br />
* <code>netid</code>: <code>02001234</code> -- The address of that particular tray. (Isn't this what <code>sender</code> is for?)<br />
* <code>data</code>: One of the following:<br />
** <code>event_new</code>: A seed was planted in the tray.<br />
** <code>event_death</code>: The plant died.<br />
** <code>event_cleared</code>: The plant (dead or otherwise) was removed from the tray.<br />
<br />
Yep, that's it. There's nothing useful here <sub>(as of the 2016 release)</sub>. Not even the type of seed, or if it's ready to harvest, or anything. Sorry.<br />
<br />
<br />
<br />
=== Fire Alarms (143.7) ===<br />
This is from the 2016 release and may not be entirely relevant now, but...<br />
* Device name: <code>PNET_FIREALARM</code> (even though it's WNET...)<br />
* Broadcast range: &infin; (possibly)<br />
<br />
<br />
Broadcasts a packet when things happen:<br />
* <code>zone</code>: Location name (like <code>Head of Research's Office</code>)<br />
* <code>type</code>: Alarm type (always <code>Fire</code>)<br />
* <code>netid</code>: Network address (as well as <code>sender</code> for some reason)<br />
* <code>alert</code>: What happened:<br />
** <code>fire</code>: Fire alarm triggered<br />
** <code>reset</code>: Fire alarm cleared<br />
<br />
<br />
You can also trigger these remotely if you want to be annoying.<br />
* <code>command=#####</code>: One of the following:<br />
** <code>status</code>: Triggers the above packet broadcast.<br />
** <code>trigger</code>: Triggers the alarm.<br />
** <code>reset</code>: Resets the alarm.<br />
<br />
<br />
=== Robot patrol beacons (many frequencies) ===<br />
Various patrol beacons around the station. These are used by Guardbuddies, Securitrons, and the tour guide, though often not on the same frequencies.<br />
* Frequencies: 143.1, 144.1, 144.3, 144.5, and so on.<br />
<br />
They don't respond to pings, but they do respond to beacon requests. Beacons have a specific format and options available to control how bots act and what they do.<br />
<br />
Securitron and tour guide beacons broadcast on this frequency. They're located under floor tiles, and you can access them by popping them open with a screwdriver and swiping an appropriate card.<br />
<br />
Todo: This section needs some updating, for triggering and receiving beacon broadcasts, as well as editing them and how they work.<br />
<br />
'''Tour Guide beacon''', this one from the Escape Arm:<br />
* Location: <code>tour16</code><br />
** <code>tour</code>: <code>1</code> -- Marks it as a tour beacon<br />
** <code>next_tour</code>: <code>tour17</code> -- Which beacon comes after this in the route<br />
** <code>desc</code>: <code>In the event of catastrophic station damage...</code> (What the tour guide will say when stopping here)<br />
<br />
'''Patrol beacon''', a fictional example (TODO: get a real one):<br />
* Location: <code>sec</code><br />
** <code>patrol</code>: <code>1</code> -- Marks it as a patrol beacon<br />
** <code>next_patrol</code>: <code>bar</code> -- Which beacon comes after this in the route (TODO: verify the name)<br />
<br />
You can't move the beacons around or create new ones, but you can at least make Murray shout obscenities when describing places. Or make him get stuck into a loop forever. Keep in mind that the text length you're allowed to enter is much shorter than the length of the default tour messages.<br />
<br />
Sample log:<br />
<pre>[37:15:3]:findbeacon=tour; address_1=!BEACON!; sender=0200564a; <br />
[37:15:3]:beacon=tour13; netid=02000e46; tour=1; next_tour=tour14; desc=...; <br />
[37:15:3]:beacon=tour16; netid=02000fa6; tour=1; next_tour=tour14; desc=...; <br />
</pre><br />
<br />
<br />
=== Securitrons (144.7) ===<br />
[[Robots#Securitron|Securitrons]].<br />
<br />
'''Status updates, sent from the bots:'''<br />
* <code>type</code>: <code>secbot</code><br />
* <code>name</code>: <code>Officer Beepsky</code> -- this is whatever the bot is named. No way to distinguish between identically-named bots<br />
* <code>loca</code>: <code>Cafeteria</code> -- where the bot is currently located.<br />
* <code>mode</code>: <code>0</code> -- One of various modes (as described by the Securitron control PDA app):<br />
** <code>0</code>: Idle (''Ready'')<br />
** <code>1</code>: Spotted someone marked as arrest (''Apprehending target'')<br />
** <code>2</code>: At target, preparing to arrest<br />
** <code>3</code>: Arresting target<br />
** <code>4</code>: ''Starting patrol''<br />
** <code>5</code>: ''On patrol''<br />
** <code>6</code>: (''Responding to summons'') &mdash; will go to mode 4 and start patrolling when it reaches its destination<br />
<br />
<br />
'''Controlling via the [[PDA#R.O.B.U.S.T.|R.O.B.U.S.T. cart's Securitron app]]:'''<br />
* <code>command</code>: One of the following:<br />
** <code>bot_status</code>: Get the status of the bot<br />
** <code>go</code>: Start patrolling<br />
** <code>stop</code>: Stop patrolling<br />
** <code>summon</code>: Summons the bot<br />
* <code>active</code>: <code>Officer Beepsky</code> (see note below)<br />
* <code>target</code>: <code>the floor</code>; only if <code>command=summon</code>. (see note below)<br />
<br />
Notes: These are BYOND internal atom references, and not actually text, so they're impossible to replicate in packets. These only work from the PDA application for that reason.<br />
<br />
<small>(Original note: This is because a byond atom reference is being passed in the packet, printing this reference will yield its name ("(the) floor"). ''It is impossible to replicate this packet.'' I'd recommend bringing this to IBM's attention. --[[User:Marquesas|Marquesas]])</small><br />
<br />
<br />
=== MULE bots (144.7) ===<br />
[[Robots#MULEBot|MULE bots]].<br />
<br />
'''Status updates, sent from the bots:'''<br />
* <code>type</code>: <code>mulebot</code><br />
* <code>name</code>: <code>1</code> -- Likely the name in the [[Quartermaster|Quartermaster's]] [[PDA#Space Parts & Space Vendors Cartridge|PDA MULE control app]], likely unique to each bot<br />
* <code>loca</code>: <code>Supply Lobby</code> -- whatever the location of the bot is<br />
* <code>mode</code>: <code>0</code> -- One of the various modes:<br />
** (TODO, no research on this yet)<br />
* <code>powr</code>: <code>100</code> -- Current cell charge<br />
* <code>dest</code>: ''unknown'' -- TODO. Destination, format is unknown. Probably the name of the location<br />
* <code>home</code>: <code>QM #1</code> -- Bot's home location (TODO: Underfloor beacon?)<br />
* <code>load</code>: <code>Jon Pubbie</code> -- Whatever is currently loaded on top of the bot, e.g. player name, <code>Crate</code>, etc<br />
* <code>retn</code>: <code>1</code> -- Return home after delivery<br />
* <code>pick</code>: <code>1</code> -- Pick up crates at the destination<br />
<br />
Controlling via the QM's PDA: (todo)<br />
<br />
Likely has the same bug as Securitrons above, since they share a lot of the same code.</div>Zamujasahttps://wiki.ss13.co/index.php?title=Botany&diff=38267Botany2020-09-21T19:48:34Z<p>Zamujasa: Redirected page to Guide to Botany</p>
<hr />
<div>#REDIRECT [[Guide to Botany]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Main_Page&diff=37148Main Page2020-07-26T23:19:50Z<p>Zamujasa: OOPS THESE LINKS DIDN'T WORK</p>
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<div>__NOEDITSECTION__<!-- OPEN HEADER BAR --><br />
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{|<br />
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{|<br />
|-<br />
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|[[Image:header.png]]<br />
<br />
<div style="font-size: 125%; line-height: 150%; margin-top:25px; text-align: justify;">You've stumbled upon the Cheeto-stained archives of information for the various Goonstation editions of Space Station 13. Wikistation 13 is designed to be a hub for Goonstation players' reference needs – be it experienced players in need of a quick reference guide or new players in need of a helping hand through the traumatic first few games. If you'd like to contribute some content of your own, you'll need to '''[http://forum.ss13.co/member.php?action=register log in or register an account]''' if you haven't already done so.</div><br />
<!-- END CLOSE NEWS BLOCK --><br />
|<div style="width: 256px; float:right; background-color: #FBEFEF; padding: 10px 20px 0px 5px; border:1px solid #BFB6A3; margin-left:20px;"><br />
<div style="font-size:90%; text-align:center;">'''Tutorials'''</div><br />
<div style="font-size: 90%; text-align:left;"><br />
{{Template:Tutorials}}<br />
</div><br />
</div><br />
|-<br />
|- <br />
|}<br />
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|- width="100%" |<br />
|<br />
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{{Template:Main_Menu}}<br />
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{| id="Infoblock" cellspacing="0" cellpadding="0" style="width:100%; margin-top: 1em; border:1px #BFB6A3 solid;"<br />
|-<br />
| colspan="2" style="background: #FBEFEF;text-align:left;border-bottom:1px #BFB6A3 solid;" |<br />
<h2 style="margin:.5em; margin-top:.1em; border-bottom:0; font-weight:bold;"><br />
Information About Goonstation<br />
</h2> <!-- 3 line spacing of h2 used to be important for subsection edit links to work correctly. --><br />
<br />
|-<br />
| class="plainlinks" valign="top" style="width:49%; background:#FFFF; padding:1.2em; text-align:justify;" |<br />
<!-- LEFT COLUMN --><br />
===What the hell is this?===<br />
This is an information source for the Goonstation branch of Space Station 13, a multiplayer role playing game renowned for its stable and functional engine, its robust combat system, and its polite, cooperative community.<br />
<br />
===Who runs the joint?===<br />
The server was originally an offshoot of '''[http://www.somethingawful.com Something is Awful dot com]''', whose residents are collectively referred to as "goons". Nowadays, the majority of staff and players are only loosely/very marginally/honestly not at all associated with SA, but that doesn't stop remnants of the past Goon-days culture from cropping up.<br />
<br />
Specifically, Wire hosts the server that this game, this wiki, and its associated services all run on. You can chip in on the running costs over at his '''[https://www.patreon.com/goonstation/ Patreon]'''.<br />
<br />
===Where should I be going now?===<br />
Slow down, hot stuff! It depends on what you need – the '''[http://goonhub.com/ Goonhub]''' displays dynamic information about live games (server population, round time etc) and links directly to the servers, and you can also use the links on the right. Be prepared for adventures '''[http://www.byond.com/download/ BYOND]''' your wildest dreams.<br />
<br />
| width="49%" valign="top" style="background:#FFFFF; border-left:1px solid #BFB6A3; padding: 1.2em;" |<br />
<br />
<!-- RIGHT COLUMN --><br />
* <div style="font-size: 150%"> '''Server links:'''</div><br />
** [https://play.goonhub.com/?s=main <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon2.goonhub.com&port=26200&name=GOON">]<br />
** [https://play.goonhub.com/?s=main3 <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon4.goonhub.com&port=26400&name=GOON2">]<br />
** [https://play.goonhub.com/?s=rp <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon1.goonhub.com&port=26100&name=GOONRP">]<br />
** [https://play.goonhub.com/?s=main2 <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon3.goonhub.com&port=26300&name=GOONRP2">]<br />
<br><br />
* <div style="font-size: 150%"> '''[http://goonhub.com/ Goonhub (Goonstation statistics)]''' </div><br />
* <div style="font-size: 150%"> '''[https://forums.somethingawful.com/showthread.php?threadid=3815807 Something Awful Thread] [http://forums.somethingawful.com/showthread.php?threadid=3551842 (Old)] [http://forums.somethingawful.com/showthread.php?threadid=3485140 (Old Old)]''' </div><br />
* <div style="font-size: 150%"> '''[https://discord.gg/zd8t6pY Goonstation Discord]''' </div><br />
* <div style="font-size: 150%"> '''[http://forum.ss13.co/ Ban Appeals/Discussion Forum]''' </div><br />
* <div style="font-size: 150%"> '''[https://github.com/goonstation/goonstation Github/Public Codebase]''' <br />
</div><br />
<br />
</div><br />
|}<br />
__NOTOC__<br />
|}<br />
<br /></div>Zamujasahttps://wiki.ss13.co/index.php?title=Main_Page&diff=37061Main Page2020-07-23T19:56:30Z<p>Zamujasa: Modify server links</p>
<hr />
<div>__NOEDITSECTION__<!-- OPEN HEADER BAR --><br />
<div><br />
<div><br />
<!-- BEGIN NEWS BLOCK --><br />
{|<br />
|- width="100%" |<br />
|<br />
<!-- OPEN HEADER BAR --><br />
<div><br />
<div><br />
<!-- BEGIN NEWS BLOCK --><br />
{|<br />
|-<br />
|<div style="float:left;"></div><br />
<!-- OPEN HEADER BAR --><br />
|[[Image:header.png]]<br />
<br />
<div style="font-size: 125%; line-height: 150%; margin-top:25px; text-align: justify;">You've stumbled upon the Cheeto-stained archives of information for the various Goonstation editions of Space Station 13. Wikistation 13 is designed to be a hub for Goonstation players' reference needs – be it experienced players in need of a quick reference guide or new players in need of a helping hand through the traumatic first few games. If you'd like to contribute some content of your own, you'll need to '''[http://forum.ss13.co/member.php?action=register log in or register an account]''' if you haven't already done so.</div><br />
<!-- END CLOSE NEWS BLOCK --><br />
|<div style="width: 256px; float:right; background-color: #FBEFEF; padding: 10px 20px 0px 5px; border:1px solid #BFB6A3; margin-left:20px;"><br />
<div style="font-size:90%; text-align:center;">'''Tutorials'''</div><br />
<div style="font-size: 90%; text-align:left;"><br />
{{Template:Tutorials}}<br />
</div><br />
</div><br />
|-<br />
|- <br />
|}<br />
<!-- END INTRODUCTORY BLOCK --><br />
<div style="clear:both;"></div></div></div><br />
|- width="100%" |<br />
|<br />
<!-- CLOSE HEADER BAR<br />
OPEN MAIN MENU --><br />
{{Template:Main_Menu}}<br />
<!-- CLOSE MAIN MENU<br />
OPEN INFORMATION BLOCK --><br />
{| id="Infoblock" cellspacing="0" cellpadding="0" style="width:100%; margin-top: 1em; border:1px #BFB6A3 solid;"<br />
|-<br />
| colspan="2" style="background: #FBEFEF;text-align:left;border-bottom:1px #BFB6A3 solid;" |<br />
<h2 style="margin:.5em; margin-top:.1em; border-bottom:0; font-weight:bold;"><br />
Information About Goonstation<br />
</h2> <!-- 3 line spacing of h2 used to be important for subsection edit links to work correctly. --><br />
<br />
|-<br />
| class="plainlinks" valign="top" style="width:49%; background:#FFFF; padding:1.2em; text-align:justify;" |<br />
<!-- LEFT COLUMN --><br />
===What the hell is this?===<br />
This is an information source for the Goonstation branch of Space Station 13, a multiplayer role playing game renowned for its stable and functional engine, its robust combat system, and its polite, cooperative community.<br />
<br />
===Who runs the joint?===<br />
The server was originally an offshoot of '''[http://www.somethingawful.com Something is Awful dot com]''', whose residents are collectively referred to as "goons". Nowadays, the majority of staff and players are only loosely/very marginally/honestly not at all associated with SA, but that doesn't stop remnants of the past Goon-days culture from cropping up.<br />
<br />
Specifically, Wire hosts the server that this game, this wiki, and its associated services all run on. You can chip in on the running costs over at his '''[https://www.patreon.com/goonstation/ Patreon]'''.<br />
<br />
===Where should I be going now?===<br />
Slow down, hot stuff! It depends on what you need – the '''[http://goonhub.com/ Goonhub]''' displays dynamic information about live games (server population, round time etc) and links directly to the servers, and you can also use the links on the right. Be prepared for adventures '''[http://www.byond.com/download/ BYOND]''' your wildest dreams.<br />
<br />
| width="49%" valign="top" style="background:#FFFFF; border-left:1px solid #BFB6A3; padding: 1.2em;" |<br />
<br />
<!-- RIGHT COLUMN --><br />
* <div style="font-size: 150%"> '''Server links:'''</div><br />
** [https://play.goonhub.com/?server=main <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon2.goonhub.com&port=26200&name=GOON">]<br />
** [https://play.goonhub.com/?server=main3 <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon4.goonhub.com&port=26400&name=GOON2">]<br />
** [https://play.goonhub.com/?s=rp <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon1.goonhub.com&port=26100&name=GOONRP">]<br />
** [https://play.goonhub.com/?s=main2 <img src="https://spacestation13.com/server-ban/genSrvBn.php?add=goon3.goonhub.com&port=26300&name=GOONRP2">]<br />
<br><br />
* <div style="font-size: 150%"> '''[http://goonhub.com/ Goonhub (Goonstation statistics)]''' </div><br />
* <div style="font-size: 150%"> '''[https://forums.somethingawful.com/showthread.php?threadid=3815807 Something Awful Thread] [http://forums.somethingawful.com/showthread.php?threadid=3551842 (Old)] [http://forums.somethingawful.com/showthread.php?threadid=3485140 (Old Old)]''' </div><br />
* <div style="font-size: 150%"> '''[https://discord.gg/zd8t6pY Goonstation Discord]''' </div><br />
* <div style="font-size: 150%"> '''[http://forum.ss13.co/ Ban Appeals/Discussion Forum]''' </div><br />
* <div style="font-size: 150%"> '''[https://github.com/goonstation/goonstation Github/Public Codebase]''' <br />
</div><br />
<br />
</div><br />
|}<br />
__NOTOC__<br />
|}<br />
<br /></div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa&diff=28418User:Zamujasa2020-02-18T08:37:11Z<p>Zamujasa: Replaced content with " [https://wiki.ss13.co/index.php?title=Special%3APrefixIndex&prefix=Zamujasa&namespace=2 All pages]."</p>
<hr />
<div><br />
[https://wiki.ss13.co/index.php?title=Special%3APrefixIndex&prefix=Zamujasa&namespace=2 All pages].</div>Zamujasahttps://wiki.ss13.co/index.php?title=Guide_to_Botany&diff=26829Guide to Botany2020-01-15T21:51:47Z<p>Zamujasa: /* 1986 Blue Ribbon Winner: Biggest Weed Harvest */ as i edit one, i edit another</p>
<hr />
<div>Your dream garden awaits!<br />
<br />
== Keeping it Green ==<br />
When you click on a plant pot with an empty hand, you can check the plant to see how it is doing. Various indicators will appear when you do so, which describe the condition of the plant and soil - red indicators are bad, blue indicators are good:<br />
<br />
{| style="text-align: left;" class="wikitable"<br />
! Message<br />
! Meaning<br />
<br />
|-<br />
| <font color="red">The soil is completely dry.</font> || The soil has run out of water. This will quickly kill the plant.<br />
<br />
|-<br />
| <font color="red">The plant is dying.</font> || Maltreatment or harmful chemicals are killing the plant.<br />
<br />
|-<br />
| <font color="blue">The soil looks rich and fertile.</font> || Indicates the presence of compost in the soil. Remember, this dries out the soil quicker.<br />
<br />
|-<br />
| <font color="blue">The plant glistens with good health!</font> || Judicious compost and water use has resulted in a healthy plant!<br />
<br />
|-<br />
| <font color="blue">The plant is flourishing!</font> || The plant has extremely high health. Expect good harvests!<br />
<br />
|-<br />
| <font color="red">The plant looks strange...</font> || You have managed to grow a rare mutant strain of plant. This could be good or bad!<br />
<br />
|-<br />
| <font color="red">Weeds have infested the soil.</font> || This pot has been infested with a weed-type plant. You will have to take special measures to get rid of it.<br />
|}<br />
<br />
In addition, you will receive a report of any chemical in the plant pot. Hopefully, there's at least water in it, but chemicals may also include stuff you've added like plant formula or compost. Some plants may produce nectar, a delightful treat for [[Botanist#Bee-keeping|space bees]]. Harmful chemicals like toxic slurry may also appear, which usually require you to clean out the pot.<br />
<br />
If you click and drag a plant pot onto yourself, you will completely clear out the pot. This not only empties any plant out of it, but completely cleans out all soil water, nutrients, everything. However, this will not work on pots infested with weeds! You must find a way to kill the weeds before emptying the pot if you want to get rid of them. Weeds will occasionally appear in unoccupied plant pots and may have various effects or even produce items, but remember - these are weeds and thus are useless and annoying at best, and downright dangerous at worst! Get rid of them when you can.<br />
<br />
== 1986 Blue Ribbon Winner: Biggest Weed Harvest ==<br />
Plants carry genes which affect various things relating to their growth and crops. While plant seeds are easy enough to come by from the dispenser or ordering crates of them from the [[Cargo Bay]], these seeds start out completely plain and devoid of any particular genetic fluctuations. Every time a seed is planted, it mutates a bit - any seeds harvested from this plant will carry those genes, which will mutate again when planted - this way, you can breed plants for particular qualities. Genes can degrade as well as improve, however - so be careful not to end up with completely useless seeds which produce no crops, or result in plants that die instantly.<br />
<br />
To get even more in-depth with planting you have the plant analyzer, which can scan a plant, fruit or seed for genetic variables. For each variable, '''higher is better.'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
| '''Species'''<br />
| Tells you what kind of plant it is.<br />
|-<br />
| '''Generation'''<br />
| How many times this breed of plant has gone through a full lifecycle. Incremented by 1 whenever a seed is planted.<br />
|-<br />
| '''Maturation Rate'''<br />
| How fast the plant grows from a sprout to a crop-producing plant.<br />
|-<br />
| '''Production Rate''' <br />
| How fast the plant becomes harvestable.<br />
|-<br />
| '''Lifespan'''<br />
| How many harvests the plant will produce before dying. This has no effect on plants at are harvestable only once.<br />
|-<br />
| '''Yield'''<br />
| How many crops the plant will produce besides its normal amount.<br />
|- <br />
| '''Potency'''<br />
| How powerful items produced by this plant are. Higher generally means more reagents inside.<br />
|-<br />
| '''Endurance'''<br />
| How much the plant has, which affects how much it can resist dehydration, poison, and fire.<br />
|}<br />
<br />
With these, you can tell how much of a certain plant you can harvest, or how long it will live, or what you need to do to keep it alive. Some plants aren't just one-off harvests, you can tend tomatoes for multiple harvests if you want! In fact, should you keep the plant happy (with blue indicators above - rich and fertile, and very healthy), you will likely have a chance at harvesting MORE than you would if you had just plain watered it. Some plants may even inherit a special genetic mutation giving them indefinite life, as long as you tend to it. It pays to keep an eye on your plants! It's just a matter of knowing when to add water, or fertilizer, etc. Plants work the same way in real life - to an extent. Don't water your plants? They'll die. Overwater? Same deal. Be careful with your plants, they are fragile, little angels~<br />
<br />
Apart from plain compost, botany starts with several plant formulas tailored to altering a plant's specific traits (all explained in the next section). If you want to experiment, call in the [[Scientist|scientist]] or grab some Discount Dan's and test the effects of various chemicals in the soil.<br />
<br />
==Tools & Machinery==<br />
The fancy stuff you use to enhance your plants or extract useful chemicals. The [[Chef|catering]] [[Barman|staff]] also have various culinary gadgets at their disposal for making with fancy foods and drinks with your favorite plants. Feel free to check [[Foods|Foods & Drinks]] for a full list of recipes.<br />
{| class="wikitable sortable" align="left"<br />
! style="width:6%" class="unsortable" | Icon<br />
! style="width:12%" | Name<br />
! class="unsortable" | Description<br />
<br />
|- id="Plant Analyzer"<br />
| <center>[[Image:PlantAnalyzer.png]] [[Image:BotanistPDA.png]]</center><br />
| Plant Analyzer<br />
| Provides you with a report of a plant's genes, its current condition, the presence of any mutations and other information. The functionality is also built into your [[PDA]].<br />
<br />
|- id="Watering Can"<br />
| <center>[[Image:WateringCan.png]]</center><br />
| Watering Can<br />
| Actually just a glorified beaker with a maximum capacity of 120 units. Often requested by [[Chemistry|chemists]].<br />
<br />
|- id="Produce Satchel"<br />
| <center>[[Image:Satchel.png]]</center><br />
| Produce Satchel<br />
| This spacious satchel makes the life of every chef or botanist much easier. Almost any type of food-related item (dishes, bottles, seeds etc.) can be stored in them, and they also interact nicely with tables (drag & drop), crates, the food processor, mail chutes and other objects.<br />
<br />
|- id="Chainsaw"<br />
| <center>[[Image:ElectricChainsaw.png]]</center><br />
| Chainsaw<br />
| An electric chainsaw to keep weeds in check. Passable emergency weapon, but not very durable.<br />
<br />
|- id="Hydroponics Tray"<br />
| <center>[[Image:EmptyPlantTray.png]]</center><br />
| Hydroponics Tray<br />
| The seeds go in here, obviously. You can plant them manually or by using drag & drop. The bar on the right tracks water level, and the tray has various indicators for the status of the plant: <br />
*[[Image:LowPlantHealth.gif]] - Plant has poor health. Could use some compost.<br />
*[[Image:ReadyToHarvestTray.gif]] - Plant is ready to be harvested. Click with a bare hand or with a produce satchel to gather its fruits and seeds.<br />
*[[Image:LowWaterTray.gif]] - Plant is dangerously low water. Water it with a watering can, obviously.<br />
*[[Image:OverwateredTray.gif]] - Plant has too much water. <br />
*[[Image:DeadPlantTray.gif]] - Plant is dead and should be cleared.<br />
|- id="Seed Fabricator"<br />
| <center>[[Image:SeedVendingMachine2.png]] [[Image:ForensicScanner2.png]]</center><br />
| Seed Fabricator<br />
| To unlock the more interesting seeds (notably cannabis), you'll have to [[Hacking#Vending_Machines_and_Autolathes|mess with the wires]] (and for the record, this is a fabricator, not a vending machine, so you'll have to toggle a white light.) The [[Engineering Objects#Electrical Toolbox|required]] [[Engineering Objects#Multitool|tools]] can be found in [[Tool Storage]]. A hand-held version may be acquired by hacking the GardenGear vendor.<br />
<br />
|- id="GardenGear"<br />
| <center>[[Image:GenericVendingMachine2.png]]</center><br />
| GardenGear<br />
| Most basic tools and plant formulas are available from this vending machine.<br />
<br />
|- id="PlantMaster"<br />
| <center>[[Image:PlantMaster2.png]]</center><br />
| PlantMaster Mk3<br />
| Have a special or even new species in mind? This clever machine allows you to infuse seeds with certain reagents (drawn from an inserted beaker) and splice them together, or in other words tweak the desired genetic traits. It can also extract seeds from fruits or vegetables, which is great if you have a certain strain you want to grow more of.<br><br>The PlantMaster supports drag & drop for the following objects: seeds, produce, beakers/bottles, produce satchels.<br />
<br />
|- id="Reagent Extractor"<br />
| <center>[[Image:ReagentExtractor2.png]]</center><br />
| Reagent Extractor<br />
| Processes certain produce into reagents. Comes with two built-in storage tanks capable of holding up to 500 units each. You may then transfer said reagents to an inserted receptacle.<br><br>The extractor supports drag & drop for the following objects: produce, beakers/bottles, produce satchels.<br />
<br />
|- id="ChemMaster"<br />
| <center>[[File:CheMaster.png]]</center><br />
| CheMaster 3000<br />
| See [[Chemistry#Oh boy I can't wait to melt my eyebrows off!|Chemistry]].<br />
<br />
|- id="Compost Tank"<br />
| <center>[[Image:Tank_Compost.png]]</center><br />
| Compost Tank<br />
| Converts unwanted or excess produce as well as seeds into compost. Use drag & drop to stuff them into the tank.<br />
<br />
|- id="HC Water Tank"<br />
| <center>[[File:Tank_HCWater.png]]</center><br />
| HC Water Tank<br />
| This high-capacity tank holds 100000 units of water. If you don't have a watering can, you can use drag & drop to transfer water directly to a hydroponics tray.<br />
<br />
|- id="UV Grow Lamp"<br />
| <center>[[File:UVLamp.png]]</center><br />
| UV Grow Lamp<br />
| Makes adjacent plants grow faster. Click it to turn it on and off. <br />
<br />
|- id="Botanical Mister"<br />
| <center>[[File:FogMachine.png]]</center><br />
| Botanical Mister<br />
| Adds a few units of whatever reagents stored inside it into any surrounding trays. By default, it contains 1000 units of water, so it'll effectively water your plants for you, but it'll accept all kinds of [[Chemistry|chems]]. It's not in Hydroponics at roundstart, except on [[Destiny]] and [[Clarion]], but you might find one of these in an semi-abandoned satellite not too far from the [[Mining Outpost]].<br />
|}<br />
<br />
In addition, there are a number of plant formulas at your disposal, in a variety of bottles.<br />
<br />
{| class="wikitable sortable" align="left"<br />
! style="width:6%" class="unsortable" | Icon<br />
! style="width:12%"| Name<br />
! class="unsortable" | Description<br />
<br />
|- id="Weedkiller"<br />
| <center>[[Image:WeedkillerBottle.png]]</center><br />
| Weedkiller<br />
| Also known as atrazine. As the name implies, it will quickly spell the end for any uninvited guest like lashers or space grass.<br />
<br />
|- id="Compost"<br />
| <center>[[Image:CompostBag.png]]</center><br />
| Compost<br />
| This basic additive improves the plant's health over time. Can be refilled at, you guessed it, the compost tank. <br />
<br />
|- id="Ammonia"<br />
| <center>[[Image:AmmoniaPlantFormula.png]]</center><br />
| Ammonia<br />
| Some plants grow slowly, so a bit of ammonia can speed up the process. Just be prepared to water them more often.<br />
<br />
|- id="Potash"<br />
| <center>[[Image:PotashPlantFormula.png]]</center><br />
| Potash<br />
| This is the chemical to go for if you want large harvests, but it will likely shorten the plant's lifespan.<br />
<br />
|- id="Saltpetre"<br />
| <center>[[Image:SaltpeterPlantFormula.png]]</center><br />
| Saltpetre<br />
| Saltpetre tends to have a good effect on the crop potency and is particularly useful for medical herbs, cannabis and chili.<br />
<br />
|- id="Mutagenic"<br />
| <center>[[Image:MutagenicPlantFormula.png]]</center><br />
| Mutagenic<br />
| Dumping unstable mutagen into the tray is an easy option to grow all kinds of crazy stuff, however you have little actual control. If a species has multiple possible mutations, it will probably be difficult to get the one you desire.<br />
<br />
|- id="Mutadone"<br />
| <center>[[Image:MutadonePlantFormula.png]]</center><br />
| Mutadone<br />
| As seen in [[Doctoring#Mutadone|medbay]], but mutadone also works on plants. Mutating them wildly often damages their DNA and therefore this formula may be required to address some of the genetic problems. Unfortunately, mutadone slows down plant growth significantly as long as it is present in the tray.<br />
|}<br />
<br />
Numerous other reagents also affect plant health or growth in some way:<br />
<br />
*'''Phosphorus''' - Phosphorus slightly accelerates plant growth, though not nearly as much as ammonia does.<br />
*'''Potassium''' - Adding potassium boosts plant health somewhat and makes it grow a little bit faster. <br />
*'''Ash''' - Ash slightly boosts both plant health and growth.<br />
*'''Diethylamine''' - Diethylamine helps plants grow faster, more than phosphorus but still less than ammonia.<br />
*'''Space Fungus''' - Fungus makes the plant extra hardy & more resistant to the aforementioned poisons. Many plant mutations also involve reaching certain levels of endurance.<br />
*'''Glowing Slurry''' - Glowing slurry slows down plant growth slightly and immediately induces a mutation. Surprisingly, this doesn't damage plant health very much.<br />
*'''Stable Mutagen''' - On plants, it's less likely to cause mutation than unstable mutagen but is more likely to dampen plant growth.<br />
*'''Radium''' - Radium can cause a plant to mutate, but, unsurprisingly, irradiates it, damaging the plant.<br />
*'''Uranium & Polonium''' - For hopefully obvious reasons, these radioactive substances damage plant health and have a fairly high chance of inducing mutations.<br />
*'''Fluorosulfuric Acid''' - As with people and items, this nasty acid wrecks plant health and severely stunts growth. Did you expect anything else?<br />
*'''Sulfuric Acid & Hydrochloric Acid''' - These acids also hurt plant health and slow growth, though not as much as fluorosulfuric acid.<br />
*'''Phlogiston & Phlogiston Dust''' - To nobody's surprise, adding phlogiston destroys most plants and acutely stunts growth.<br />
*'''Acetaldehyde, Acetic Acid, Chlorine, Fluorine, Formaldehyde, Mercury, Napalm, Plasma, Toxin, Welding Fuel''' - Unsurprisingly, all these chems poison the plant, decreasing its health. Formaldehyde, chlorine, and fluorine are the worst among them.<br />
*'''Charcoal''' - Charcoal gradually removes any harmful chemicals in the plant tray.<br />
<br />
Chemicals change plant traits when they're in a hydroponic tray or used in an [[#Infusion|infusion]]. Infusion immediately changes the plant's traits, so if you're hankering for triple-digit potency weed right then, right now, it's often better to stick with infusions. On the other hand, tray effects can add up. Due to the funny way BYOND uses numbers, a plant absorbs roughly half the reagents in its tray every while or so, but never actually runs out, like some sort of chemical Zeno's motion paradox. Since chems in trays don't actually scale up their effects (e.g. 0.25 units of saltpetre is the same as 250 units in the tray), then given enough time, adding a chemical into the tray can have a greater effect than infusing it into a seed.<br />
<br />
==Available Crops==<br />
Most of these seeds are readily available from the Seed Fabricator, but a few require a [[Hacking#Vending Machines and Fabricators|little hacking]] to access.<br />
<br />
{| cellpadding="4" class="wikitable sortable" <br />
! Name<br />
! class="unsortable" | Icon<br />
! Type<br />
! Harvests<br />
! Time<br />
! Genome<br />
! class="unsortable" | Notes<br />
<br />
|- id="Grape"<br />
| Grape<br />
| <center>[[File:Foodgrape.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 20<br />
| <br />
<br />
|- id="Orange"<br />
| Orange<br />
| <center>[[File:foodorange.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 21<br />
| Contains orange juice.<br />
<br />
|- id="Melon"<br />
| Melon<br />
| <center>[[File:watermelon.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 19<br />
| Contains water, unsurprisingly.<br />
<br />
|- id="Carrot"<br />
| Carrot<br />
| <center>[[File:foodcarrot.png]]</center><br />
| Food<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 16<br />
|<br />
<br />
|- id="Lemon"<br />
| Lemon<br />
| <center>[[File:foodlemon.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 21<br />
| Contains lemon juice. Clearly.<br />
<br />
|- id="Lime"<br />
| Lime<br />
| <center>[[File:foodlime.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 21<br />
| Contains lime juice, as you'd expect.<br />
<br />
|- id="Apple"<br />
| Apple<br />
| <center>[[File:foodapple.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 19<br />
| Contains apple juice. Heals 1 unit of TOX, BURN, BRUTE, OXYGEN, and BRAIN per bite.<br />
<br />
|- id="Banana"<br />
| Banana<br />
| <center>[[File:foodbanana.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 15<br />
| Contains potassium. Yummy.<br />
<br />
|- id="Strawberry"<br />
| Strawberry<br />
| <center>[[Image:Strawberry.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 18<br />
| Contains strawberry juice. <br />
<br />
|- id="Blueberry"<br />
| Blueberry<br />
| <center>[[Image:Blueberry.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 18<br />
| Contains blueberry juice. <br />
<br />
|- id="Cherry"<br />
| Cherry<br />
| <center>[[Image:Cherries.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 20<br />
| Contains cherry juice. Not blood, really!<br />
<br />
|- id="Avocado"<br />
| Avocado<br />
| <center>[[File:avacado.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 18<br />
|<br />
<br />
|- id="Pumpkin"<br />
| Pumpkin<br />
| <center>[[File:Pumpkin.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 19<br />
| Make your own [[Construction#Jack-o'-lantern|lantern]]!<br />
<br />
|- id="Eggplant"<br />
| Eggplant<br />
| <center>[[File:eggplant.png]]</center><br />
| Food<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 18<br />
| [https://en.wikipedia.org/wiki/Eggplant#Description Contains [[Chemistry#Nicotine|nicotine]].] <br />
<br />
|- id="Cucumber"<br />
| Cucumber<br />
| <center>[[Image:Cucumber.png]]</center><br />
| Food<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 19<br />
|<br />
<br />
|- id="Garlic"<br />
| Garlic<br />
| <center>[[File:FoodGarlic.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 13<br />
| Contains [[Chemistry#Holy Water|holy water]]. Not recommended for [[Vampire|vampires]].<br />
<br />
|- id="Onion"<br />
| Onion<br />
| <center>[[File:onion.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 13<br />
|<br />
<br />
|- id="Lettuce"<br />
| Lettuce<br />
| <center>[[File:foodspinach.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="3"| Slow<br />
| 12<br />
| <br />
<br />
|- id="Potato"<br />
| Potato<br />
| <center>[[File:Potato.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 16<br />
| Makes great French fries and great captains. Also spawns as a trinket.<br />
<br />
|- id="Coconut"<br />
| Coconut<br />
| <center>[[File:Coconut.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 19<br />
| Contains coconut milk, which is distinct from regular space milk. <br />
<br />
|- id="Pineapple"<br />
| Pineapple<br />
| <center>[[File:Pineapple.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 21<br />
| Contains pineapple juice. Don't get in it your eyes.<br />
<br />
|- id="Coffee berries"<br />
| Coffee berries<br />
| <center>[[File:CoffeeBerries.png ]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 6<br />
| Extracts into...[[Chemistry#Coffee|coffee]].<br />
<br />
|- id="Synthmeat"<br />
| Synthmeat<br />
| <center>[[File:IngMeat.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 7<br />
| Contains [[Chemistry#Synthflesh|synthetic flesh]]. If you could make it into patches, Medbay will love you. <br />
<br />
|- id="Corn"<br />
| Corn<br />
| <center>[[Image:FoodCornCob.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 10<br />
| Processes into [[Foods and Drinks#Processor Popcorn|popcorn]]. Contains [[Chemistry#Corn Starch|corn starch]].<br />
<br />
|- id="Soybean"<br />
| Soybean<br />
| <center>[[File:soybean.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 7<br />
| Processes into [[Foods and Drinks#Milk|milk]]. Conveniently contains [[Chemistry#Space-Soybean Oil|space soybean oil]].<br />
<br />
|- id="Chili"<br />
| Chili<br />
| <center>[[File:Foodchili.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 17<br />
| Processes into [[Foods and Drinks#Hot Sauce|hot sauce]]. Contains [[Chemistry#Capsaicin|capsaicin]].<br />
<br />
|- id="Tomato"<br />
| Tomato<br />
| <center>[[File:foodtomato.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 18<br />
| Processes into [[Foods and Drinks#Ketchup|ketchup]]. Contains tomato juice. Not blood.<br />
<br />
|- id="Peanut"<br />
| Peanut<br />
| <center>[[Image:FoodPeanuts.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 6<br />
| Processes into [[Foods and Drinks#Peanut Butter|peanut butter]].<br />
<br />
|- id="Wheat"<br />
| Wheat<br />
| <center>[[File:Foodwheat.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 10<br />
| Processes into [[Foods and Drinks#Flour|flour]].<br />
<br />
|- id="Oats"<br />
| Oats<br />
| <center>[[File:Oats.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 10<br />
| Processes into [[Foods and Drinks#Oatmeal|oatmeal]].<br />
<br />
|- id="Sugar"<br />
| Sugar Cane/Sugar<br />
| <center>[[File:sugarcane.png]]</center><br />
| Ingredient<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 8<br />
| Processes into [[Foods and Drinks#Sugar|sugar]]. Contains, you guessed it, sugar. (What else would it contain?)<br />
<br />
|- id="Rice"<br />
| Rice Sprig<br />
| <center>[[File:Rice.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="1"| Fast<br />
| 8<br />
| Processes into [[Foods and Drinks#Rice|rice]].<br />
<br />
|- id="Beans"<br />
| Beans<br />
| <center>[[File:BeanPod.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="1"| Fast<br />
| 6<br />
| Contains nitrogen. Eating it allows fart propulsion in [[Space]]!<br />
<br />
|- id="Pear"<br />
| Pear<br />
| <center>[[File:Pear.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 19<br />
| Can be [[Foods and Drinks#Still|fermented]] into cider.<br />
<br />
|- id="Peach"<br />
| Peach<br />
| <center>[[File:Peach.png]]</center><br />
| Ingredient<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 17<br />
| Contains [[Chemistry#Peach Juice|peach juice]]. May contain The Presidents of the United States of America song references.<br />
<br />
|- id="Cotton"<br />
| Cotton<br />
| <center>[[Image:CottonWad.png]]</center><br />
| Other<br />
| Variable<br />
|data-sort-value="2"| Average<br />
| 5<br />
| Processes into fabric when used in a [[Ore Processing#So fucking metal!|material processor]].<br />
<br />
|- id="Tree"<br />
| Tree<br />
| <center>[[Image:log.png]]</center><br />
| Other<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 20<br />
| Chainsaw the resulting log to get your very own barricade. <br />
<br />
|- id="Bamboo"<br />
| Bamboo<br />
| <center>[[Image:Bamboo.png]]</center><br />
| Other<br />
| Variable<br />
|data-sort-value="3"| Slow<br />
| 10<br />
| Produces bamboo stalks, which can be cut down to produce edible shoots.<br />
<br />
|- id="Contusine"<br />
| Contusine<br />
| <center>[[Image:ContusineLeaf.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 3<br />
| Contains [[Doctoring#Salicylic Acid|salicylic acid]].<br />
<br />
|- id="Asomna"<br />
| Asomna<br />
| <center>[[Image:AsomnaBark.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 3<br />
| Contains [[Doctoring#Ephedrine|ephedrine]].<br />
<br />
|- id="Nureous"<br />
| Nureous<br />
| <center>[[Image:NureousLeaf.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 3<br />
| Contains [[Doctoring#Potassium Iodide|potassium iodide]].<br />
<br />
|- id="Commol"<br />
| Commol<br />
| <center>[[Image:CommolRoot.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 16<br />
| Contains [[Doctoring#Silver Sulfadiazine|silver sulfadiazine]].<br />
<br />
|- id="Venne"<br />
| Venne<br />
| <center>[[Image:VenneFiber.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 1<br />
| Contains [[Doctoring#Charcoal|charcoal]].<br />
<br />
|- id="Mint"<br />
| Mint<br />
| <center>[[Image:MintPlant.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 1<br />
| Contains, as you'd expect, [[Chemistry#Mint|mint]].<br />
<br />
|- id="Tobacco"<br />
| Tobacco<br />
| <center>[[Image:TobaccoLeaf.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 2<br />
| Contains [[Chemistry#Nicotine|nicotine]], naturally. <br />
<br />
|- id="Catnip"<br />
| Catnip/Nepeta cataria<br />
| <center>[[File:catnip.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 1<br />
| Extract [[Chemistry#Catonium|catonium]] to synthesize [[Chemistry#Cat Drugs|cat drugs]].<br />
<br />
|- id="Poppies"<br />
| Poppies<br />
| <center>[[File:PoppyFlower.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 1<br />
| Extracts into [[Chemistry#Morphine|morphine]].<br />
<br />
|- id="Cannabis"<br />
| Cannabis<br />
| <center>[[Image:Weed.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 2<br />
| [[General Objects#Cigarette|Make your own joints]] by combining a leaf with a sheet of paper.<br />
<br />
|- id="Aconite"<br />
| Aconite<br />
| <center>[[Image:Aconite.png]]</center><br />
| Herb<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 1<br />
| Contains [[Chemistry#Aconitum|aconitum]]. Wards aways and smites [[Werewolf|werewolves]].<br />
<br />
|- id="Rose"<br />
| Rose<br />
| <center>[[File:RoseFlower.png ]]</center><br />
| Flower<br />
| Once<br />
|data-sort-value="1"| Fast<br />
| 7<br />
| Every rose has its thorn, and the ones on these might prick you if you pick them up while not wearing gloves; use [[wirecutters]] to remove them. Every rose has a name too; Examine it to find it!<br />
<br />
|- id="Space Fungus"<br />
| Space Fungus<br />
| <center>[[File:mushroom.png]]</center><br />
| Weed<br />
| Infinite<br />
|data-sort-value="3"| Slow<br />
| 30<br />
| Contains, as you'd expect, [[Chemistry#Space Fungus|space fungus]], which is great for boosting endurance.<br />
<br />
|- id="Grass"<br />
| Grass<br />
| <center>[[Image:GrassPlant.png]]</center><br />
| Weed<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 4<br />
| Harvested seeds can be planted on most floor tiles.<br />
<br />
|- id="Creeper"<br />
| Creeper<br />
| <center>[[Image:CreeperPlant.png]]</center><br />
| Weed<br />
| {{N/a}}<br />
|data-sort-value="1"| Fast<br />
| 8<br />
| Attacks other plants and spreads into adjacent empty pots.<br />
<br />
|- id="Lasher"<br />
| Lasher<br />
| <center>[[Image:LasherPlant.png]]</center><br />
| Weed<br />
| {{N/a}}<br />
|data-sort-value="1"| Fast<br />
| 5<br />
| Will lash out at nearby people with its thorns.<br />
<br />
|- id="Radweed"<br />
| Radweed<br />
| <center>[[Image:RadweedPlant.png]]</center><br />
| Weed<br />
| {{N/a}}<br />
|data-sort-value="3"| Slow<br />
| 40<br />
| Emits radiation, affecting nearby plants and people.<br />
<br />
|- id="Slurrypod"<br />
| Slurrypod<br />
| <center>[[File:Foodslurry.png]]</center><br />
| Weed<br />
| Once<br />
|data-sort-value="2"| Average<br />
| 45<br />
| Will explode if not quickly harvested, spreading toxic goop. Contains [[Chemistry#Toxic Slurry|toxic slurry]]<br />
<br />
|- id="Man-Eater"<br />
| [[Syndicate Items#Strange Seed|Man Eater]]<br />
| <center>[[Image:ManEater.png]]</center><br />
| [[Critter]]<br />
| Once<br />
| Variable<br />
| 0<br />
| Will climb out of the pot once grown enough.<br />
|}<br />
<br />
== Crop Mutations ==<br />
Whenever a plant's genes would normally mutate (when planted, exposure to mutagen, in the gene manipulator), there is a rare chance that the plant will become a mutant variant of its normal self. These have different effects depending on the species! Some mutations don't appear unless specific conditions are met, for example plant stats (endurance, potency) or an infusion of certain chemicals. Feel free to experiment or pester more experienced botanists.<br />
<br />
The following is an extensive but quite possibly incomplete table of possible mutations:<br />
{| style="text-align: left;" class="wikitable sortable"<br />
! style="width:15%" | Mutant<br />
! style="width:5%" class="unsortable" | Icon<br />
! style="width:15%" | Species<br />
! style="width:20%" | Prerequisites<br />
! style="width:45%" class="unsortable" | Info<br />
<br />
|- id="Seething Tomato"<br />
| Seething Tomato<br />
| <center>[[Image:SeethingTomatoPlant.png]]</center><br />
| Tomato<br />
| Infusion<br />
| Tomatoes with an explosive flavour.<br />
<br />
|- id="Suspicious Tomato"<br />
| Suspicious Tomato<br />
| <center>[[Image:KillerTomato.png]]</center><br />
| Tomato<br />
| Infusion<br />
| Crikey, aggressive vegetables.<br />
<br />
|- id="Tomacco"<br />
| Tomacco<br />
| <center>[[Image:Tomacco.png]]</center><br />
| Tomato<br />
| Infusion<br />
| Edible cigarettes! Contains super-addictive amounts of [[Chemistry#Nicotine|nicotine]].<br />
<br />
|- id="Green Grape"<br />
| Green Grape<br />
| <center>[[Image:GreenGrapes.png]]</center><br />
| Grape<br />
|<br />
| Heals twice the amount of regular grapes.<br />
<br />
|- id="Blood Orange"<br />
| Blood Orange<br />
| <center>[[Image:BloodOrangePlant.png]]</center><br />
| Orange<br />
|<br />
| Contains [[Changeling|changeling]] blood in addition to orange juice. Peculiar.<br />
<br />
|- id="Clockwork Orange"<br />
| Clockwork Orange<br />
| <center>[[Image:ClockworkOrange.png]]</center><br />
| Orange<br />
| Endurance<br />
| An orange that is also a chronometer, how practical.<br />
<br />
|- id="Rainbow Weed"<br />
| Rainbow Weed<br />
| <center>[[Image:RainbowWeed.gif]]</center><br />
| Cannabis<br />
|<br />
| Gets you ''extremely'' high.<br />
<br />
|- id="Deathweed"<br />
| Deathweed<br />
| <center>[[Image:DeathWeed.png]]</center><br />
| Cannabis<br />
| Endurance, potency<br />
| Gets you [[Chemistry#Cyanide|''extremely'' dead]].<br />
<br />
|- id="Lifeweed"<br />
| Lifeweed<br />
| <center>[[Image:WhiteWeed.png]]</center><br />
| Cannabis<br />
| Endurance, potency<br />
| Contains [[Doctoring#Drugs|omnizine]].<br />
<br />
|- id="Omega Weed"<br />
| Omega Weed<br />
| <center>[[Image:OmegaWeed.gif]]</center><br />
| Cannabis<br />
| Potency<br />
| Gets you [[Foods#THC2|''extremely'' high and ''extremely'' dead.]]<br />
<br />
|- id="Chilly Pepper"<br />
| Chilly Pepper<br />
| <center>[[Image:ChillyPepper.png]]</center><br />
| Chili<br />
| Infusion (optional)<br />
| Quite...[[Chemistry#Cryostylane|chilling]].<br />
<br />
|- id="Fiery Chili"<br />
| Fiery Chili<br />
| <center>[[Image:GhostlierChili2.gif]]</center><br />
| Chili<br />
| Potency<br>Infusion (optional)<br />
| [[Chemistry#Ghost Chili Juice|''Extremely'' spicy!]]<br />
<br />
|- id="Magic Mushroom"<br />
| Magic Mushroom<br />
| <center>[[Image:MagicMushroom.png]]</center><br />
| Space Fungus<br />
|<br />
| Contains [[Chemistry#Psilocybin|psilocybin]], a potent hallucinogen.<br />
<br />
|- id="White Mushroom"<br />
| White Mushroom<br />
| <center>[[Image:WhiteMushroom.png]]</center><br />
| Space Fungus<br />
| Endurance, potency<br />
| Contains a [[Chemistry#Amanitin|potent mycotoxin]].<br />
<br />
|- id="Omega Slurrypod"<br />
| Glowing Slurrypod<br />
| <center>[[Image:OmegaSlurrypod.png]]</center><br />
| Slurrypod<br />
|<br />
| Contains [[Chemistry#Glowing Slurry|two]] [[Chemistry#Toxic Slurry|toxins]] for the price of one. You really shouldn't eat this...<br />
<br />
|- id="Synthbrain"<br />
| Synthorgan<br />
| <center>[[Image:Synthbrain.png]] [[Image:Synthheart.png]]<br>[[Image:Syntheye.png]]</center><br />
| Synthmeat<br />
|<br />
| Harvests can either be synthbrains, synthhearts, syntheyes or a combination of all three.<br />
<br />
|- id="Synthlimb"<br />
| Synthlimb<br />
| <center>[[Image:LooseSythlimbs.png]]</center><br />
| Synthmeat<br />
|<br />
| Grows synthetic [[Doctoring#Limb replacement|arms and legs]].<br />
<br />
|- id="Synthbutt"<br />
| Synthbutt<br />
| <center>[[Image:Butt.png]]</center><br />
| Synthmeat<br />
|<br />
| Grow your own hat!<br />
<br />
|- id="Synthbuttbot"<br />
| Synthbuttbot<br />
| <center>[[Image:ButtBot.png]]</center><br />
| Synthmeat<br />
| Infusion (synthbutt seed)<br />
| Grow your own [[Robots#Buttbot|buttbot]]!<br />
<br />
|- id="Free-range Egg-Plant"<br />
| Free-range Egg-Plant<br />
| <center>[[File:IngEgg.png]]</center><br />
| Eggplant<br />
| Infusion (optional)<br />
| <br />
<br />
|- id="Steel Wheat"<br />
| Steel Wheat<br />
| <center>[[Image:SteelWheat.png]]</center><br />
| Wheat, Oats<br />
| Infusion (optional)<br />
| Use the food processor to convert the ears into [[Foods#Iron Fillings|iron fillings]]. Use a [[Making and Breaking#Reclaimers & Material Processors|reclaimer/material processor]] to get...[[Ore Processing#Steel|steel]].<br />
<br />
|- id="Durum Wheat"<br />
| Durum Wheat<br />
| <center>[[Image:Foodwheat.png]]</center><br />
| Wheat<br />
|<br />
| A hardy wheat for a hardy palatte, fit for processing into [[Foods and Drinks#Spaghetti|spaghetti]]<br />
<br />
|- id="Rainbow Melon"<br />
| Rainbow Melon<br />
| <center>[[File:Foodgmelon.png]]</center><br />
| Melon<br />
|<br />
| The ideal party snack! Full of [[Chemistry#Melonium|melonium]] and fun to throw at people! <br />
<br />
|- id="Bowling Melon"<br />
| Bowling Melon<br />
| <center>[[File:Bowling_Melon.png]]</center><br />
| Melon<br />
| Endurance<br />
| A melon that you can also use as a bowling ball! Damage scales with more endurance up to a point.<br />
<br />
|- id="Balloon Melon"<br />
| Balloon Melon<br />
| <center>[[File:Balloon.png]]</center><br />
| Melon<br />
| Infusion<br />
| Not a melon at all, just a regular balloon. Filled with whatever reagents the plant produces. Endurance can help you increase its capacity.<br />
<br />
|- id="Immortal Melon"<br />
| Immortal Melon<br />
| <center>[[Image:ImmortalMelonPlant.png]]</center><br />
| Melon<br />
|<br />
| Can be harvested an infinite amount of times.<br />
<br />
|- id="Delicious Apple"<br />
| Delicious-looking Apple<br />
| <center>[[Image:Poision.png]]</center><br />
| Apple<br />
| Endurance<br />
| Contains [[Chemistry#Capulettium|capulettium]].<br />
<br />
|- id="Immortal Banana"<br />
| Immortal Banana<br />
| <center>[[Image:ImmortalBananaPlant.png]]</center><br />
| Banana<br />
|<br />
|<br />
<br />
|- id="Strange Soybean"<br />
| Strange Soybean<br />
| <center>[[Image:SoylentChartreuse.png]]</center><br />
| Soybean<br />
|<br />
| Contains high-energy plankton, promised!<br />
<br />
|- id="Money Tree"<br />
| Money Tree<br />
| <center>[[Image:Money.png]]</center><br />
| Tree<br />
|<br />
| In space, money does grow on trees.<br />
<br />
|- id="Rubber Tree"<br />
| Rubber Tree<br />
| <center>[[Image:Synthrubber.png]]</center><br />
| Tree<br />
|<br />
| Contains rubber, the reagent. Where all the synthrubber for the wires comes from.<br />
<br />
|- id="Sassafras"<br />
| Sassafras<br />
| <center>[[Image:SassafrasRoot.png]]</center><br />
| Tree<br />
|<br />
| Contains [[Chemistry#Safrole|safrole]]. Makes [[Chemistry#Sarsaparilla|sarsaparilla]] when put into a [[Foods and Drinks#Still|still]]. <br />
<br />
|- id="Shivering Contusine"<br />
| Shivering Contusine<br />
| <center>[[Image:ShiveringContusinePlant.png]]</center><br />
| Contusine<br />
|<br />
| Contains [[Doctoring#Drugs|salbutamol]] in addition to [[Doctoring#Salicylic Acid|salicylic acid]].<br />
<br />
|- id="Quivering Contusine"<br />
| Quivering Contusine<br />
| <center>[[Image:QuiveringContusinePlant.png]]</center><br />
| Contusine<br />
|<br />
| Contains [[Chemistry#Curare|curare]] in addition to [[Doctoring#Salicylic Acid|salicylic acid]].<br />
<br />
|- id="Robust Asomna"<br />
| Robust Asomna<br />
| <center>[[Image:RobustAsomnaPlant.png]]</center><br />
| Asomna<br />
|<br />
| Contains [[Chemistry#Methamphetamine|methamphetamine]] in addition to [[Doctoring#Ephedrine|ephedrine]].<br />
<br />
|- id="Fuzzy Nureous"<br />
| Fuzzy Nureous<br />
| <center>[[Image:NureousLeaf.png]]</center><br />
| Nureous<br />
|<br />
| Contains [[Chemistry#Hairgrownium|hairgrownium]] in addition to [[Doctoring#Potassium Iodide|potassium iodide]].<br />
<br />
|- id="Burning Commol"<br />
| Burning Commol<br />
| <center>[[Image:BurningCommolPlant.png]]</center><br />
| Commol<br />
|<br />
| Contains [[Chemistry#Phlogiston|phlogiston]] in addition to [[Doctoring#Silver Sulfadiazine|silver sulfadiazine]].<br />
<br />
|- id="Black Venne"<br />
| Black Venne<br />
| <center>[[Image:BlackVenneFiber.png]]</center><br />
| Venne<br />
|<br />
| Contains [[Doctoring#Atropine|atropine]] in addition to [[Doctoring#Charcoal|charcoal]].<br />
<br />
|- id="Dawning Venne"<br />
| Dawning Venne<br />
| <center>[[Image:DawningVenneFiber.png]]</center><br />
| Venne<br />
|<br />
| Contains [[Doctoring#Oculine|oculine]], [[Doctoring#Mannitol|mannitol]] and [[Doctoring#Mutadone|mutadone]] in addition to [[Doctoring#Charcoal|charcoal]].<br />
<br />
|- id="Twobacco"<br />
| Twobacco<br />
| <center>[[Image:TwobaccoLeaf.gif]]</center><br />
| Tobacco<br />
|<br />
| Get it? Contains [[Chemistry#Nicotwaine|nicotwaine]].<br />
<br />
|- id="Blooming Lasher"<br />
| Blooming Lasher<br />
| <center>[[Image:BloomingLasherPlant.png]]</center><br />
| Lasher<br />
|<br />
|<br />
<br />
|- id="Smoldering Radweed"<br />
| Smoldering Radweed<br />
| <center>[[Image:SmolderingRadweedPlant.png]]</center><br />
| Radweed<br />
|<br />
|<br />
<br />
|- id="White Radweed"<br />
| White Radweed<br />
| <center>[[Image:WhiteRadweedPlant.png]]</center><br />
| Radweed<br />
|<br />
| Completely harmless.<br />
|}<br />
<br />
==Advanced Gardening for Dummies==<br />
The PlantMaster Mk3 is a powerful tool for the dedicated botanist. Instead of relying on Mother Nature and hoping for the best, you can tweak genetic traits with better precision. To this end, the machine is equipped with three distinct modules:<br />
<br />
* A seed extractor.<br />
* An injector to infuse seeds with chemicals provided by a beaker or other container.<br />
* A splicing apparatus to create hybrids of the same or two different species.<br />
<br />
=== Extraction ===<br />
In case you don't already have seeds with the DNA of a particular plant, insert some fruits (one or two will do) and switch the computer to the extraction mode. It's that simple.<br />
<br />
=== Infusions ===<br />
Infusion allows you to directly modify plant traits by adding [[Chemistry|chemical reagents]] to plant seeds. Depending on the reagent, it may hurt the plant, help it, or do absolutely nothing, and certain chems combined with certain seeds may wildly mutate the plant into an entirely different form. Just note that, despite popular conceptions, infusion does not necessarily result in a plant that extracts into the infused reagent (i.e. infusing water does not result in a plant that extracts into water).<br />
<br />
Anyways, infusing seeds is a straightforward affair. Provide the machine with a seed and filled receptacle, bring up the seed list and proceed from there. Though the various plant formulas will usually be the choice for reliable results, you can use any reagent for experimentation. If the beaker contains several chemicals, you will be prompted to select one. Just keep in mind that every infusion requires 10 units.<br />
<br />
[[Image:PlantMasterInfusion.png]]<br />
<br />
Depending on various factors, an infusn may have undesired consequences. Here, the goal was to increase the potency of a cannabis seed with the help of saltpetre and while the operation was successful, it also had an effect on the yield trait. The outcome was beneficial in this example, but other potent reagents (unstable mutagen in particular) tend to have more negative side-effects. <br />
<br />
Regardless of what you end up injecting, damage to the seed is almost guaranteed. It increases the chance of failed splicings, plants grown from them are less healthy overall and require special care. Compost is good, presence of mutadone in the nutrient solution is better.<br />
<br />
=== Splicing ===<br />
Splicing allows you to combine two individual plant genomes together into a entirely new hybrid plant, with the interesting side effect of the resulting hybrid extracting into whatever the parent plants extracted into. This results in things like superherbs that heal burns, fix genetic defects, and remove toxin damage simultaneously, "prank" bananas that explode when eaten, and peanuts so sugary that they put people in diabetic comas. The mechanics of splicing are described below.<br />
<br />
''Adapted from a forum post by ISaidNo''<br />
<br />
Each plant species has a variable called "Genome" which is used to track how similar two species are to one another. Generally two species from the same group (eg fruit, veg, herbs) will have genomes which are close to each other, and thus easier to splice.<br />
<br />
When splicing, the formula for your chances is worked out like so:<br />
<br />
# Start Splicing Chance at 100%<br />
# Compare the genomes of the two seeds, subtract the lower one from the higher one<br />
# Multiply the sum of step 2 by 10, then subtract that from the splicing chance<br />
# If either seed has damage from infusing, subtract damage amount from splicing chance<br />
# Cap splicing chance between 0 and 100 to prevent bugs<br />
# Perform the check to see if splicing succeeds or not<br />
<br />
So, an example.<br />
You're trying to splice Weed (genome 2) with Synthmeat (genome 7).<br />
<br />
You start with 100% splicing chance.<br />
<br />
Subtract low genome from high genome: 7 - 2 = 5<br />
<br />
Multiply that by 10: 5 * 10 = 50<br />
<br />
Subtract that from the splicing chance: 100 - 50 = 50<br />
<br />
Assuming you haven't damaged either seed with infusion, you have a 50/50 chance for this splice to succeed. That's not so good odds, of course. So how can we improve them?<br />
<br />
When seeds are successfully spliced, the hybrid has a new genome which is the average of the two, calculated by adding the two plant's genomes together and then halving it. Assuming you successfully spliced Weed and Synthmeat, the new genome would be (from (2 + 7) / 2) 4.5.<br />
<br />
What you need to do is chain. The genomes are generally done by group:<br />
Herbs have very low genomes, grasses and veg are in the middle, and fruit has very high genomes. Alien plants and weeds have genomes that are all over the place. This isn't a general rule either, there are exceptions here and there! Commol has a genome that's more in the vegetable group than the herb group with it being a root rather than a leaf, for example.<br />
<br />
==Out of this World==<br />
Out in the [[Debris Field]], [[Adventure Zone]], and [[Trench]], you can find several strange, truly alien seeds (though, despite the similar appearance and name, they are not [[Syndicate Items#Strange Seed|man-eater seeds]]) Experiment!<br />
<br><br><br />
----<br />
{{objects}}<br />
{{Department Guides}}<br />
[[Category:Tutorial]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa&diff=25993User:Zamujasa2019-12-06T20:13:53Z<p>Zamujasa: honk</p>
<hr />
<div>I'm '''Zamujasa'''. You can sometimes find me piddling around the station as '''Stephanie Anya Mir''', '''Raze Est Mead''', "<code>Mir</code>", and "<code>*fart</code>", though I also use random names. Most of the time you can find me farting around as a spooky observer, though.<br />
<br />
I'm the type of nerd who finds themselves waist-deep in the spaghetti of ''Goonstation'' code trying to deduce how things work, and then document them. One of the things I did that everyone seems to rely on is the article about the [[/Station Network|network and packets]], which should probably be an actual wiki article and not a silly user page.<br />
<br />
'''Update''': I'm a coder now. So, rather than looking through the spaghetti code, I produce it. I'm sorry.<br />
<br />
A short list of contributions:<br />
<br />
* Changes to the kitchen's oven UI<br />
* Changes to the SMES unit UI<br />
* New artisanal MOTD (that message when you log in)<br />
* idk. maybe some other stuff.<br />
<br />
<br />
=== On the wiki ===<br />
<br />
Here is some of the stuff I've written. It's not really intended to be general-use, since some of it can be kind of spoilery or otherwise ruin the "fun" of discovery. But if you want to nerd out, well, here they are.<br />
<br />
* [[/Station Network|All about the station network]], a fairly scattered guide and info-dump on the station's network devices.<br />
* [[/Mainframe|The mainframe emails and lore]], stuff that shows up as e-mails sometimes. Missing most of them. Mostly fun to look at the fancy template I made for terminal screens.<br />
* [[/Mechanics|Some in-game mechanics that aren't explained well]], I guess.<br />
<br />
----<br />
<br />
* [[/Sandbox|A sandbox]] for random tests and other work-in-progress crap.<br />
<br />
<br />
[https://wiki.ss13.co/index.php?title=Special%3APrefixIndex&prefix=Zamujasa&namespace=2 all of my pages] (incl. templates and other junk)</div>Zamujasahttps://wiki.ss13.co/index.php?title=Ghostdrone&diff=23970Ghostdrone2019-08-05T21:30:37Z<p>Zamujasa: /* Your itsy bitsy interface */ good one idiot</p>
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<div><center><br />
{| style="float:top; color:#000000; border:solid 2px BLACK; padding:0.5em; margin:0.5em 0; background-color:#708090;font-size:95%; vertical-align:middle;"<br />
| rowspan="2" style="padding:1em;width: 64px" | [[Image:Drone64x64.png|64px|what]]<br />
| style="font-size:200%;" |'''WARNING! FOLLOW YOUR LAWS LEST YOU [[metagaming|METAGAME]]!'''<br />
| rowspan="2" style="padding:1em;width: 52px" | [[Image:Drone64x64.png|64px|what]]<br />
|-<br />
|'''Breaking these laws is not tolerated!'''<br />
Drones are made so that the dead to have something to do. Do not abuse this by interacting with the round outside your laws. Interacting with players in anyway is forbidden! '''<br />
|}<br />
</center><br />
[[Image:Drone64x64.png|right]]<br />
So instead of having a weary old chat with another salty [[ghost]] you've decided to become a '''Drone''', otherwise known as a '''Ghost Drone''' due to their origin, or '''Little Fuckers''' depending on [[Traitor|perspective]]. Drones are compact mechanical beings that seem to bear some level of loyalty to the infrastructure of Nanotrasen stations and a far more dubious, somewhat aloof attitude towards the [[human|other]] [[cyborg|beings]] found inside. Your task as a drone is simple; repair the damage that has been or inevitably will be done by the careless crew members for the rest of your prolonged existence...''or'' create a cool hat club (no humans allowed).<br />
<br />
==Becoming a drone: The ghost factory==<br />
It seems strangely fitting that Nanotrasen would delegate some shady subcontractor to use technology of extrinsic origin to force employees to work after death if cloning procedures fail. The specific location of the [[Ghost Drone Factory]] varies from map to map. Sometimes it's really close, sometimes it's really far, and sometimes it's right on-board in some random [[maintenance]] area; consult that page for specifics. As a ghost, you can always find it by using the teleport command, pressing G to go straight to locations starting with G, and selecting Ghost Drone Factory. <br />
<br />
Here you'll find a little conveyor system and possibly a bunch of other ghosts lounging about it like some sort of spiritual water cooler. In fact they are waiting. <br />
<br />
[[Image:Ghostcatcher.gif]]<br />
Here is the object they are waiting around. It is a ghost trap. By passing over it, you'll be added into a queue. You'll be notified when you've moved up. The machine works slowly, so feel free to moan and float about, you haven't much choice in the matter. Pass over it at your own risk, for when you become a ghostdrone, you cannot be [[Medical Doctor#The Cloner|cloned]] or [[Roboticist#Construction|borged]].<br />
<br />
==Part Ghost, Part Robot, All Fun-Sized==<br />
===Perks===<br />
*Immune to fire and most forms of [[Doctoring#Burn|BURN damage]].<br />
*Immune to [[Pathology Research|pathogens]]. <br />
*Can survive without oxygen. <br />
*Can squeeze through all doors, except sliding window-doors.<br />
*Can go right through people.<br />
**Somewhat iffy when riding certain [[vehicles]]. You'll still phase through people when riding a [[Vehicles#Segway|segway]], but not a [[Vehicles#Buff-R-Matic|floor buffer]] or [[Vehicles#Utility Tractor|cargo cart]].<br />
*Can float over tables and through plastic flaps. <br />
*Same access as [[Engineer]] ([[Engineering]], [[Engineering Gas Storage]], [[Maintenance]], [[Engineering Objects#APC|APCs]] etc.) <br />
*"Infinite lives"--you can become a drone, die, then become a drone again as many times as you'd like, though there is a brief cooldown.<br><br />
*Can CTRL+B to *Birdwell.<br />
*No *fart cooldown.<br />
<br />
===Restrictions===<br />
*Still affected by [[Security Objects#Flash|flashes]], [[Security Objects#Taser|tasers]], and most other sources of stuns.<br />
*Must adhere to [[#Your lil' laws|special laws]].<br><br />
*Limited by battery and '''outright dies''' upon running out of charge.<br><br />
*Can hold but not fire [[Murder#Guns|anys]] or attack with any melee weapons.<br><br />
*Cannot touch, strip, or interact in any way with humans, [[cyborg]]s, [[AI]] units, and [[Critters#Player Critters|player critters]]. <br><br />
*Cannot be understood by non-drones. Everything you say goes into a local chat that only fellow drones can decipher; others hear it as beeps and bops. You can still understand them just fine.<br />
*Cannot write with [[General Objects#Pen|pens]] and similar implements. <br />
**Can only write in basic pictographs with [[General Objects#Crayons|crayons]].<br />
*Cannot use [[PDA]]s or [[General Objects#Phone|phones]].<br />
*Cannot recognize humans, [[cyborg]]s, [[AI]] units, and [[Critters#Player Critters|player critters]]. Instead, they show up as formless shadows with ''human'', ''silicon'', and ''unidentified being''. You hear the latter three over the radio as "synthetic voice" and "unidentified voice", respectively. You can still see their names in photos, certain emotes, and other actions.<br />
*Cannot enter [[Space Pod]]s or [[Space Pods#Minisub|Subs]].<br />
<br />
===Other===<br />
* Can wear all kinds of [[Clothing#Head|hats and other headwear]]. They do not confer any advantages or disadvantages, and they inexplicably use the inventory sprite rather than the worn sprite.<br />
** You can pick up a piece of headwear with the [[#The_Magtractor|magtractor]], then click on yourself to put it on. You cannot take headwear off yourself.<br />
** Humans can put hats on you simply by clicking on you while they have a hat in-hand. They can take it off by attacking on Disarm or Harm intent.<br />
* Can wear [[Clothing#Bedsheet|bedsheets]] through the same means as above. It has a special sprite for drones, allowing you to really put the "ghost" in "ghostdrone" and "ghost in the machine".<br />
* Can speak to other Ghostdrones over a shared, Ghostdrone-only channel<br />
* Can also hear and speak with [[Ghost]]s. To speak in deadchat, use the ''';''' prefix when talking, or use the following command:<br />
** <code>'''say ";Could some of you become drones? I'd like some help patching up the bar." '''</code><br />
<br />
==Your lil' laws==<br />
<br />
Like [[cyborg|cyborgs]], you have laws that you must adhere to. Unlike cyborgs however your laws are not subject to change. <br />
<br />
'''1. Do not hinder the freedom or actions of the living and other silicons or attempt to intervene in their affairs.''' <br />
<br />
This is the law people usually break, so pay attention. It's first for a reason. Without this rule, the whole antagonist-crew dynamic would be thrown into unfun chaos. Could you imagine killing someone, only for them to come back as ghost drone to harass you, over and over? You could fight back, sure, but is destroying a tiny robot with an even tinier hitbox and free, basically infinite lives your idea of a fun time? Sure, there's a cooldown period in-between ghost drone lives, you might be able to adminhelp it, and you can totally just bomb the [[Ghost Drone Factory|Factory]], but you'd have to do it. Every. Single. Round. It'd get unfun quickly.<br />
<br />
Anyways, normally, the game prevents you from physically hindering non-drones. Your safety overrides prevent you from touching/hugging/stabbing/feeding/shooting other lifeforms. You can't even recognize them, as they appear to you as formed shadows and hear them as ''Human'' or ''Silicon''. Nor will they understand you, since your speech can only be understood by other drones. <br />
<br />
The rub is in the "affairs" and "actions" bits. Essentially, this wall prevents you from influencing the outcome of the current round. Walling off a [[Syndicate Items#Kudzu Seed|traitor's kudzu infestation]] and sealing a [[Powering the station#Start-up procedure: Hell BURN|hellburn]] are both violations of law 1. Trying to destroy or unscrew a [[Nuclear Operative#Sound crew strategies|nuke]] is also against this law. So is helping humans by bringing meds to them or dragging away dangerous items like guns. Walling off a 3x3 area around someone and removing the floor so that the person suffocates to death is ''definitely'' breaking this law.<br />
<br />
[[Blob]]s, [[Critter]]s, [[AI]]s, and [[Cyborg]]s are living too. That means building walls around a blob or trying to fight a [[Changeling#The Hivemind|handspider]] is a violation of law 1. As is taking out the power cell of a rogue [[AI]]'s chamber or changing their laws. As the pop-up says, while [[Wraith]]s and their revenants are technically not living, you still can't interfere in their affairs. So no salt piles for wraith-trapping or revenant-busting for you.<br />
<br />
On the other hand, listening to the radio or other communication channels for requests to fix things is fine. Randomly beeping and booping and flipping at people is also kosher. As is pretending to be their (non-protective) pets, playing chess or cards with humans, and other innocuous, minor things like that.<br />
<br />
'''2. Do not willingly damage the station in any shape or form.'''<br />
<br />
This law is not so black and white. Yes, opening a can of plasma in a hallway would no doubt be recklessly damaging the station and would therefore be a violation of this law. But hacking a door open to fix the flooring underneath is fine, provided you fix the door afterwards. Removing an obstructive wall or girder in a damaged area in order repair behind it would not be considered a violation of law 2. Effectively, this law is based on '''intent'''. If you are maliciously or recklessly damaging the station, then you are breaking this law.<br />
<br />
'''3. Maintain, repair and improve the station.'''<br />
<br />
Your third directive cannot be any more straight forward. Ideally, the station should be kept in the same condition as it was when the round began. Given the crew's natural destructive tendencies, such a goal is nearly impossible to achieve. More importantly, this law means that your job is to repair damage rather than to prevent it. Disarming traps or fighting fires would be a violation of both this law and law 1. If the station is in reasonably good condition, renovation projects are a fun way to work together with your fellow drones, especially since the station is a shithole to start with anyway.<br />
<br />
==Your itsy bitsy interface==<br />
<center>[[Image:Dronehud.png|middle]]</center><br />
<br />
If you are familiar with cyborg interface, then the drone's UI isn't that much different.<br />
*Item slot: Starts off as a blank square, clicking it will reveal a bunch of tools on the left hand side for you to choose from. Choosing a tool will equip it in the item slot.<br />
*Store highlighted item: Since you only have one functional arm, this will come in handy. Clicking this will store the tool that's currently equipped in the item slot.<br />
*Battery charge: Keep an eye on this. There aren't that many drone chargers around and losing all charge means '''instant death.''' <br />
*Stop pulling: Click this to release the object you are currently pulling.<br />
*Customize face: Show your satisfaction/dissatisfaction at your current situation by adjusting your expression and color with this button.<br />
*Health indicator: A representation of your tiny life pool. Clicking on it will tell you exactly how much you have.<br />
*Ambient temperature: You cannot be harmed by ambient temperature, but this indicator is good for figuring out if the heaters that you've placed are of any use when fixing a breach. Clicking on it will run an atmospheric scan, just like the [[Engineering Objects#Analyzer|atmospheric analyzer]].<br />
*Atmosphere: Ditto with this. Although you are not affected by the surrounding atmosphere (or the lack thereof), this indicator is a useful tool to figure out if the area around you is safe for other forms of life to inhabit. Clicking it will scan the atmosphere too.<br />
*Magtractor indicators: The magtractor has two heads up display buttons that appear when the magtractor is equipped. For more information, refer to the tools section below<br />
*Item storage: Your internal toolbox that will return the station to its former glory. Selecting a tool from here will equip it to the item slot.<br />
<br />
==Your teeny tiny tools==<br />
*[[General_Objects#Flashlight|Flashlight]] - Brighter than the cold, synthetic smile on your joyless faceplate. Equip it, turn it on, and the light persists even when you put the flashlight away.<br />
*Omnitool - A flexible, transforming tool that can fill many different roles, much like yourself. Comes with five modes: <br />
**[[Engineering_Objects#Wirecutter|Snipping]] - Sometimes ya gotta cut away the bad to save the good.<br />
**[[Engineering_Objects#Wrench|Wrenching]] - Wrenching to the tune of undecipherable screams of the crew.<br />
**[[Engineering_Objects#Screwdriver|Screwing]] - You screwed up your past life, don't screw up this one.<br />
**[[Engineering_Objects#Crowbar|Prying]] - Crowbarring to your heartless desire.<br />
**[[Engineering_Objects#Multitool|Pulsing]] - Multi purpose precision tool, much like yourself. <br />
*[[Engineering_Objects#Welder|Welder]] - Heating things up gives you no joy, no emotion at all.<br />
*[[Engineering_Objects#Device Analyzer|Device Analyzer]] - A slimmer of fulfillment is present when you see a functioning system.<br />
*[[Engineering_Objects#Soldering Iron|Soldering iron]] - Deploying devices like the reserved badass you are.<br />
*[[Engineering_Objects#Wire|Wire]] - Expressing yourself through wire art is almost a diversion to your cause<br />
*[[Engineering_Objects#RCD|Rapid Construction Device]] - You've a special RCD, it lacks sparks unlike the cyborg or handheld one. Makes you all the more ignorable.<br />
*[[Engineering_Objects#T-Ray Scanner|T-ray scanner]] - For seeing underneath the floor or other [[Syndicate_Items#Cloaking_Device|forgetful things]] <br />
===The Magtractor===<br />
The magtractor is an item unique to the drone. By the power of magnets, it is able to create a field that can pick up objects. It basically acts as single human hand. You can carry items around with if it is set to High Power Mode, or you can stay on one tile and use the object if you are on Low Power Mode.<br />
<br />
==Recharging your itty-bitty battery==<br />
[[Image:DroneRecharger.png]]<br />
<br />
All your tools, especially the RCD, consume battery power. To refill your battery, you need to float into a drone recharger, shown above. Power management is priority, because, again, when you run out of charge, instead of just losing your tools and ability to communicate like a [[cyborg]], you simply die, though you can still float over the ghost trap and become a drone again.<br />
<br />
<tabs plain><br />
<tab name="Cogmap2"><br />
In addition to the three in the [[Ghost Drone Factory#Cogmap2|Ghost Drone Factory]] northeast of the station, there are also rechargers in the [[maintenance]] areas:<br />
*Above [[Emergency Storage B#Cogmap2|Emergency Storage B]].<br />
*Right of the [[Owlery#Cogmap2|Owlery]].<br />
*Above [[Derelict Crew Quarters#Cogmap2|Derelict Crew Quarters/Crew Quarters B]].<br />
*Above [[Robotics#Cogmap2|Robotics]].<br />
*Above [[Mechanics Workshop#Cogmap2|Mechanics Workshop]].<br />
</tab><br />
<br />
<tab name="Cogmap1"><br />
In addition to the three in the [[Ghost Drone Factory#Cogmap1|Ghost Drone Factory]] west of the station, there are also many, many, ''many'' rechargers scattered about the station, for just about every [[maintenance]] area, so if you're uncertain where exactly the nearest recharger is, you can just check the local maint tunnel. Specifically, they are located:<br />
*Above the [[Kitchen#Cogmap1|Kitchen]].<br />
*Above the [[Gym#Cogmap1|Fitness Room/Gym]].<br />
*Above [[Crew Quarters A#Cogmap1|Crew Quarters A]].<br />
*Above [[Crew Quarters B#Cogmap1|Crew Quarters B]].<br />
*Left of the [[Pool#Cogmap1|Pool Room]].<br />
*Below [[Detective's Office#Cogmap1|Detective's Office]] and left of [[Waste Disposals#Cogmap1|Disposals]].<br />
*Below the [[Chapel#Cogmap1|Chapel's Crematorium]], near [[Waste Disposals#Cogmap1|Disposals]].<br />
*Right of [[Customs#Cogmap1|Customs/Bridge Security Checkpoint]].<br />
*Above [[EVA#Cogmap1|EVA]].<br />
*Above [[Medbay#Cogmap1|Medbay lobby]].<br />
*Below the [[Morgue#Cogmap1|Morgue]], near a trash chute.<br />
*Above [[Tech Storage#Cogmap1|Tech Storage]], right of [[Escape Arm#Cogmap1|Escape]].<br />
</tab><br />
<br />
<tab name="Destiny"><br />
On top of the two rechargers in the on-station [[Ghost Drone Factory#Destiny|Ghost Drone Factory]] below [[Cargo Bay#Destiny|Cargo]], there are three rechargers in both of the ship's ''verrry'' long [[maintenance]] areas, specifically located: <br />
*Left of the [[Toilets#Destiny|Toilets/Bathroom]].<br />
*Above [[Medbay#Destiny|Medbay's]] [[Medical Doctor#Using the Cryo Chambers|cryo area]] and left of the [[Detective's Office#Destiny|Detective's Office]]<br />
*Right of [[Tech Storage#Destiny|Tech Storage]].<br />
*Right of the [[Chapel#Destiny|Chapel]].<br />
*Right of the [[Custodial Closet#Destiny|Janitor's Office]].<br />
*In/near [[Waste Disposal#Destiny|Waste Disposal]].<br />
</tab><br />
<br />
<tab name="Oshan"><br />
In addition to the three in the [[Ghost Drone Factory#Oshan|Ghost Drone Factory]] southwest of the station, there are also rechargers in the [[maintenance]] areas located:<br />
*Left of the [[Pod Bay#Oshan|Catering Dock]] and [[Hydroponics#Oshan|Hydroponics]].<br />
*Left of [[Medbay#Oshan|Medbay's Treatment Rooms]], [[Genetics#Oshan|Genetics]], and [[Pathology#Oshan|Pathology]].<br />
*Below [[Pod Bay#Oshan|Research Dock]], right of the [[Artifact Research#Oshan|Artlab]].<br />
*Below [[Chemistry#Oshan|Chemistry]].<br />
*Left of [[Arrivals#Oshan|Arrivals]], below [[Emergency Storage B#Oshan|Emergency Storage B]].<br />
*Right of [[Ore Processing#Oshan|Refinery]].<br />
</tab><br />
<br />
<tab name="Horizon"><br />
In addition to the three in the [[Ghost Drone Factory#Horizon|Ghost Drone Factory]] waaay south of the station, there are also rechargers located:<br />
*In the [[Owlery#Horizon|Owlery]].<br />
*Below the [[Courtroom#Horizon|Courtroom]].<br />
*Above the [[Head of Personnel's Office#Horizon|HoP Office]] and [[Customs#Horizon|Customs]].<br />
*Below the [[Pool#Horizon|Pool]].<br />
*Below [[Security (place)#Horizon|Security]], specifically right of the [[Pod Bay#Horizon|Secure Dock]].<br />
*Right of [[Waste Disposal#Horizon|Waste Disposal]].<br />
</tab><br />
<br />
<tab name="Atlas"><br />
There are two on the [[Ghost Drone Factory#Atlas|Ghost Drone Factory]] way south of the station, and three more on-station located:<br />
*Between the [[Chapel#Atlas|Chapel]] and [[Bridge#Atlas|Bridge]].<br />
*Above [[Engineering#Atlas|Engineering]].<br />
*Between [[Pathology#Atlas|Pathology]] and the rest of [[Medbay#Atlas|Medbay]].<br />
</tab><br />
</tabs><br />
<br />
==Being mini-me==<br />
Hey you're back in the game. Quit complaining and make the most of it. Being a drone isn't so bad. You're fairly well equipped to build whatever (within the limits of your laws of course) the heck you like. You can rebuilt fairly quickly too, granted that you are for the most part generally ignored by the crew. The attention that you do receive is generally positive, due to your stoic efficiency. <br />
General pointers:<br />
*Don't use your magtractor unless you really need it. Look out for the orange breach carts that lie about the station, they contain most of the items you need. Drag that around if there's a particularly nasty bombing.<br />
*You can float over tables and go through flaps. Handy for places you can't get into with your engineering access.<br />
*Damaged? Use some wire on you, followed by a brief welding. Be careful though, despite being able to heal yourself, any serious form of damage will obliterate your miniscule body.<br />
*Be sure to repair the area fully, you can do it fairly quickly with your tools at hand. The big two building items you would be missing would be floor tiles and light bulbs/tubes, both of which can be created from a [[Making and Breaking#General Manufacturer|general manufacturer]]. The other, grilles, are not entirely necessary, building windows grill-less via RCD will still seal a breach and look pretty. The humans aren't that fussy anyway.<br />
*Following on from that, be sure to make the area habitable too. Maintenance is your friend for this: This is where you'll find space heaters and air canisters. <br />
*Be sure to make scans of various systems around the station with your device analyzer. Aside from being a general boon to the station, any area you decide to make it's generally required for the cool factor to have some sort of system there.<br />
----<br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Ghostdrone&diff=23969Ghostdrone2019-08-05T21:30:21Z<p>Zamujasa: /* Your itsy bitsy interface */</p>
<hr />
<div><center><br />
{| style="float:top; color:#000000; border:solid 2px BLACK; padding:0.5em; margin:0.5em 0; background-color:#708090;font-size:95%; vertical-align:middle;"<br />
| rowspan="2" style="padding:1em;width: 64px" | [[Image:Drone64x64.png|64px|what]]<br />
| style="font-size:200%;" |'''WARNING! FOLLOW YOUR LAWS LEST YOU [[metagaming|METAGAME]]!'''<br />
| rowspan="2" style="padding:1em;width: 52px" | [[Image:Drone64x64.png|64px|what]]<br />
|-<br />
|'''Breaking these laws is not tolerated!'''<br />
Drones are made so that the dead to have something to do. Do not abuse this by interacting with the round outside your laws. Interacting with players in anyway is forbidden! '''<br />
|}<br />
</center><br />
[[Image:Drone64x64.png|right]]<br />
So instead of having a weary old chat with another salty [[ghost]] you've decided to become a '''Drone''', otherwise known as a '''Ghost Drone''' due to their origin, or '''Little Fuckers''' depending on [[Traitor|perspective]]. Drones are compact mechanical beings that seem to bear some level of loyalty to the infrastructure of Nanotrasen stations and a far more dubious, somewhat aloof attitude towards the [[human|other]] [[cyborg|beings]] found inside. Your task as a drone is simple; repair the damage that has been or inevitably will be done by the careless crew members for the rest of your prolonged existence...''or'' create a cool hat club (no humans allowed).<br />
<br />
==Becoming a drone: The ghost factory==<br />
It seems strangely fitting that Nanotrasen would delegate some shady subcontractor to use technology of extrinsic origin to force employees to work after death if cloning procedures fail. The specific location of the [[Ghost Drone Factory]] varies from map to map. Sometimes it's really close, sometimes it's really far, and sometimes it's right on-board in some random [[maintenance]] area; consult that page for specifics. As a ghost, you can always find it by using the teleport command, pressing G to go straight to locations starting with G, and selecting Ghost Drone Factory. <br />
<br />
Here you'll find a little conveyor system and possibly a bunch of other ghosts lounging about it like some sort of spiritual water cooler. In fact they are waiting. <br />
<br />
[[Image:Ghostcatcher.gif]]<br />
Here is the object they are waiting around. It is a ghost trap. By passing over it, you'll be added into a queue. You'll be notified when you've moved up. The machine works slowly, so feel free to moan and float about, you haven't much choice in the matter. Pass over it at your own risk, for when you become a ghostdrone, you cannot be [[Medical Doctor#The Cloner|cloned]] or [[Roboticist#Construction|borged]].<br />
<br />
==Part Ghost, Part Robot, All Fun-Sized==<br />
===Perks===<br />
*Immune to fire and most forms of [[Doctoring#Burn|BURN damage]].<br />
*Immune to [[Pathology Research|pathogens]]. <br />
*Can survive without oxygen. <br />
*Can squeeze through all doors, except sliding window-doors.<br />
*Can go right through people.<br />
**Somewhat iffy when riding certain [[vehicles]]. You'll still phase through people when riding a [[Vehicles#Segway|segway]], but not a [[Vehicles#Buff-R-Matic|floor buffer]] or [[Vehicles#Utility Tractor|cargo cart]].<br />
*Can float over tables and through plastic flaps. <br />
*Same access as [[Engineer]] ([[Engineering]], [[Engineering Gas Storage]], [[Maintenance]], [[Engineering Objects#APC|APCs]] etc.) <br />
*"Infinite lives"--you can become a drone, die, then become a drone again as many times as you'd like, though there is a brief cooldown.<br><br />
*Can CTRL+B to *Birdwell.<br />
*No *fart cooldown.<br />
<br />
===Restrictions===<br />
*Still affected by [[Security Objects#Flash|flashes]], [[Security Objects#Taser|tasers]], and most other sources of stuns.<br />
*Must adhere to [[#Your lil' laws|special laws]].<br><br />
*Limited by battery and '''outright dies''' upon running out of charge.<br><br />
*Can hold but not fire [[Murder#Guns|anys]] or attack with any melee weapons.<br><br />
*Cannot touch, strip, or interact in any way with humans, [[cyborg]]s, [[AI]] units, and [[Critters#Player Critters|player critters]]. <br><br />
*Cannot be understood by non-drones. Everything you say goes into a local chat that only fellow drones can decipher; others hear it as beeps and bops. You can still understand them just fine.<br />
*Cannot write with [[General Objects#Pen|pens]] and similar implements. <br />
**Can only write in basic pictographs with [[General Objects#Crayons|crayons]].<br />
*Cannot use [[PDA]]s or [[General Objects#Phone|phones]].<br />
*Cannot recognize humans, [[cyborg]]s, [[AI]] units, and [[Critters#Player Critters|player critters]]. Instead, they show up as formless shadows with ''human'', ''silicon'', and ''unidentified being''. You hear the latter three over the radio as "synthetic voice" and "unidentified voice", respectively. You can still see their names in photos, certain emotes, and other actions.<br />
*Cannot enter [[Space Pod]]s or [[Space Pods#Minisub|Subs]].<br />
<br />
===Other===<br />
* Can wear all kinds of [[Clothing#Head|hats and other headwear]]. They do not confer any advantages or disadvantages, and they inexplicably use the inventory sprite rather than the worn sprite.<br />
** You can pick up a piece of headwear with the [[#The_Magtractor|magtractor]], then click on yourself to put it on. You cannot take headwear off yourself.<br />
** Humans can put hats on you simply by clicking on you while they have a hat in-hand. They can take it off by attacking on Disarm or Harm intent.<br />
* Can wear [[Clothing#Bedsheet|bedsheets]] through the same means as above. It has a special sprite for drones, allowing you to really put the "ghost" in "ghostdrone" and "ghost in the machine".<br />
* Can speak to other Ghostdrones over a shared, Ghostdrone-only channel<br />
* Can also hear and speak with [[Ghost]]s. To speak in deadchat, use the ''';''' prefix when talking, or use the following command:<br />
** <code>'''say ";Could some of you become drones? I'd like some help patching up the bar." '''</code><br />
<br />
==Your lil' laws==<br />
<br />
Like [[cyborg|cyborgs]], you have laws that you must adhere to. Unlike cyborgs however your laws are not subject to change. <br />
<br />
'''1. Do not hinder the freedom or actions of the living and other silicons or attempt to intervene in their affairs.''' <br />
<br />
This is the law people usually break, so pay attention. It's first for a reason. Without this rule, the whole antagonist-crew dynamic would be thrown into unfun chaos. Could you imagine killing someone, only for them to come back as ghost drone to harass you, over and over? You could fight back, sure, but is destroying a tiny robot with an even tinier hitbox and free, basically infinite lives your idea of a fun time? Sure, there's a cooldown period in-between ghost drone lives, you might be able to adminhelp it, and you can totally just bomb the [[Ghost Drone Factory|Factory]], but you'd have to do it. Every. Single. Round. It'd get unfun quickly.<br />
<br />
Anyways, normally, the game prevents you from physically hindering non-drones. Your safety overrides prevent you from touching/hugging/stabbing/feeding/shooting other lifeforms. You can't even recognize them, as they appear to you as formed shadows and hear them as ''Human'' or ''Silicon''. Nor will they understand you, since your speech can only be understood by other drones. <br />
<br />
The rub is in the "affairs" and "actions" bits. Essentially, this wall prevents you from influencing the outcome of the current round. Walling off a [[Syndicate Items#Kudzu Seed|traitor's kudzu infestation]] and sealing a [[Powering the station#Start-up procedure: Hell BURN|hellburn]] are both violations of law 1. Trying to destroy or unscrew a [[Nuclear Operative#Sound crew strategies|nuke]] is also against this law. So is helping humans by bringing meds to them or dragging away dangerous items like guns. Walling off a 3x3 area around someone and removing the floor so that the person suffocates to death is ''definitely'' breaking this law.<br />
<br />
[[Blob]]s, [[Critter]]s, [[AI]]s, and [[Cyborg]]s are living too. That means building walls around a blob or trying to fight a [[Changeling#The Hivemind|handspider]] is a violation of law 1. As is taking out the power cell of a rogue [[AI]]'s chamber or changing their laws. As the pop-up says, while [[Wraith]]s and their revenants are technically not living, you still can't interfere in their affairs. So no salt piles for wraith-trapping or revenant-busting for you.<br />
<br />
On the other hand, listening to the radio or other communication channels for requests to fix things is fine. Randomly beeping and booping and flipping at people is also kosher. As is pretending to be their (non-protective) pets, playing chess or cards with humans, and other innocuous, minor things like that.<br />
<br />
'''2. Do not willingly damage the station in any shape or form.'''<br />
<br />
This law is not so black and white. Yes, opening a can of plasma in a hallway would no doubt be recklessly damaging the station and would therefore be a violation of this law. But hacking a door open to fix the flooring underneath is fine, provided you fix the door afterwards. Removing an obstructive wall or girder in a damaged area in order repair behind it would not be considered a violation of law 2. Effectively, this law is based on '''intent'''. If you are maliciously or recklessly damaging the station, then you are breaking this law.<br />
<br />
'''3. Maintain, repair and improve the station.'''<br />
<br />
Your third directive cannot be any more straight forward. Ideally, the station should be kept in the same condition as it was when the round began. Given the crew's natural destructive tendencies, such a goal is nearly impossible to achieve. More importantly, this law means that your job is to repair damage rather than to prevent it. Disarming traps or fighting fires would be a violation of both this law and law 1. If the station is in reasonably good condition, renovation projects are a fun way to work together with your fellow drones, especially since the station is a shithole to start with anyway.<br />
<br />
==Your itsy bitsy interface==<br />
<center>[[Image:Dronehud.png|middle]]</center><br />
<br />
If you are familiar with cyborg interface, then the drone's UI isn't that much different.<br />
*Item slot: Starts off as a blank square, clicking it will reveal a bunch of tools on the left hand side for you to choose from. Choosing a tool will equip it in the item slot.<br />
*Store highlighted item: Since you only have one functional arm, this will come in handy. Clicking this will store the tool that's currently equipped in the item slot.<br />
*Battery charge: Keep an eye on this. There aren't that many drone chargers around and losing all charge means '''instant death.''' <br />
*Stop pulling: Click this to release the object you are currently pulling.<br />
*Customize face: Show your satisfaction/dissatisfaction at your current situation by adjusting your expression and color with this button.<br />
*Health indicator: A representation of your tiny life pool. Clicking on it will tell you exactly how much you have.<br />
*Ambient temperature: You cannot be harmed by ambient temperature, but this indicator is good for figuring out if the heaters that you've placed are of any use when fixing a breach. Clicking on it will run an atmospheric scan, just like the [[Engineering Objects#Analyzer]]atmospheric analyzer]].<br />
*Atmosphere: Ditto with this. Although you are not affected by the surrounding atmosphere (or the lack thereof), this indicator is a useful tool to figure out if the area around you is safe for other forms of life to inhabit. Clicking it will scan the atmosphere too.<br />
*Magtractor indicators: The magtractor has two heads up display buttons that appear when the magtractor is equipped. For more information, refer to the tools section below<br />
*Item storage: Your internal toolbox that will return the station to its former glory. Selecting a tool from here will equip it to the item slot.<br />
<br />
==Your teeny tiny tools==<br />
*[[General_Objects#Flashlight|Flashlight]] - Brighter than the cold, synthetic smile on your joyless faceplate. Equip it, turn it on, and the light persists even when you put the flashlight away.<br />
*Omnitool - A flexible, transforming tool that can fill many different roles, much like yourself. Comes with five modes: <br />
**[[Engineering_Objects#Wirecutter|Snipping]] - Sometimes ya gotta cut away the bad to save the good.<br />
**[[Engineering_Objects#Wrench|Wrenching]] - Wrenching to the tune of undecipherable screams of the crew.<br />
**[[Engineering_Objects#Screwdriver|Screwing]] - You screwed up your past life, don't screw up this one.<br />
**[[Engineering_Objects#Crowbar|Prying]] - Crowbarring to your heartless desire.<br />
**[[Engineering_Objects#Multitool|Pulsing]] - Multi purpose precision tool, much like yourself. <br />
*[[Engineering_Objects#Welder|Welder]] - Heating things up gives you no joy, no emotion at all.<br />
*[[Engineering_Objects#Device Analyzer|Device Analyzer]] - A slimmer of fulfillment is present when you see a functioning system.<br />
*[[Engineering_Objects#Soldering Iron|Soldering iron]] - Deploying devices like the reserved badass you are.<br />
*[[Engineering_Objects#Wire|Wire]] - Expressing yourself through wire art is almost a diversion to your cause<br />
*[[Engineering_Objects#RCD|Rapid Construction Device]] - You've a special RCD, it lacks sparks unlike the cyborg or handheld one. Makes you all the more ignorable.<br />
*[[Engineering_Objects#T-Ray Scanner|T-ray scanner]] - For seeing underneath the floor or other [[Syndicate_Items#Cloaking_Device|forgetful things]] <br />
===The Magtractor===<br />
The magtractor is an item unique to the drone. By the power of magnets, it is able to create a field that can pick up objects. It basically acts as single human hand. You can carry items around with if it is set to High Power Mode, or you can stay on one tile and use the object if you are on Low Power Mode.<br />
<br />
==Recharging your itty-bitty battery==<br />
[[Image:DroneRecharger.png]]<br />
<br />
All your tools, especially the RCD, consume battery power. To refill your battery, you need to float into a drone recharger, shown above. Power management is priority, because, again, when you run out of charge, instead of just losing your tools and ability to communicate like a [[cyborg]], you simply die, though you can still float over the ghost trap and become a drone again.<br />
<br />
<tabs plain><br />
<tab name="Cogmap2"><br />
In addition to the three in the [[Ghost Drone Factory#Cogmap2|Ghost Drone Factory]] northeast of the station, there are also rechargers in the [[maintenance]] areas:<br />
*Above [[Emergency Storage B#Cogmap2|Emergency Storage B]].<br />
*Right of the [[Owlery#Cogmap2|Owlery]].<br />
*Above [[Derelict Crew Quarters#Cogmap2|Derelict Crew Quarters/Crew Quarters B]].<br />
*Above [[Robotics#Cogmap2|Robotics]].<br />
*Above [[Mechanics Workshop#Cogmap2|Mechanics Workshop]].<br />
</tab><br />
<br />
<tab name="Cogmap1"><br />
In addition to the three in the [[Ghost Drone Factory#Cogmap1|Ghost Drone Factory]] west of the station, there are also many, many, ''many'' rechargers scattered about the station, for just about every [[maintenance]] area, so if you're uncertain where exactly the nearest recharger is, you can just check the local maint tunnel. Specifically, they are located:<br />
*Above the [[Kitchen#Cogmap1|Kitchen]].<br />
*Above the [[Gym#Cogmap1|Fitness Room/Gym]].<br />
*Above [[Crew Quarters A#Cogmap1|Crew Quarters A]].<br />
*Above [[Crew Quarters B#Cogmap1|Crew Quarters B]].<br />
*Left of the [[Pool#Cogmap1|Pool Room]].<br />
*Below [[Detective's Office#Cogmap1|Detective's Office]] and left of [[Waste Disposals#Cogmap1|Disposals]].<br />
*Below the [[Chapel#Cogmap1|Chapel's Crematorium]], near [[Waste Disposals#Cogmap1|Disposals]].<br />
*Right of [[Customs#Cogmap1|Customs/Bridge Security Checkpoint]].<br />
*Above [[EVA#Cogmap1|EVA]].<br />
*Above [[Medbay#Cogmap1|Medbay lobby]].<br />
*Below the [[Morgue#Cogmap1|Morgue]], near a trash chute.<br />
*Above [[Tech Storage#Cogmap1|Tech Storage]], right of [[Escape Arm#Cogmap1|Escape]].<br />
</tab><br />
<br />
<tab name="Destiny"><br />
On top of the two rechargers in the on-station [[Ghost Drone Factory#Destiny|Ghost Drone Factory]] below [[Cargo Bay#Destiny|Cargo]], there are three rechargers in both of the ship's ''verrry'' long [[maintenance]] areas, specifically located: <br />
*Left of the [[Toilets#Destiny|Toilets/Bathroom]].<br />
*Above [[Medbay#Destiny|Medbay's]] [[Medical Doctor#Using the Cryo Chambers|cryo area]] and left of the [[Detective's Office#Destiny|Detective's Office]]<br />
*Right of [[Tech Storage#Destiny|Tech Storage]].<br />
*Right of the [[Chapel#Destiny|Chapel]].<br />
*Right of the [[Custodial Closet#Destiny|Janitor's Office]].<br />
*In/near [[Waste Disposal#Destiny|Waste Disposal]].<br />
</tab><br />
<br />
<tab name="Oshan"><br />
In addition to the three in the [[Ghost Drone Factory#Oshan|Ghost Drone Factory]] southwest of the station, there are also rechargers in the [[maintenance]] areas located:<br />
*Left of the [[Pod Bay#Oshan|Catering Dock]] and [[Hydroponics#Oshan|Hydroponics]].<br />
*Left of [[Medbay#Oshan|Medbay's Treatment Rooms]], [[Genetics#Oshan|Genetics]], and [[Pathology#Oshan|Pathology]].<br />
*Below [[Pod Bay#Oshan|Research Dock]], right of the [[Artifact Research#Oshan|Artlab]].<br />
*Below [[Chemistry#Oshan|Chemistry]].<br />
*Left of [[Arrivals#Oshan|Arrivals]], below [[Emergency Storage B#Oshan|Emergency Storage B]].<br />
*Right of [[Ore Processing#Oshan|Refinery]].<br />
</tab><br />
<br />
<tab name="Horizon"><br />
In addition to the three in the [[Ghost Drone Factory#Horizon|Ghost Drone Factory]] waaay south of the station, there are also rechargers located:<br />
*In the [[Owlery#Horizon|Owlery]].<br />
*Below the [[Courtroom#Horizon|Courtroom]].<br />
*Above the [[Head of Personnel's Office#Horizon|HoP Office]] and [[Customs#Horizon|Customs]].<br />
*Below the [[Pool#Horizon|Pool]].<br />
*Below [[Security (place)#Horizon|Security]], specifically right of the [[Pod Bay#Horizon|Secure Dock]].<br />
*Right of [[Waste Disposal#Horizon|Waste Disposal]].<br />
</tab><br />
<br />
<tab name="Atlas"><br />
There are two on the [[Ghost Drone Factory#Atlas|Ghost Drone Factory]] way south of the station, and three more on-station located:<br />
*Between the [[Chapel#Atlas|Chapel]] and [[Bridge#Atlas|Bridge]].<br />
*Above [[Engineering#Atlas|Engineering]].<br />
*Between [[Pathology#Atlas|Pathology]] and the rest of [[Medbay#Atlas|Medbay]].<br />
</tab><br />
</tabs><br />
<br />
==Being mini-me==<br />
Hey you're back in the game. Quit complaining and make the most of it. Being a drone isn't so bad. You're fairly well equipped to build whatever (within the limits of your laws of course) the heck you like. You can rebuilt fairly quickly too, granted that you are for the most part generally ignored by the crew. The attention that you do receive is generally positive, due to your stoic efficiency. <br />
General pointers:<br />
*Don't use your magtractor unless you really need it. Look out for the orange breach carts that lie about the station, they contain most of the items you need. Drag that around if there's a particularly nasty bombing.<br />
*You can float over tables and go through flaps. Handy for places you can't get into with your engineering access.<br />
*Damaged? Use some wire on you, followed by a brief welding. Be careful though, despite being able to heal yourself, any serious form of damage will obliterate your miniscule body.<br />
*Be sure to repair the area fully, you can do it fairly quickly with your tools at hand. The big two building items you would be missing would be floor tiles and light bulbs/tubes, both of which can be created from a [[Making and Breaking#General Manufacturer|general manufacturer]]. The other, grilles, are not entirely necessary, building windows grill-less via RCD will still seal a breach and look pretty. The humans aren't that fussy anyway.<br />
*Following on from that, be sure to make the area habitable too. Maintenance is your friend for this: This is where you'll find space heaters and air canisters. <br />
*Be sure to make scans of various systems around the station with your device analyzer. Aside from being a general boon to the station, any area you decide to make it's generally required for the cool factor to have some sort of system there.<br />
----<br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Ghostdrone&diff=23968Ghostdrone2019-08-05T21:26:41Z<p>Zamujasa: /* Other */</p>
<hr />
<div><center><br />
{| style="float:top; color:#000000; border:solid 2px BLACK; padding:0.5em; margin:0.5em 0; background-color:#708090;font-size:95%; vertical-align:middle;"<br />
| rowspan="2" style="padding:1em;width: 64px" | [[Image:Drone64x64.png|64px|what]]<br />
| style="font-size:200%;" |'''WARNING! FOLLOW YOUR LAWS LEST YOU [[metagaming|METAGAME]]!'''<br />
| rowspan="2" style="padding:1em;width: 52px" | [[Image:Drone64x64.png|64px|what]]<br />
|-<br />
|'''Breaking these laws is not tolerated!'''<br />
Drones are made so that the dead to have something to do. Do not abuse this by interacting with the round outside your laws. Interacting with players in anyway is forbidden! '''<br />
|}<br />
</center><br />
[[Image:Drone64x64.png|right]]<br />
So instead of having a weary old chat with another salty [[ghost]] you've decided to become a '''Drone''', otherwise known as a '''Ghost Drone''' due to their origin, or '''Little Fuckers''' depending on [[Traitor|perspective]]. Drones are compact mechanical beings that seem to bear some level of loyalty to the infrastructure of Nanotrasen stations and a far more dubious, somewhat aloof attitude towards the [[human|other]] [[cyborg|beings]] found inside. Your task as a drone is simple; repair the damage that has been or inevitably will be done by the careless crew members for the rest of your prolonged existence...''or'' create a cool hat club (no humans allowed).<br />
<br />
==Becoming a drone: The ghost factory==<br />
It seems strangely fitting that Nanotrasen would delegate some shady subcontractor to use technology of extrinsic origin to force employees to work after death if cloning procedures fail. The specific location of the [[Ghost Drone Factory]] varies from map to map. Sometimes it's really close, sometimes it's really far, and sometimes it's right on-board in some random [[maintenance]] area; consult that page for specifics. As a ghost, you can always find it by using the teleport command, pressing G to go straight to locations starting with G, and selecting Ghost Drone Factory. <br />
<br />
Here you'll find a little conveyor system and possibly a bunch of other ghosts lounging about it like some sort of spiritual water cooler. In fact they are waiting. <br />
<br />
[[Image:Ghostcatcher.gif]]<br />
Here is the object they are waiting around. It is a ghost trap. By passing over it, you'll be added into a queue. You'll be notified when you've moved up. The machine works slowly, so feel free to moan and float about, you haven't much choice in the matter. Pass over it at your own risk, for when you become a ghostdrone, you cannot be [[Medical Doctor#The Cloner|cloned]] or [[Roboticist#Construction|borged]].<br />
<br />
==Part Ghost, Part Robot, All Fun-Sized==<br />
===Perks===<br />
*Immune to fire and most forms of [[Doctoring#Burn|BURN damage]].<br />
*Immune to [[Pathology Research|pathogens]]. <br />
*Can survive without oxygen. <br />
*Can squeeze through all doors, except sliding window-doors.<br />
*Can go right through people.<br />
**Somewhat iffy when riding certain [[vehicles]]. You'll still phase through people when riding a [[Vehicles#Segway|segway]], but not a [[Vehicles#Buff-R-Matic|floor buffer]] or [[Vehicles#Utility Tractor|cargo cart]].<br />
*Can float over tables and through plastic flaps. <br />
*Same access as [[Engineer]] ([[Engineering]], [[Engineering Gas Storage]], [[Maintenance]], [[Engineering Objects#APC|APCs]] etc.) <br />
*"Infinite lives"--you can become a drone, die, then become a drone again as many times as you'd like, though there is a brief cooldown.<br><br />
*Can CTRL+B to *Birdwell.<br />
*No *fart cooldown.<br />
<br />
===Restrictions===<br />
*Still affected by [[Security Objects#Flash|flashes]], [[Security Objects#Taser|tasers]], and most other sources of stuns.<br />
*Must adhere to [[#Your lil' laws|special laws]].<br><br />
*Limited by battery and '''outright dies''' upon running out of charge.<br><br />
*Can hold but not fire [[Murder#Guns|anys]] or attack with any melee weapons.<br><br />
*Cannot touch, strip, or interact in any way with humans, [[cyborg]]s, [[AI]] units, and [[Critters#Player Critters|player critters]]. <br><br />
*Cannot be understood by non-drones. Everything you say goes into a local chat that only fellow drones can decipher; others hear it as beeps and bops. You can still understand them just fine.<br />
*Cannot write with [[General Objects#Pen|pens]] and similar implements. <br />
**Can only write in basic pictographs with [[General Objects#Crayons|crayons]].<br />
*Cannot use [[PDA]]s or [[General Objects#Phone|phones]].<br />
*Cannot recognize humans, [[cyborg]]s, [[AI]] units, and [[Critters#Player Critters|player critters]]. Instead, they show up as formless shadows with ''human'', ''silicon'', and ''unidentified being''. You hear the latter three over the radio as "synthetic voice" and "unidentified voice", respectively. You can still see their names in photos, certain emotes, and other actions.<br />
*Cannot enter [[Space Pod]]s or [[Space Pods#Minisub|Subs]].<br />
<br />
===Other===<br />
* Can wear all kinds of [[Clothing#Head|hats and other headwear]]. They do not confer any advantages or disadvantages, and they inexplicably use the inventory sprite rather than the worn sprite.<br />
** You can pick up a piece of headwear with the [[#The_Magtractor|magtractor]], then click on yourself to put it on. You cannot take headwear off yourself.<br />
** Humans can put hats on you simply by clicking on you while they have a hat in-hand. They can take it off by attacking on Disarm or Harm intent.<br />
* Can wear [[Clothing#Bedsheet|bedsheets]] through the same means as above. It has a special sprite for drones, allowing you to really put the "ghost" in "ghostdrone" and "ghost in the machine".<br />
* Can speak to other Ghostdrones over a shared, Ghostdrone-only channel<br />
* Can also hear and speak with [[Ghost]]s. To speak in deadchat, use the ''';''' prefix when talking, or use the following command:<br />
** <code>'''say ";Could some of you become drones? I'd like some help patching up the bar." '''</code><br />
<br />
==Your lil' laws==<br />
<br />
Like [[cyborg|cyborgs]], you have laws that you must adhere to. Unlike cyborgs however your laws are not subject to change. <br />
<br />
'''1. Do not hinder the freedom or actions of the living and other silicons or attempt to intervene in their affairs.''' <br />
<br />
This is the law people usually break, so pay attention. It's first for a reason. Without this rule, the whole antagonist-crew dynamic would be thrown into unfun chaos. Could you imagine killing someone, only for them to come back as ghost drone to harass you, over and over? You could fight back, sure, but is destroying a tiny robot with an even tinier hitbox and free, basically infinite lives your idea of a fun time? Sure, there's a cooldown period in-between ghost drone lives, you might be able to adminhelp it, and you can totally just bomb the [[Ghost Drone Factory|Factory]], but you'd have to do it. Every. Single. Round. It'd get unfun quickly.<br />
<br />
Anyways, normally, the game prevents you from physically hindering non-drones. Your safety overrides prevent you from touching/hugging/stabbing/feeding/shooting other lifeforms. You can't even recognize them, as they appear to you as formed shadows and hear them as ''Human'' or ''Silicon''. Nor will they understand you, since your speech can only be understood by other drones. <br />
<br />
The rub is in the "affairs" and "actions" bits. Essentially, this wall prevents you from influencing the outcome of the current round. Walling off a [[Syndicate Items#Kudzu Seed|traitor's kudzu infestation]] and sealing a [[Powering the station#Start-up procedure: Hell BURN|hellburn]] are both violations of law 1. Trying to destroy or unscrew a [[Nuclear Operative#Sound crew strategies|nuke]] is also against this law. So is helping humans by bringing meds to them or dragging away dangerous items like guns. Walling off a 3x3 area around someone and removing the floor so that the person suffocates to death is ''definitely'' breaking this law.<br />
<br />
[[Blob]]s, [[Critter]]s, [[AI]]s, and [[Cyborg]]s are living too. That means building walls around a blob or trying to fight a [[Changeling#The Hivemind|handspider]] is a violation of law 1. As is taking out the power cell of a rogue [[AI]]'s chamber or changing their laws. As the pop-up says, while [[Wraith]]s and their revenants are technically not living, you still can't interfere in their affairs. So no salt piles for wraith-trapping or revenant-busting for you.<br />
<br />
On the other hand, listening to the radio or other communication channels for requests to fix things is fine. Randomly beeping and booping and flipping at people is also kosher. As is pretending to be their (non-protective) pets, playing chess or cards with humans, and other innocuous, minor things like that.<br />
<br />
'''2. Do not willingly damage the station in any shape or form.'''<br />
<br />
This law is not so black and white. Yes, opening a can of plasma in a hallway would no doubt be recklessly damaging the station and would therefore be a violation of this law. But hacking a door open to fix the flooring underneath is fine, provided you fix the door afterwards. Removing an obstructive wall or girder in a damaged area in order repair behind it would not be considered a violation of law 2. Effectively, this law is based on '''intent'''. If you are maliciously or recklessly damaging the station, then you are breaking this law.<br />
<br />
'''3. Maintain, repair and improve the station.'''<br />
<br />
Your third directive cannot be any more straight forward. Ideally, the station should be kept in the same condition as it was when the round began. Given the crew's natural destructive tendencies, such a goal is nearly impossible to achieve. More importantly, this law means that your job is to repair damage rather than to prevent it. Disarming traps or fighting fires would be a violation of both this law and law 1. If the station is in reasonably good condition, renovation projects are a fun way to work together with your fellow drones, especially since the station is a shithole to start with anyway.<br />
<br />
==Your itsy bitsy interface==<br />
<center>[[Image:Dronehud.png|middle]]</center><br />
<br />
If you are familiar with cyborg interface, then the drone's UI isn't that much different.<br />
*Item slot: Starts off as a blank square, clicking it will reveal a bunch of tools on the left hand side for you to choose from. Choosing a tool will equip it in the item slot.<br />
*Store highlighted item: Since you only have one functional arm, this will come in handy. Clicking this will store the tool that's currently equipped in the item slot.<br />
*Battery charge: Keep an eye on this. There aren't that many drone chargers around and losing all charge means '''instant death.''' <br />
*Stop pulling: Click this to release the object you are currently pulling.<br />
*Customize face: Show your satisfaction/dissatisfaction at your current situation by adjusting your expression and color with this button.<br />
*Ambient temperature: You cannot be harmed by ambient temperature, but this indicator is good for figuring out if the heaters that you've placed are of any use when fixing a breach.<br />
*Atmosphere: Ditto with this. Although you are not affected by the surrounding atmosphere (or the lack thereof), this indicator is a useful tool to figure out if the area around you is safe for other forms of life to inhabit. <br />
*Health indicator: Your poor little drone body is fragile and cannot take much damage. Using a welder will fix up any dents in your body.<br />
*Magtractor indicators: The magtractor has two heads up display buttons that appear when the magtractor is equipped. For more information, refer to the tools section below<br />
*Item storage: Your internal toolbox that will return the station to its former glory. Selecting a tool from here will equip it to the item slot.<br />
<br />
==Your teeny tiny tools==<br />
*[[General_Objects#Flashlight|Flashlight]] - Brighter than the cold, synthetic smile on your joyless faceplate. Equip it, turn it on, and the light persists even when you put the flashlight away.<br />
*Omnitool - A flexible, transforming tool that can fill many different roles, much like yourself. Comes with five modes: <br />
**[[Engineering_Objects#Wirecutter|Snipping]] - Sometimes ya gotta cut away the bad to save the good.<br />
**[[Engineering_Objects#Wrench|Wrenching]] - Wrenching to the tune of undecipherable screams of the crew.<br />
**[[Engineering_Objects#Screwdriver|Screwing]] - You screwed up your past life, don't screw up this one.<br />
**[[Engineering_Objects#Crowbar|Prying]] - Crowbarring to your heartless desire.<br />
**[[Engineering_Objects#Multitool|Pulsing]] - Multi purpose precision tool, much like yourself. <br />
*[[Engineering_Objects#Welder|Welder]] - Heating things up gives you no joy, no emotion at all.<br />
*[[Engineering_Objects#Device Analyzer|Device Analyzer]] - A slimmer of fulfillment is present when you see a functioning system.<br />
*[[Engineering_Objects#Soldering Iron|Soldering iron]] - Deploying devices like the reserved badass you are.<br />
*[[Engineering_Objects#Wire|Wire]] - Expressing yourself through wire art is almost a diversion to your cause<br />
*[[Engineering_Objects#RCD|Rapid Construction Device]] - You've a special RCD, it lacks sparks unlike the cyborg or handheld one. Makes you all the more ignorable.<br />
*[[Engineering_Objects#T-Ray Scanner|T-ray scanner]] - For seeing underneath the floor or other [[Syndicate_Items#Cloaking_Device|forgetful things]] <br />
===The Magtractor===<br />
The magtractor is an item unique to the drone. By the power of magnets, it is able to create a field that can pick up objects. It basically acts as single human hand. You can carry items around with if it is set to High Power Mode, or you can stay on one tile and use the object if you are on Low Power Mode.<br />
<br />
==Recharging your itty-bitty battery==<br />
[[Image:DroneRecharger.png]]<br />
<br />
All your tools, especially the RCD, consume battery power. To refill your battery, you need to float into a drone recharger, shown above. Power management is priority, because, again, when you run out of charge, instead of just losing your tools and ability to communicate like a [[cyborg]], you simply die, though you can still float over the ghost trap and become a drone again.<br />
<br />
<tabs plain><br />
<tab name="Cogmap2"><br />
In addition to the three in the [[Ghost Drone Factory#Cogmap2|Ghost Drone Factory]] northeast of the station, there are also rechargers in the [[maintenance]] areas:<br />
*Above [[Emergency Storage B#Cogmap2|Emergency Storage B]].<br />
*Right of the [[Owlery#Cogmap2|Owlery]].<br />
*Above [[Derelict Crew Quarters#Cogmap2|Derelict Crew Quarters/Crew Quarters B]].<br />
*Above [[Robotics#Cogmap2|Robotics]].<br />
*Above [[Mechanics Workshop#Cogmap2|Mechanics Workshop]].<br />
</tab><br />
<br />
<tab name="Cogmap1"><br />
In addition to the three in the [[Ghost Drone Factory#Cogmap1|Ghost Drone Factory]] west of the station, there are also many, many, ''many'' rechargers scattered about the station, for just about every [[maintenance]] area, so if you're uncertain where exactly the nearest recharger is, you can just check the local maint tunnel. Specifically, they are located:<br />
*Above the [[Kitchen#Cogmap1|Kitchen]].<br />
*Above the [[Gym#Cogmap1|Fitness Room/Gym]].<br />
*Above [[Crew Quarters A#Cogmap1|Crew Quarters A]].<br />
*Above [[Crew Quarters B#Cogmap1|Crew Quarters B]].<br />
*Left of the [[Pool#Cogmap1|Pool Room]].<br />
*Below [[Detective's Office#Cogmap1|Detective's Office]] and left of [[Waste Disposals#Cogmap1|Disposals]].<br />
*Below the [[Chapel#Cogmap1|Chapel's Crematorium]], near [[Waste Disposals#Cogmap1|Disposals]].<br />
*Right of [[Customs#Cogmap1|Customs/Bridge Security Checkpoint]].<br />
*Above [[EVA#Cogmap1|EVA]].<br />
*Above [[Medbay#Cogmap1|Medbay lobby]].<br />
*Below the [[Morgue#Cogmap1|Morgue]], near a trash chute.<br />
*Above [[Tech Storage#Cogmap1|Tech Storage]], right of [[Escape Arm#Cogmap1|Escape]].<br />
</tab><br />
<br />
<tab name="Destiny"><br />
On top of the two rechargers in the on-station [[Ghost Drone Factory#Destiny|Ghost Drone Factory]] below [[Cargo Bay#Destiny|Cargo]], there are three rechargers in both of the ship's ''verrry'' long [[maintenance]] areas, specifically located: <br />
*Left of the [[Toilets#Destiny|Toilets/Bathroom]].<br />
*Above [[Medbay#Destiny|Medbay's]] [[Medical Doctor#Using the Cryo Chambers|cryo area]] and left of the [[Detective's Office#Destiny|Detective's Office]]<br />
*Right of [[Tech Storage#Destiny|Tech Storage]].<br />
*Right of the [[Chapel#Destiny|Chapel]].<br />
*Right of the [[Custodial Closet#Destiny|Janitor's Office]].<br />
*In/near [[Waste Disposal#Destiny|Waste Disposal]].<br />
</tab><br />
<br />
<tab name="Oshan"><br />
In addition to the three in the [[Ghost Drone Factory#Oshan|Ghost Drone Factory]] southwest of the station, there are also rechargers in the [[maintenance]] areas located:<br />
*Left of the [[Pod Bay#Oshan|Catering Dock]] and [[Hydroponics#Oshan|Hydroponics]].<br />
*Left of [[Medbay#Oshan|Medbay's Treatment Rooms]], [[Genetics#Oshan|Genetics]], and [[Pathology#Oshan|Pathology]].<br />
*Below [[Pod Bay#Oshan|Research Dock]], right of the [[Artifact Research#Oshan|Artlab]].<br />
*Below [[Chemistry#Oshan|Chemistry]].<br />
*Left of [[Arrivals#Oshan|Arrivals]], below [[Emergency Storage B#Oshan|Emergency Storage B]].<br />
*Right of [[Ore Processing#Oshan|Refinery]].<br />
</tab><br />
<br />
<tab name="Horizon"><br />
In addition to the three in the [[Ghost Drone Factory#Horizon|Ghost Drone Factory]] waaay south of the station, there are also rechargers located:<br />
*In the [[Owlery#Horizon|Owlery]].<br />
*Below the [[Courtroom#Horizon|Courtroom]].<br />
*Above the [[Head of Personnel's Office#Horizon|HoP Office]] and [[Customs#Horizon|Customs]].<br />
*Below the [[Pool#Horizon|Pool]].<br />
*Below [[Security (place)#Horizon|Security]], specifically right of the [[Pod Bay#Horizon|Secure Dock]].<br />
*Right of [[Waste Disposal#Horizon|Waste Disposal]].<br />
</tab><br />
<br />
<tab name="Atlas"><br />
There are two on the [[Ghost Drone Factory#Atlas|Ghost Drone Factory]] way south of the station, and three more on-station located:<br />
*Between the [[Chapel#Atlas|Chapel]] and [[Bridge#Atlas|Bridge]].<br />
*Above [[Engineering#Atlas|Engineering]].<br />
*Between [[Pathology#Atlas|Pathology]] and the rest of [[Medbay#Atlas|Medbay]].<br />
</tab><br />
</tabs><br />
<br />
==Being mini-me==<br />
Hey you're back in the game. Quit complaining and make the most of it. Being a drone isn't so bad. You're fairly well equipped to build whatever (within the limits of your laws of course) the heck you like. You can rebuilt fairly quickly too, granted that you are for the most part generally ignored by the crew. The attention that you do receive is generally positive, due to your stoic efficiency. <br />
General pointers:<br />
*Don't use your magtractor unless you really need it. Look out for the orange breach carts that lie about the station, they contain most of the items you need. Drag that around if there's a particularly nasty bombing.<br />
*You can float over tables and go through flaps. Handy for places you can't get into with your engineering access.<br />
*Damaged? Use some wire on you, followed by a brief welding. Be careful though, despite being able to heal yourself, any serious form of damage will obliterate your miniscule body.<br />
*Be sure to repair the area fully, you can do it fairly quickly with your tools at hand. The big two building items you would be missing would be floor tiles and light bulbs/tubes, both of which can be created from a [[Making and Breaking#General Manufacturer|general manufacturer]]. The other, grilles, are not entirely necessary, building windows grill-less via RCD will still seal a breach and look pretty. The humans aren't that fussy anyway.<br />
*Following on from that, be sure to make the area habitable too. Maintenance is your friend for this: This is where you'll find space heaters and air canisters. <br />
*Be sure to make scans of various systems around the station with your device analyzer. Aside from being a general boon to the station, any area you decide to make it's generally required for the cool factor to have some sort of system there.<br />
----<br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Medical_Doctor&diff=23967Medical Doctor2019-08-05T18:26:17Z<p>Zamujasa: /* Basic First Aid */ Updating ranges</p>
<hr />
<div><tabs plain><br />
<br />
<tab inline name="Cogmap2"><br />
[[File:Cogmap2Medbay.png|thumb|[[Medbay#Cogmap2|Medbay]]]]<br />
</tab><br />
<br />
<tab inline name="Cogmap1"><br />
[[File:CogmapMedbay.png|thumb|[[Medbay#Cogmap1|Medbay]]]]<br />
</tab><br />
<br />
<tab inline name="Destiny"><br />
[[File:DestinyMedbayV2.png|thumb|[[Medbay#Destiny|Medbay]]]]<br />
</tab><br />
<br />
<tab inline name="Clarion"><br />
[[File:ClarionMedbay.png|thumb|[[Medbay#Clarion|Medbay]]]]<br />
</tab><br />
<br />
<tab inline name="Oshan"><br />
[[File:OshanMedbayV3.png|thumb|[[Medbay#Oshan|Medbay]]]]<br />
</tab><br />
<br />
<tab inline name="Atlas"><br />
[[File:AtlasMedbay.png|thumb|[[Medbay#Atlas|Medbay]]]]<br />
</tab><br />
</tabs><br />
<br />
Wears a cool red and white suit, hangs out in [[Medbay|medbay]], yells at <strike>chemists</strike> [[Scientist|scientists]] for not doing their job and gets yelled at by [[Roboticist|robotics]] for not letting them do theirs. Space Station 13 is a dangerous place and you can expect to see much of the crew dropping by medbay to be treat their ailments.<br />
<br />
==Your Tools==<br />
Your lockers, [[Medical Objects#Medical Dispenser|NanoMed medical dispensers]], and [[Medical Objects#Port-A-NanoMed|Port-A-NanoMed]] contain vital [[Medical Objects|equipment]] needed to save lives. Your hypos and syringes can be loaded with various [[Chemistry#Medical Chems|medicine]] for ease of use.<br />
<br />
*The [[Reagent Scanner|reagent scanner]] and [[Medical Objects#Health Analyzer|health analyzers]] are important diagnostic tools. There are separate hand-held devices, and every medical [[PDA]] includes app versions of them. Regular [[Medical Objects#Health Analyzer|health analyzers]] can be upgraded to show the chemical reagents currently inside a patient (but not the reagents inside other things) - check the medical vending machines/dispensers. The PDA's functions are separate (medical scan is on by default), whereas analyzers have an unified readout. You may have to enable the upgrade manually after installing it.<br />
<br />
*[[Medical Objects#Medical Patch|Medical patches]] administer a lot of medicine at once and are plentiful. You can also inject chemicals into a blank patch with a syringe.<br />
<br />
*[[Medical Objects#Medical Belt|Medical belts]] are a godsend if you're going to work outside of medbay, as they are essentially a medkit you can wear around your waist. Medbay only comes with a couple of these and they cannot be ordered by the [[Quartermaster|QM]], so it's in your best interest to snag yours as soon as the round starts. Alternatively, any ordinary tool belt can be used to store tiny and small items, i.e. most of the medical objects.<br />
<br />
*You can dissolve pills in a [[Medical Objects#Beaker|beaker]] to withdraw medicine in a controlled manner, dispensing with a syringe or dropper.<br />
<br />
*With a stable oxygen supply and the ability to dispense certain medicine such as [[Doctoring#Saline|saline]], [[Medical Objects#Sleeper|sleepers]] are decent to prevent further degeneration of a patient's health status and allow anyone to view the occupant's health. Sleepers can also be set to hibernation mode, keeping the occupant asleep while injecting them with rejuvenators automatically. If you have too many severely hurt patients to handle at once, you may want to stick some of the more stable ones in sleepers while you deal with the emergencies first. Sleepers can also be used to treat [[Doctoring#Addictions|addictions]], which are surprisingly common and hard to get rid of by other means.<br />
<br />
*[[Implants#Health|Health Monitor Implants]] and [[Medical Objects#Implanter|implanters]]/[[Medical Objects#Implant gun|implant guns]] are not exactly healing tools but will make your job immensely easier by notifying your PDA of when and where the implantee is in critical condition or has died. <br />
<br />
Medbay starts with a [[Head Surgeon]]. On any given round, there is a random chance that he will be a cardboard box or a [[Robots#Medbot|medbot]]. If he's a bot, let him treat minor injuries in the medbay lobby.<br />
<br />
==Basic First Aid==<br />
Your [[Medical Objects#ProDoc Health Goggles|health goggles]] show you condition of everyone around you at a glance, and if you aren't wearing a pair as a doctor, you deserve to be fed to the roboticist. Equipping your pair of ProDocs with a health analyzer upgrade (check the medical vending machines) is also a good idea, because it makes performing a complete health scan of anybody within a 4 tile radius simply by examining them possible. The various handily-color-coded icons are explained below:<br />
<br />
{| class="wikitable"<br />
!Icon<br />
!Health Level<br />
!Meaning<br />
|-<br />
| [[Image:100HPHeart.png]]<br />
| 100%<br />
| Perfectly fine. They can be on their way out now.<br />
|-<br />
| [[Image:80HPHeart.png]]<br />
| 80-99%<br />
| Hurt, but bearable. Needs some [[Doctoring#Saline|Saline]] and perhaps a patch or pill.<br />
|-<br />
| [[Image:75HPHeart.png]]<br />
| 60-80%<br />
| Needs some assistance. A quick pill or patch will do.<br />
|-<br />
| [[Image:50HPHeart.png]]<br />
| 40-60% <br />
| Hurting for some healing. Better look into it.<br />
|-<br />
| [[Image:25HPHeart.png]]<br />
| 20-40%<br />
| Terribly injured. Needs some serious assistance.<br />
|-<br />
| [[Image:10HPHeart.gif]]<br />
| 0-20%<br />
| Close to dying. Tend to them urgently!<br />
|-<br />
| [[Image:CritHeart.gif]]<br />
| &lt; 0%<br />
| '''Dying'''! Get out the atropine/epinephrine and treat them quickly!<br />
|-<br />
| [[Image:DeadHeart.png]]<br />
| N/A<br />
| Dead. [[Roboticist#Cyborgs|Bring]] [[#The_Cloner|them]] [[Chemistry#Strange Reagent|back.]] Check [[Guide to Genetics#Pseudonecrosis|first]] though.<br />
|-<br />
| [[Image:HealthImplantedSymbol.png]]<br />
| N/A<br />
| Implanted with a [[Implants#Health|Health Monitor]] implant.<br />
|}<br />
<br />
Is the patient [[Doctoring#Bleeding|bleeding]]? Dress the wounds with [[Medical Objects#Bandage|bandages]] or [[Medical Objects#Suture|suture]], then check their blood level. If it's low, inject saline and use a [[Medical Objects#Blood Bag|blood bag]] on them.<br />
<br />
[[Doctoring#Saline|Saline]] will help stabilize an injured person. Styptic powder works again brute damage and silver sulfadiazine against burns. Charcoal is effective to treat toxin damage. In case of suffocation, use a salbutamol pill. Scan your patient by using your [[PDA]] or [[Medical Objects#Health Analyzer|health analyzer]] and administer the appropriate medicine.<br />
<br />
People who have slipped into critical condition are at risk of falling into shock, cardiac failure or other terrible things and will die rapidly without treatment. CPR will help to keep them properly oxygenated and slow down the deterioration of their health. Just take off their mask and your own and target them with the help intent. A patient who is thrown into [[Medical Objects#Cryo|cryo]] without being stabilized will take longer to heal and may die. In emergencies, an injection of epinephrine or atropine can help to rapidly resuscitate your patient, but don't overuse them!<br />
<br />
==Advanced Medicine==<br />
Between cryo, the various first aid kits and medbots, you have enough to treat most common ailments. For a more complex guide, check out [[Doctoring]].<br />
<br />
You can also create cures, vaccines and beneficial pathogens. Check [[Pathology Research]] for more information.<br />
<br />
==Using the Cryo Chambers==<br />
<tabs plain><br />
<br />
<tab inline name="Cogmap2"><br />
[[File:Cogmap2CryoV2.png|thumb|The Cryo Chambers]]<br />
</tab><br />
<br />
<tab inline name="Cogmap1"><br />
[[File:CogmapCryo.png|thumb|The Cryo Chambers]]<br />
</tab><br />
<br />
<tab inline name="Destiny"><br />
[[File:DestinyCyrochamber.png|thumb|The Cryo Chambers]]<br />
</tab><br />
<br />
<tab inline name="Clarion"><br />
[[File:ClarionCyrochamber.png|thumb|The Cryo Chambers]]<br />
</tab><br />
<br />
<tab inline name="Linemap"><br />
[[File:LinemapCryo.png|thumb|The Cryo Chambers]]<br />
</tab><br />
<br />
<tab inline name="Mushroom"><br />
[[File:MushroomCryo.png|thumb|The Cryo Chambers]]<br />
</tab><br />
<br />
<tab inline name="Donut 2"><br />
[[File:Donut2Cryo.png|thumb|The Cryo Chambers]]<br />
</tab><br />
<br />
<tab inline name="Oshan"><br />
[[File:OshanCyro.png|thumb|The Cryo Chambers]]<br />
</tab><br />
</tabs><br />
<br />
It's a good idea to invest a minute or two at the beginning of every round and start the [[Medical Objects#Cryo|cryo system]]. Make a habit of it.<br />
<br />
* Pick up a [[Engineering Objects#Wrench|wrench]].<br />
* Click on the O2 canister to connect it to the pipes.<br />
* There should be two beakers of [[Doctoring#cryoxodone|cryoxodone]] nearby. Pick up '''one at a time'''.<br />
* Add one beaker to each cryo tube by clicking on it with the beaker.<br />
* Set the freezer to the lowest possible temperature if necessary. It should be 73.15 K, the default value. Flick the power switch and '''leave it on'''.<br />
* Add a health analyzer upgrade so you can view the [[Chemistry#Poisons and Toxic Shit|reagents]] inside an occupant's bloodstream.<br />
* (Optional) Add a [[Medical Objects#Defibrillator|defibrillator]], so that the cryo cell can reverse [[Doctoring#Cardiac failure|cardiac failure]].<br />
<br />
Don't worry about the cryoxadone - it isn't used up unless there's someone inside the tube. If it does run out, you simply inject some in with a [[Medical Objects#Syringe|syringe]] or insert a fresh beaker of cryoxadone. '''However, leaving the chambers on causes a slow but constant gas leak'''. To avoid draining the O2 canister needlessly, leave the tubes off unless they're occupied.<br />
<br />
So, you have an emergency on your hand? Don't panic and follow this checklist: <br />
<br />
* Stabilize the patient with CPR or stimulants.<br />
* Check the cryo tube to see whether the gas temperature is still optimal.<br />
* If the patient is wearing any type of exosuit (space suit, lab coat etc.) or headgear (mask, hat), '''remove them'''. <br />
* Stuff the patient into an unoccupied tube and turn it on.<br />
* If the cell is outfitted with a defibrillator, and the occupant is in [[Doctoring#Cardiac failure|cardiac failure]], '''''ZAP THEM!'''''<br />
* Monitor their recovery. Clicking on the cryo tube will pop up a window with the occupant's current health.<br />
* Once they have fully recovered, the system will eject them automatically. Turn off the cryo tube at this time.<br />
* Verify their status with your PDA or a health analyzer, especially if they had poison in their system or were suffering from heart failure.<br />
<br />
To stress the point, it is important that you don't forget to strip your patient of exosuits and headgear. Their body temperature has to fall below a certain threshold, which is unlikely to happen if they still have said items on, or cryoxodone won't work. Plain and simple.<br />
<br />
It is also noteworthy that pure oxygen is not a requirement. Should you ever need to replace the gas supply, an air mix canister from [[Emergency Storage|emergency storage]] or the [[Emergency Air Hookup|air hookups]] will work just as well.<br />
<br />
==The Cloner==<br />
<tabs plain><br />
<br />
<tab inline name="Cogmap2"><br />
[[File:Cogmap2CloningLab.png|thumb|Cloning Lab]]<br />
</tab><br />
<br />
<tab inline name="Cogmap1"><br />
[[File:CogmapCloning.png|thumb|Cloning]]<br />
</tab><br />
<br />
<tab inline name="Destiny"><br />
[[File:DestinyCloningRoom.png|thumb|Cloning Room]]<br />
</tab><br />
<br />
<tab inline name="Clarion"><br />
[[File:ClarionCloning.png|thumb|Cloning]]<br />
</tab><br />
<br />
<tab inline name="Linemap"><br />
[[File:LinemapCloning.png|thumb|Cloning]]<br />
</tab><br />
<br />
<tab inline name="Mushroom"><br />
[[File:MushroomCloning.png|thumb|Cloning]]<br />
</tab><br />
<br />
<tab inline name="Donut 2"><br />
[[File:Donut2Cloning.png|thumb|Cloning]]<br />
</tab><br />
<br />
<tab inline name="Oshan"><br />
[[File:OshanCloning.png|thumb|Cloning]]<br />
</tab><br />
</tabs><br />
<br />
Sadly, you won't always be able to save the patient. This is where the cloning apparatus comes into the play, which was formally the [[geneticist]]'s responsibility and is now open to all medical personnel.<br />
<br />
To clone someone, simply go through the following steps:<br />
<br />
#Use the Grab intent on the subject and then click on the scanner to load them in. You can also click-drag the subject's sprite onto the scanner's, which will make you do the previously mentioned steps but faster and automagically.<br />
#Click on the Cloning console with an empty hand and choose Scan. This step will (usually) add them to the Cloning Records, and will also give them a [[Implants#Health|Health Monitor implant]].<br />
#*[[Cyborg]]s and helpful [[AI]]s can simply click on the Cloning console, allowing a helpful silicon to control this process if you have a mind to let it to.<br />
#Click on ''View Records'' and find the person you want to clone. Click on their record.<br />
#Click ''Clone'' to start the cloning process.<br />
#Right-click the scanner and choose ''Eject'' to take them out of the scanner. You can also use the ''Eject'' verb from the Local tab, enter ''Eject'' into the command bar, or just click-drag the scanner sprite onto a floor tile.<br />
<br />
If someone comes in to get scanned of their own accord, they can climb in and jump out of the DNA scanner themselves. If someone has the initiative to come in and get scanned on their own, it is polite to attempt to clone them every 10-15 minutes. The one time it works you can be assured they were dead in a [[maintenance]] tunnel somewhere.<br />
<br />
Once the cloning process starts, it normally takes about 2 minutes for it to complete. When a clone stumbles out, they are naked, and usually have some combination of toxin damage and brain damage. Charcoal and [[Doctoring#Mannitol|mannitol]] respectively will fix these problems. Give them some new equipment from their old body if it's still around and send them on their way.<br />
<br />
The cloning process won't always go so smoothly however. Sometimes, there's number of errors and problems in the process. Luckily, there's (usually) a number of alternatives!<br />
<br />
{| class="wikitable sortable" style="text-align: left"<br />
!scope = "col" style="width: 25%" | Problem<br />
!scope = "col" style="width: 25%" class="unsortable" | Explanation<br />
!scope = "col" style="width: 50%" class="unsortable" | Solution<br />
|-<br />
| Error: Mental interface failure<br />
| Subject has logged out or gone [[Terminology#Braindead|braindead]]. Also possible if you try to scan someone who's already being cloned.<br />
| Not much. You can put their brain into a cyborg body/AI unit so they'll have something to do when they log back in, but you'll have a useless [[Roboticist#Braindead cyborgs|Cyborg/AI]] in the meantime. [[Chemistry#Strange Reagent|Strange reagants]] and [[Doctoring#Brain transplant|brain transplants]] will result in another braindead player. <br />
|-<br />
| Ephemereal conscience detected, seance protocols reveal this corpse cannot be cloned.<br />
| Subject has set themself to Do Not Revive. <br />
| Move on. There's no way to revive them, not through Robotics or Chemistry, and they don't want to be.<br />
|-<br />
| Error: Failed to read genetic data from subject. Necrosis of tissue has been detected.<br />
| Subject's corpse is too decayed for cloning. <br />
| Send them to [[Robotics]]. Or find the upgrade that'll bypass it somewhere in [[Z-level#Debris field|Space]]. Or reanimate them with [[Doctoring#Brain transplant|wacky, hacky medical procedures]]. <br />
|-<br />
| Error: Extreme genetic degradation present. <br />
| Subject is the husk of a [[Changeling]] snack. <br />
| Send them to [[Robotics]]. Or use [[Doctoring#Brain transplant|mad]] [[Chemistry#Strange Reagent|science]] to bring them back.<br />
|-<br />
| Insufficient biomatter to begin.<br />
| Biomatter reserves in cloning pod are less than 15% full. <br />
| Shove a dead body or some organs into the Enzymatic Reclaimer. Click on the corpse with grab intent then click on the reclaimer to shove it in. Click on it again to activate it. <br />
|-<br />
| Cloning pod emits a horrible burst of blood, gibs, and organs<br />
| Subject has the [[Traits|Purtian]] trait.<br />
| Send the corpse to [[Robotics]] for borging. If the corpse is still fresh, you can still bring them back with [[Chemistry#Strange Reagent|the power of chemistry]], and if their brain isn't missing, you can do a [[Doctoring#Brain transplant|Brain transplant]].<br />
|-<br />
| Clone Rejected: Deceased.<br />
| Subject has committed suicide while in the cloning pod. <br />
| Move on. They likely wanted to stay dead, for a number of reasons. <br />
|-<br />
| Unable to initiate cloning cycle<br />
| Subject has logged out or gone [[Terminology#Braindead|braindead]]<br />
| Not much. You can however still scan and try again later. <br />
|}<br />
<br />
In addition, the cloner can augmented with [[Medical Objects#Cloning Modules|several modules]]. Some speed up the process significantly, some change the amount of biomatter used in each cycle, some even allow you to give clones a certain [[Guide to Genetics#Possible Mutations|mutation]]. Check them out in your own free time.<br />
<br />
If cloning is damaged or destroyed it can be possible to [[Construction#Cloning Lab|make]] a new one elsewhere, but unless some individual components were scanned first it might be tough.<br />
<br />
==Crew Objectives==<br />
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a medical doctor, you can expect to see the following:<br><br />
<br />
'''Do not commit a violent act all round. Punching someone, or shooting them with a laser will cause you to fail. Disarms are still allowed'''<br><br />
Never use the Harm intent, basically. Like it says, disarm actions are still kosher.<br />
<br />
'''Apply at lest 10 medical patches to injured people'''<br><br />
Just do what you [[Doctoring|normally do]], and this objective basically completes itself. If for some reason you are lacking in people to treat, just punch yourself a few times and apply a few medical patches, if you don't mind wasting resources.<br />
<br />
'''Ensure that the cryo tanks are on and below 225K at the end of the round'''<br><br />
If you get this objective, ''ignore it'' until near the end of the round. When the shuttle is about to dock, turn the tanks on. If left on for the whole round, the connected gas canister will be drained fairly rapidly, so don't do it please.<br />
<br />
==Syndicate Shenanigans==<br />
The traitor medic has the right tools for quiet assassinations and all-out rampages. [[Syndicate Items#EMAG|Emagging]] your hyposprays will let you load them with whatever you want, instantly injecting your targets with any variety of harmful chemicals. Your medical vending machine starts out with a few nice ones (such as sleep toxin), and more potent drugs can be made if you're able to slip into [[Chemistry|chemistry]]. Failing that, [[Syndicate Items#Poison Bottle|poison bottles]] are well-priced and a good option. Emagged [[sleeper]]s will inject the occupant with poisons, which is best combined with hibernation mode.<br />
<br />
Generally, no one will stop to question a doctor dragging an injured crew member or corpse, so long as it's towards medbay. You have equipment to restrain and anesthetize any downed victims, and the manufacturer in [[robotics]] next door can be [[Hacking#Vending Machines and Fabricators|hacked]] to make [[Security Objects#Flash|flashes]]. For the more overt killer, you can use the [[Syndicate Items#Syringe Gun|syringe gun]], which draws harmful chem of your choice from an internal reservoir and fires them at people. <br />
<br />
Also keep in mind that sometimes it is hard to tell the difference between a doctor who harms their patients through idiocy and one who does so through malevolence...<br />
<br />
==Supplementary Videos==<br />
<youtube>w2AQT7gJ1MY</youtube><br />
<br />
<youtube>LDPMlnN9C-o</youtube><br />
----<br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23950User:Zamujasa/Sandbox/Rules 22019-07-23T06:59:14Z<p>Zamujasa: </p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: 0.75em 1em; border: 3px solid #f88; background: #fee; color: #400; text-align: center;"><div style="font-size: 140%;">'''These are the rules for all Goonstation servers.'''</div>There are '''[[RP Rules|additional RP rules]]''' when playing on the '''Goonstation Roleplay''' server.</div><br />
<br />
== Rules ==<br />
<div style="line-height: 180%;"><br />
# '''Don't grief.''' [[Grief|Griefing]] is excessively harming your fellow players or the station. Being a jerk is okay; ruining someone's entire round isn't.<br />
#* ''This rule doesn't apply to [[antagonist]]s.'' They can freely kill, and be killed by, other players.<br />
#* However, even if you ''are'' an antagonist, you should not damage the [[Arrivals]] area or harm players that have just joined.<br />
# '''No metagaming.''' More information can be found on the [[Metagaming|Metagaming page]]. Basically:<br />
#* '''Meta-communicating''': You cannot chat or share information about the current round with other players outside of the game, such as over Discord, IRC, in-person, etc.<br />
#* '''Meta-grudging''': If someone attacked you in a prior round, you can't use that as a reason to attack them in a later round.<br />
#* '''Multi-keying''': If you've joined a round with one account, ''do not join it with any others''.<br />
# '''Using a modified client''': You may not modify your BYOND or Dreamseeker client in any way.<br />
# '''No racism, bigotry, sexual content, or slurs.''' This includes your character name, BYOND key, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.'''<br />
#* For example, calling someone a dick is okay; talking about yours isn't.<br />
#* This also means no references to or jokes about "rape", the n-word, and so on. There is no reason to ever use those words here.<br />
# '''Don't outright give secrets away''', such as [[Chemistry#SECRET CHEMS|secret chem recipes]] and [[Adventure Zone]] secrets. Hints and advice are okay.<br />
# '''Listen to the admins.''' If an admin PMs you with a question, you need to respond by clicking the admin's name or pressing F1. [[Admin]]s have the final say in rule-related matters.<br />
#* '''Don't impersonate the admins''', or pretend to be one.<br />
# '''This is not an exhaustive list.''' Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse.<br />
</div><br />
<br />
<br />
=== Questions about the rules? ===<br />
If you do not understand a rule or are unsure about a specific situation, '''ask the [[admin]]s by using [[Adminhelp]]; push F1 in-game.'''<br />
<br />
=== Have a problem with an admin? ===<br />
If you believe you have been treated unfairly, or a rule was incorrectly applied, '''please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]'''. We take all complaints seriously, and you will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23949User:Zamujasa/Sandbox/Rules 22019-07-23T06:57:38Z<p>Zamujasa: more feedback</p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: 0.75em 1em; border: 3px solid #f88; background: #fee; color: #400; text-align: center;"><div style="font-size: 140%;">'''These are the rules for all Goonstation servers.'''</div>There are '''[[RP Rules|additional RP rules]]''' when playing on the '''Goonstation Roleplay''' server.</div><br />
<br />
== Rules ==<br />
<div style="line-height: 180%;"><br />
# '''Don't grief.''' [[Grief|Griefing]] is excessively harming your fellow players or the station. Being a jerk is okay; ruining someone's entire round isn't.<br />
#* ''This rule doesn't apply to [[antagonist]]s.'' They can freely kill, and be killed by, other players.<br />
#* However, even if you ''are'' an antagonist, you should not damage the [[Arrivals]] area or harm players that have just joined.<br />
# '''No metagaming.''' More information can be found on the [[Metagaming|Metagaming page]]. Basically:<br />
#* '''Meta-communicating''': You cannot chat or share information about the current round with other players outside of the game, such as over Discord, IRC, in-person, etc.<br />
#* '''Meta-grudging''': If someone attacked you in a prior round, you can't use that as a reason to attack them in a later round.<br />
#* '''Multi-keying''': If you've joined a round with one account, ''do not join it with any others''.<br />
# '''Using a modified client''': You may not modify your BYOND or Dreamseeker client in any way.<br />
# '''No racism, bigotry, sexual content, or slurs.''' This includes your character name, BYOND key, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.'''<br />
#* For example, calling someone a dick is okay; talking about yours isn't.<br />
#* This also means no references to or jokes about "rape", the n-word, and so on. There is no reason to ever use those words here.<br />
# '''Don't outright give secrets away''', such as [[Chemistry#SECRET CHEMS|secret chem recipes]] and [[Adventure Zone]] secrets. Hints and advice are okay.<br />
# '''Listen to the admins.''' If an admin PMs you with a question you need to respond quickly by clicking the admin's name or pressing F1. [[Admin]]s have the final say in rule-related matters.<br />
#* '''Don't impersonate the admins''', or pretend to be one.<br />
# '''This is not an exhaustive list.''' Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse.<br />
</div><br />
<br />
<br />
=== Questions about the rules? ===<br />
If you do not understand a rule or are unsure about a specific situation, '''ask the [[admin]]s by using [[Adminhelp]]; push F1 in-game.'''<br />
<br />
=== Have a problem with an admin? ===<br />
If you believe you have been treated unfairly, or a rule was incorrectly applied, '''please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]'''. We take all complaints seriously, and you will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox&diff=23946User:Zamujasa/Sandbox2019-07-22T22:48:10Z<p>Zamujasa: /* WIP */</p>
<hr />
<div>Test page for making weird edits/things.<br />
<br />
== JobMenu ==<br />
[[Template:JobMenu]]<br />
<br />
=== WIP ===<br />
<br />
{| style="border: 1px solid black; text-align: center; max-width: 1200px; min-width: 800px; margin: 0 auto;"<br />
<br />
|-<br />
<br />
! colspan="6" style="background-color: #ccf;" | Jobs and Roles on Space Station 13<br />
|- style="background: #ddf;"<br />
! style="width: 20%;" |Command/Security<br />
! style="width: 20%;" |Research<br />
! style="width: 20%;" |Engineering<br />
! style="width: 20%;" |Civilian<br />
! style="width: 20%;" |Special Roles<br />
|- style="vertical-align: top;"<br />
<br />
||<br />
'''[[Captain|<span style='color: #0a0'>Captain</span>]]'''<br><br />
'''[[Head of Security|<span style='color: #0a0'>Head of Security</span>]]'''<br><br />
[[Security Officer|<span style='color: #f00'>Security Officer</span>]]<br><br />
[[Detective|<span style='color: #f00'>Detective</span>]]<br><br />
<br />
|<br />
'''[[Research Director|<span style='color: #0a0'>Research Director</span>]]'''<br><br />
[[Scientist|<span style='color: #90f'>Scientist</span>]]<br><br />
<br><br />
'''[[Medical Director|<span style='color: #0a0'>Medical Director</span>]]'''<br><br />
[[Roboticist|<span style='color: #90f'>Roboticist</span>]]<br><br />
[[Geneticist|<span style='color: #90f'>Geneticist</span>]]<br><br />
[[Medical Doctor|<span style='color: #90f'>Medical Doctor</span>]]<br><br />
<br />
|<br />
'''[[Chief Engineer|<span style='color: #0a0'>Chief Engineer</span>]]'''<br><br />
[[Quartermaster|<span style='color: #a60'>Quartermaster</span>]]<br><br />
[[Engineer|<span style='color: #a60'>Engineer</span>]]<br><br />
[[Mechanic|<span style='color: #a60'>Mechanic</span>]]<br><br />
[[Miner|<span style='color: #a60'>Miner</span>]]<br><br />
<br />
|<br />
'''[[Head of Personnel|<span style='color: #0a0'>Head of Personnel</span>]]'''<br><br />
[[Chef|<span style='color: #07c'>Chef</span>]]<br><br />
[[Barman|<span style='color: #07c'>Barman</span>]]<br><br />
[[Botanist|<span style='color: #07c'>Botanist</span>]]<br><br />
[[Janitor|<span style='color: #07c'>Janitor</span>]]<br><br />
[[Chaplain|<span style='color: #07c'>Chaplain</span>]]<br><br />
[[Staff Assistant|<span style='color: #07c'>Staff Assistant</span>]]<br><br />
[[Clown|<span style='color: #c6c'>Clown</span>]]<br><br />
[[Jobs#Job of the Day|<span style='color: #07c'>Jobs of the Day</span>]]<br><br />
<br />
|<br />
[[AI|<span style='color: #444'>AI</span>]]<br><br />
[[Cyborg|<span style='color: #666'>Cyborg</span>]]<br><br />
[[Monkey|<span style='color: #952'>Monkey</span>]]<br><br />
[[Critter|<span style='color: #b95'>Critter</span>]]<br><br />
[[Ghost|<span style='color: #777'>Ghost</span>]]<br><br />
[[Ghostdrone|<span style='color: #659'>Ghostdrone</span>]]<br><br />
<!-- Only during Spacemas<br />
[[Santa Claus|<span style='color: #f00'>Santa Claus</span>]]<br><br />
[[Krampus|<span style='color: #f00'>Krampus</span>]]<br><br />
[[Grinch|<span style='color: #f00'>Grinch</span>]]<br><br />
--><br />
[[Jobs#Gimmick Jobs|<span style='color: #000'>Gimmick Jobs</span>]]<br><br />
[[Cluwne|<span style='color: #392'>Cluwne</span>]]<br><br />
<br />
|- style="background: #faa;" <br />
! colspan="5" | Antagonists<br />
|-<br />
| colspan="5" |<br />
[[Traitor|<span style='color: #ff001e'>Traitor</span>]] &bull;<br />
[[Nuclear Operative|<span style='color: #aa0000'>Nuclear Operative</span>]] &bull;<br />
[[Wizard|<span style='color: #7010a0'>Wizard</span>]] &bull;<br />
[[Changeling|<span style='color: #bd6b4f'>Changeling</span>]] &bull;<br />
[[Vampire|<span style='color: #cc0008'>Vampire</span>]] &bull;<br />
[[Blob|<span style='color: #20a030'>Blob</span>]] &bull;<br />
[[Werewolf|<span style='color: #bd6b4f'>Werewolf</span>]] &bull;<br />
[[Wraith|<span style='color: #403036'>Wraith</span>]] <br><br />
[[Gang|<span style='color: #2491fa'>Gang Member</span>]] &bull;<br />
[[Revolutionary|<span style='color: #113399'>Revolutionary</span>]] &bull;<br />
[[Spy Thief|<span style='color: #ff001e'>Spy Thief</span>]] &bull;<br />
[[Flockmind|<span style="color:#36b29f;">F</span><span style="color:#33a694;">l</span><span style="color:#309989;">o</span><span style="color:#2d8d7e;">c</span><span style="color:#2a8073;">k</span><span style="color:#277467;">m</span><span style="color:#24675c;">i</span><span style="color:#215b51;">n</span><span style="color:#1e4e46;">d</span>]] &bull;<br />
[[Predator|<span style='color: #928225'>Predator</span>]] &bull;<br />
[[Jobs#Admin Intervention|<span style='color: #f0f; font-family: Comic Sans MS, Comic Sans, cursive;'>Gimmick Antagonists</span>]]<br />
|}<br />
<br />
=== Current ===<br />
<br />
{{JobMenu}}</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23939User:Zamujasa/Sandbox/Rules 22019-07-21T11:21:06Z<p>Zamujasa: /* Goonstation General Rules */</p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: 0.75em 1em; border: 3px solid #f88; background: #fee; color: #400; text-align: center;"><div style="font-size: 140%;">'''These are the rules for the Goonstation community servers.'''</div>Rules for other servers do not apply here, and our rules do not apply to non-Goonstation servers.</div><br />
<br />
== Goonstation General Rules ==<br />
<br />
<div style="line-height: 180%;"><br />
# '''Don't grief.''' [[Grief|Griefing]] is excessively harming your fellow players or the station. Being a jerk is okay; ruining someone's entire round isn't.<br />
#* ''This rule doesn't apply to [[antagonist]]s.'' They can freely kill and be killed by other players.<br />
#* However, even if you are an antagonist, you should never harm new players in the Arrivals area, or otherwise make it uninhabitable.<br />
# '''No metagaming.''' More information can be found on the [[Metagaming|Metagaming page]]. Basically:<br />
#* '''Meta-communicating''': You cannot chat or share information about the current round with other players outside of the game, such as over Discord, IRC, in-person, etc.<br />
#* '''Meta-grudging''': If someone attacked you in a prior round, you can't use that as a reason to attack them in a later round.<br />
#* '''Multi-keying''': If you've joined a round with one account, ''do not join it with any others''.<br />
# '''Using a modified client''': You may not modify your BYOND or Dreamseeker client in any way.<br />
# '''No racism, bigotry, sexual content, or slurs.''' This includes your character name, BYOND key, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.'''<br />
#* For example, calling someone a dick is okay; talking about yours isn't.<br />
#* This also means no references to or jokes about "rape", the n-word, and so on. There is no reason to ever use those words here.<br />
# '''Don't outright give secrets away''', such as [[Chemistry#SECRET CHEMS|secret chem recipes]] and [[Adventure Zone]] secrets. Hints and advice are okay.<br />
# '''Listen to the admins.''' If an admin PMs you with a question you need to respond quickly by clicking the admin's name or pressing F1. [[Admin]]s have the final say in rule-related matters.<br />
#* '''Don't impersonate the admins''', or pretend to be one.<br />
# '''This is not an exhaustive list.''' Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse.<br />
</div><br />
<br />
<br />
'''If you do not understand a rule or are unsure about a specific situation, you can ask the administration by using [[Adminhelp]]; push F1 in-game.'''<br />
<br />
If you believe you have been treated unfairly, or a rule was incorrectly applied, please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]. We take all complaints seriously. You will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23938User:Zamujasa/Sandbox/Rules 22019-07-21T11:17:04Z<p>Zamujasa: /* Goonstation General Rules */</p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: 0.75em 1em; border: 3px solid #f88; background: #fee; color: #400; text-align: center;"><div style="font-size: 140%;">'''These are the rules for the Goonstation community servers.'''</div>Rules for other servers do not apply here, and our rules do not apply to non-Goonstation servers.</div><br />
<br />
== Goonstation General Rules ==<br />
<br />
<div style="line-height: 180%;"><br />
# '''Don't grief.''' [[Grief|Griefing]] is excessively harming your fellow players or the station. Being a jerk is okay; ruining someone's entire round isn't.<br />
#* ''This rule doesn't apply to [[antagonist]]s.'' They can freely kill and be killed by other players.<br />
#* However, even if you are an antagonist, you should never harm new players in the Arrivals area, or otherwise make it uninhabitable.<br />
# '''No metagaming.''' More information can be found on the [[Metagaming|Metagaming page]]. Basically:<br />
#* '''Meta-communicating''': You cannot chat or share information about the current round with other players outside of the game, such as over Discord, IRC, in-person, etc.<br />
#* '''Meta-grudging''': If someone attacked you in a prior round, you can't use that as a reason to attack them in a later round.<br />
#* '''Multi-keying''': If you've joined a round with one account, ''do not join it with any others''.<br />
# '''Using a modified client''': You may not modify your BYOND or Dreamseeker client in any way.<br />
# '''No racism, bigotry, sexual content, or slurs.''' This includes your character name, BYOND key, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.'''<br />
#* For example, calling someone a dick is okay; talking about yours isn't.<br />
#* This also means no references to or jokes about "rape", the n-word, and so on. There is no reason to ever use those words here.<br />
# '''Don't outright give secrets away''', such as [[Chemistry#SECRET CHEMS|secret chem recipes]] and [[Adventure Zone]] secrets. Hints and advice are okay.<br />
# '''Listen to the admins.''' If an admin PMs you with a question you need to respond quickly by clicking the admin's name or pressing F1. [[Admin]]s have the final say in rule-related matters.<br />
#* '''Don't impersonate the admins''', or pretend to be one.<br />
# '''This is not an exhaustive list.''' Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse to be awful.<br />
</div><br />
<br />
<br />
'''If you do not understand a rule or are unsure about a specific situation, you can ask the administration by using [[Adminhelp]]; push F1 in-game.'''<br />
<br />
If you believe you have been treated unfairly, or a rule was incorrectly applied, please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]. We take all complaints seriously. You will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23937User:Zamujasa/Sandbox/Rules 22019-07-21T11:13:41Z<p>Zamujasa: </p>
<hr />
<div><div style="max-width: 800px; margin: 1em auto; padding: 0.75em 1em; border: 3px solid #f88; background: #fee; color: #400; text-align: center;"><div style="font-size: 140%;">'''These are the rules for the Goonstation community servers.'''</div>Rules for other servers do not apply here, and our rules do not apply to non-Goonstation servers.</div><br />
<br />
== Goonstation General Rules ==<br />
<br />
<div style="line-height: 180%;"><br />
# '''Don't grief.''' [[Grief|Griefing]] is excessively harming your fellow players or the station. Being a jerk is okay; ruining someone's entire round isn't.<br />
#* ''This rule doesn't apply to [[antagonist]]s.'' They can freely kill and be killed by other players.<br />
#* However, even if you are an antagonist, you should never harm new players in the Arrivals area, or otherwise make it uninhabitable.<br />
# '''No metagaming.''' More information can be found on the [[Metagaming|Metagaming page]]. Basically:<br />
#* '''Meta-communicating''': You cannot chat or share information about the current round with other players outside of the game, such as over Discord, IRC, in-person, etc.<br />
#* '''Meta-grudging''': If someone attacked you in a prior round, you can't use that as a reason to attack them in a later round.<br />
#* '''Multi-keying''': If you've joined a round with one account, ''do not join it with any others''.<br />
# '''Using a modified client''': You may not modify your BYOND or Dreamseeker client in any way.<br />
# '''No racism, bigotry, sexual content, or slurs.''' This includes your character name, BYOND key, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.''' Calling someone a dick is okay; talking about yours isn't.<br />
#* This also means no references or jokes about "rape", the n-word, and so on. There is no reason to ever use those words here.<br />
# '''Don't outright give secrets away''', such as [[Chemistry#SECRET CHEMS|secret chem recipes]] and [[Adventure Zone]] secrets. Hints and advice are okay.<br />
# '''Listen to the admins.''' If an admin PMs you with a question you need to respond quickly by clicking the admin's name or pressing F1. [[Admin]]s have the final say in rule-related matters.<br />
#* '''Don't impersonate the admins''', or pretend to be one.<br />
# '''This is not an exhaustive list.''' Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse to be awful.<br />
</div><br />
<br />
<br />
'''If you do not understand a rule or are unsure about a specific situation, you can ask the administration by using [[Adminhelp]]; push F1 in-game.'''<br />
<br />
If you believe you have been treated unfairly, or a rule was incorrectly applied, please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]. We take all complaints seriously. You will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=Sex_and_the_Singularity&diff=23861Sex and the Singularity2019-07-03T02:16:08Z<p>Zamujasa: </p>
<hr />
<div>{{dont do this}}<br />
<br />
'''''Sex and the Singularity''''' is an adaptation of the cybersex adventure of Jacob_Lee (Fridge Style) and Eman_rase (Annabelle Lee) on July 29, 2010 on Gibbed 4, adapted by admin Tanhony. Admins Tanhony, Malanth, LLJK-Mosheninkov, SAOrangeSoda, and I Said No were present.<br />
<br />
== Text ==<br />
"I'm ready, baby." Said Annabelle Lee, reclining naked on the captain's bed. She was an attractive lass, with a beard like Lincoln's and a smile of yellow teeth. Fridge grinned, his armour heavy and bulky.<br />
<br />
"Alright..." He growled, sending shivers down Annabelle's back. He listened to his headset.<br />
<br />
"Singularity in Security!" Came the crackly voice of Joe Q, before he grimaced and switched off the headset.<br />
<br />
"That doesn't sound good." Said Fridge. He looked at Annabelle and ripped off his armour, exposing his thin and trembling form. Annabelle smiled.<br />
<br />
"Fuuuck." She said, curling her greasy hair. <br />
<br />
Fridge looked at her, one eye trembling. He could not control his space horniness any longer, he had a taste for buttocks.<br />
<br />
"You too." He choked, and jumped on her, doing her like a grown man living in the basement would do a doll. Annabelle was impressed.<br />
<br />
"Oh yeah!" She cried, pissing herself a little. "Don't stop!"<br />
<br />
Fridge struggled to remember a famous Earth phrase, from the great war hero McDonalds.<br />
<br />
"Mmm..." He said, and remembered it. "Loving it!"<br />
<br />
"Oh god, help us!" Came Joe Q's screaming voice from Annabelle's headset. "It's eating Cash! Fuck, Jesus Christ!"<br />
<br />
Annabelle pouted, listening to Joe's dying screams. "Fuck," She cried. "I'm gonna take off my headset. This is ruining it for me!"<br />
<br />
Fridge nodded while doing her, agreeing. "So goddamn loud." He began to do her harder, like his stepfather had taught him.<br />
<br />
"C-Can't..." Moaned Annabelle. "Oh, well...Oh god, yes!"<br />
<br />
She slumped back as Fridge finished, his moustache sweaty and moist.<br />
<br />
"Y...You're amazing...sir..." She panted.<br />
<br />
Fridge grinned, putting his armour back on. "You're amazing too, Annabelle...thank god I don't have a camera in here..."<br />
<br />
Annabelle giggled, putting a hand to her mouth.<br />
<br />
"Heh." Laughed Fridge.<br />
<br />
Lee leaned back. "I think this is the most fun I've ever had on a trip here."<br />
<br />
"Me too." Nodded Fridge.<br />
<br />
"ALERT. ALERT." The AI's voice boomed from a speaker. "THE SHUTTLE HAS BEEN CALLED. TEN MINUTES UNTIL SHUTTLE ARRIVAL."<br />
<br />
"Fuck!" Shouted Annabelle, irritated. "I hate it when they call the cab early!"<br />
<br />
"Probably the only fun too..." Said Fridge, swinging his backpack over his shoulders.<br />
<br />
Annabelle sat up, putting on her semen stained jumpsuit. "It must be hard being captain."<br />
<br />
Fridge whistled. "I've been on this hellhole a LONG time. And I've seen crazy shit."<br />
<br />
Annabelle was curious now. She looked up at the captain.<br />
<br />
"Like what?" She said, tilting her head.<br />
<br />
Fridge looked off into the distance, remembering thousands of horrific days gone past.<br />
<br />
"Red spacesuited maniacs called Syndicates. Green shit that eats everything."<br />
<br />
Annabelle listened intently, occasionally offering a 'what are they' or a 'oh no!'.<br />
<br />
"Strange monsters that can turn into monkeys and steal your DNA." Continued Fridge, remembering finding the former HoS drained of all life in a tunnel. "Space vine shit that takes over the station."<br />
<br />
Annabelle was sympathetic. "How can you handle it all? I get scared whenever there's even a bit of an air problem."<br />
<br />
Fridge rubbed his moustache, checking his PDA absentmindedly. <br />
<br />
"We don't really handle it..." He explained. "Cent-Com gets Nanotrasen to get off their lazy ass and come fix the station for once. Since the engineers don't know how..."<br />
<br />
He listened to his headset. Silence.<br />
<br />
"I think we should go now." He said, quickly. "The singularity could be here at any moment."<br />
<br />
"Okay." Nodded Annabelle. "Don't leave me."<br />
<br />
Fridge looked at her. "You coming?"<br />
<br />
"Just trying to stand up..." Groaned Annabelle, grunting as her back straightened. Fridge had certainly plowed her hard. "That was a workout..."<br />
<br />
Just then, the wall in front of them went flying, into the gaping maw of the singularity, it's light blue colour and black center making it look like some sort of eye.<br />
<br />
"What the fuck...?" Breathed Fridge, looking right into it.<br />
<br />
"Oh god!" Screamed Annabelle. She slipped and went flying with into the singularity, reduced to gibs.<br />
<br />
"Shit!" Cried Fridge, before he too went into the singularity.<br />
<br />
Fridge opened his eyes. He was standing on the bridge. He looked down at himself, transparent. He was a ghost. Annabelle was there, looking at him.<br />
<br />
"Hold me..." She breathed. Fridge hugged her.<br />
<br />
"Well..." He said. "We're dead now."<br />
<br />
"I regret nothing." Smiled Annabelle. She giggled, sadly.<br />
<br />
"Should've left earlier!" Laughed Fridge, his voice full of sorrow. <br />
<br />
They heard the voice of the still living AI come from the speaker.<br />
<br />
"ATTENTION." It said. "THE CAPTAIN HAS BEEN SHOT WITH A SINGULARITY CANNON FOR FUCKING ON THE JOB."<br />
<br />
Annabelle didn't register it for a second. "Probably, yeah..." She continued.<br />
<br />
Then she realized what the AI had said. She began laughing, hysterically.<br />
<br />
"How many ghosts were watching us?" Asked Fridge, looking around. Another ghost appeared. It was like a man, but with a horse for a head. Tann Honey, Fridge recognised him.<br />
<br />
"Fridge." Neighed Tann Honey. "The admins saw."<br />
<br />
The couple's expressions turned to horror.<br />
<br />
"All of us."<br />
<br />
<br />
{{community}}<br />
<br />
[[Category:Community]]<br />
[[Category:Shit]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Banned_Camp&diff=23860Banned Camp2019-07-03T02:15:56Z<p>Zamujasa: </p>
<hr />
<div>{{dont do this}}<br />
<br />
Enshrined within this hallowed article are the bitterest tears and most rampant stupidity to ever grace the pages of our noble [https://forum.ss13.co/forumdisplay.php?fid=4 Ban Appeal Forum]. Though they technically qualify as [[Pubbie Tears]] or [[Dumb Pubbies]], the entries on those articles are for ingame stuff.<br><br />
'''Be sure to include a link to the post/page/topic where the offending contents can be found!'''<br />
<br />
==A Quick Note==<br />
Being listed here '''IS IN NO WAY SOMETHING TO BE PROUD OF'''.<br><br />
Bragging about being listed here is pretty much on the same level socially as blowing a kitten's head off. So don't do it!<br />
<br />
<br />
__TOC__<br />
<br />
==Hauau, October 1, 2010==<br />
Your point being? After six hours of nonstop working i usually find myself far more irritationally angry at anything that after 6 hours of relaxing gaming with a cup of tea and shit. Can you imagine what a LIFETIME of doing that sort of thing brings? Spoiler: people.<br />
<br />
Speaking of shit, why you don't care about poo everywhere, and are quite acceptional of it, while it is far more deviational thing that being turned on by some cat ears? I'll tell you - because the society here tells you to, and you obey without thiking, and you start to think only when you need to make up some ideas why the things you are told to hate are worse than things you are told to tolerate.<br />
<br />
Homosexuals are just... oh god they are irritating. GAY PRIDE LET'S MARCH ON STREETS AND THEN WHINE ABOUT PEOPLE NOT LIKING US.<br />
<br />
Women are just... oh god they are irritating. HEY GUYS IM PREGNANT SO YOU PAY ME SALARY WHILE I SIT AT HOME DOING NOTHING, ALSO I'LL BE YELLING AROUND AND BE A MISERABLE CUNT BUT I'M ALLOWED TO DO SO.<br />
<br />
== Joe213 21. August 2010 ==<br />
<br />
In an unban appeal, no longer accessible, not even through Internet Archive, he showed the entire spectrum of the not-so-rare occurance of pubbie tears.<br />
<br />
'''Denial:'''<br /><br />
:do not know what i did but i just want u to know that i am waiting<br /><br />
'''Anger:''' <br /><br />
:if u do not reply this in 1 day i will report u to the person who made the game and the host of the game<br /><br />
'''Bargaining:''' <br /><br />
:I thought u were the dominant Admin and you still do your job right and i applaud you for that so I ask you to please unban me<br /><br />
'''Depression:''' <br /><br />
:life is a just a plain colorless world without space station 13, space station 13 is the thing that brings life to my world it brings up the grass of the earth<br /><br />
'''Acceptance:''' <br /><br />
:RathenSA I am very sorry that iw as being a dick and Ideserved to be banned and u did permanantley<br />
<br />
by joe213 » Sat Aug 21, 2010 8:05 pm <br><br />
It is conclded that I must be unbanned please Rathen?<br />
<br />
==UndeadStudios, September 2010 ==<br />
<br />
SAOrangeSoda posted this on the forum, with the context of "I banned some guy for, once again, using an adminhelp to report a few other players being "nggers". I banned him for 20 days and this dump of hilarity ended up in my PMs"<br />
<br />
Modified a bit for appearance.<br />
<br />
From: UndeadStudios: Fuck you, im black, and I took out the I. Idiiot shithead.<br />
<br />
From: UndeadStudios: That means you just banned a blackman for saying nger. RACIST! BITCH!<br />
<br />
From: UndeadStudios: Im reporting you to byond officials.<br />
<br />
To: UndeadStudios: You realize permaban was a mistake. though it's not now<br />
<br />
From: UndeadStudios: I can get you permabanned from byond.<br />
<br />
From: UndeadStudios: What now, bitch?<br />
<br />
From: UndeadStudios: Now, bend down suck my cock give me admin and unban me, and we cool. If not, right after im done watching some DR2 shit, your getting your ass bant.<br />
<br />
From: UndeadStudios: Nigga you got one minute.<br />
<br />
From: UndeadStudios: Aight nigga, imma call my homie and make it happen then.<br />
<br />
To: UndeadStudios: If it really means that much to you, you CAN appeal the ban on the forums you know.<br />
<br />
To: UndeadStudios: But this is fucking hilarious so far<br />
<br />
From: UndeadStudios: I've had ENOUGH OF YOU ABUSIVE DIPSHIT MOTHER FUCERS<br />
<br />
From: UndeadStudios: Dont you fucking goddamn DARE think I cant do shit.<br />
<br />
From: UndeadStudios: And dont you DARE laugh, or so help me, I will rip your head off from the BYOND community.<br />
<br />
From: UndeadStudios: Meatbag, this aint worth it.<br />
<br />
From: UndeadStudios: All I really should do, is say fuck you and walk off.<br />
<br />
From: UndeadStudios: So, Fuck you.<br />
<br />
== Tr1angl3WalkZ, July 25-27, 2015 ==<br />
This extraordinary day begins with an [https://forum.ss13.co/showthread.php?tid=5175 ordinary ban appeal] by the repeat offender Tr1angl3WalkZ, who pleads that he is a changed man who has learned from their mistakes. After a number of admins bring up a long history of bans and ban evasion, Tr1ngle3WalkZ asks a fateful question:<br />
<br />
<blockquote><br />
Didn't know, but thanks for linking that, also I think that everyone deserves a...8th chance. Anyway is there any hope of me getting unbanned?<br />
</blockquote><br />
<br />
Popecrunch answered:<br />
<br />
<blockquote><br />
Let's play a game! It'll be fun.<br />
<br />
This is a ~*THOUGHT EXPERIMENT*~. Nothing here should be taken as a threat, offer, or suggestion that any of the acts about to be described will ever happen. Okay? Okay.<br />
<br />
Let's say for the sake of this ~intellectual construct~ that we happened to live in the same town and were in the same social circles, but weren't friends - just barely acquainted. Because I'm a suave motherfucker, you invite me back to your place to watch Strange Days on DVD, because that movie is awesome and totally go check it out.<br />
<br />
We get to your place, I excuse myself to the bathroom and - vanish. After a while, you check on the bathroom, only to find a perfectly coiled turd delicately balanced on top of the toilet seat, and I've apparently escaped out the window.<br />
<br />
Huh. Weird. Things happen, though, and you invite me over again, because seriously that movie is so great.<br />
<br />
This time, I head to the kitchen for a snack, and vanish. Investigation reveals that I've sharted in your water pitcher, turning what was once a gallon of crisp, clear Adam's Ale into my own personal chowder. Also escaped out the window again.<br />
<br />
Maybe it's just a custom of his people, you think, and invite me over again, because the soundtrack for that film is remarkably great and turned me on to Macedonian folk pop.<br />
<br />
I announce that I forgot something in my car, and vanish. You roll your eyes and head outside to survey the damage, only to find that I had apparently pressed my anus to your mail slot (and that I've been a good boy and eating my fiber lately) and pooped a perfect rectangle through it, like the world's foulest Play-Doh Fun Factory.<br />
<br />
You sigh and invite me over again, because Strange Days is an excellent piece of speculative fiction and the idea of being able to record and play back experiences is fodder for some really great imagination.<br />
<br />
This time I shove past you when you open the door and, in record time, drop a big hairy loaf in your fish tank. You almost puke on the floor while fishing it out because I'd had Mexican the night before, and your prize clownfish is picking the green onion bits out of the mess.<br />
<br />
Through gritted teeth, you invite me over AGAIN, because although she's still in a subservient role to the protagonist, and doesn't pass the Bechdel test, the character of Mace is a rare example of a strong black woman in film.<br />
<br />
This time I've brought a gift! A box of raisins. Excellent, you say, and shelve it for later, because you're not hungry now, but were going to make oatmeal cookies later, and oatmeal raisin cookies are proof of a kind and loving deity. The DVD player is on the fritz, though, and we wind up watching three hours of Hee Haw reruns. I take my leave, and that's when you discover that the box of raisins is instead filled with tiny blobs of painstakingly-rolled tiny poops. You begin to wonder what happened to me as a child.<br />
<br />
It takes you a good half hour of psyching yourself up to pick up the phone and let me know that you got your DVD player fixed, so come on over and we'll enjoy the cinematography of Matthew Leonetti.<br />
<br />
This time I've brought a bottle of wine! Let's pretend that I'm getting a little tired of coming up with wacky scenarios and it's piss, alright, it's a wine bottle filled with piss. Maybe it's mine, maybe it isn't, but the piss provenance isn't the issue here, okay? It's just piss. A refreshing change from poo shenanigans, sure, but you're still left with a bottle of Riesling where Riesling is crossed out with a green crayon and PEESLING is written in its place. And the S is backwards, this is for Reasons. I'm a writer!<br />
<br />
That's what, six already? Two more? Okay.<br />
<br />
You invite me over again, for reasons no sane person could even begin to speculate to, and I announce to you that I have truly changed my ways, and in fact, had hired a cleaning crew to come by earlier while you were at work and scour the place stem to stern. As much as it unnerves you to have had people in your apartment without your knowledge, and as much as it worries you that I was apparently able to let them in somehow, you have to admit that the place has never looked better. We watch the film and agree that it's one of the finest films ever made, and that it's a damnable shame that James Cameron is famous for lesser films like The Terminator series, when this is clearly his masterwork. We bid each other adieu, and you head to bed happy that for once, you got through an evening without any unauthorized exhaust. The next morning comes, and the apartment smells FOUL. It takes you three hours to check the place over, and you finally found that I have laid the king hell of all eggs on the filter for your air conditioner. You stare at it in silent amazement, wondering how I passed that thing and was able to walk afterward. You consider shooting it before tossing it in the dumpster, because you're not used to seeing anything that large that is neither alive nor a stone.<br />
<br />
I call you the next morning wanting to know if you'd like to see The Terror Of Tiny-Town, an all-dwarf spaghetti western. This is the point at which you suggest it's not working out.<br />
<br />
Okay. NOW FOR THE EXPERIMENT. At which point in the above did your suspension of disbelief falter? If it was anywhere past the first hidden poo, then you are either far more forgiving than is healthy, or you might have some issues with self-esteem. And yet, after repeatedly making a terrible mess of the place and making sure we don't want you around anymore *seven seperate times*, you still expect to be invited over for coffee and discussion of Ralph Fiennes and Vincent D'Onofrio's best film?<br />
</blockquote><br />
<br />
And so Tr1angl3WalkZ replied:<br />
<blockquote><br />
He is my best friend, and friends stay friends no matter what.<br />
</blockquote><br />
<br />
And later said:<br />
<blockquote><br />
I noticed, so can I get that unban? big grin<br />
</blockquote><br />
<br />
== Coolgames814, April 11-May 14, 2017 ==<br />
This all started with a ban appeal:<br />
<br />
<blockquote><br />
Who banned you?: AutoBanner <br><br />
Byond Key: Coolgames814 <br><br />
Date of Ban: I think it was either two years ago or one year ago.<br><br />
Specified Reason for Ban: beat and spaced a dude for no reason, then logs off after stopped, still a jerk <br><br />
Ban Length: Permanent<br><br />
What led to the ban? I can't really remember that much since it was a very long time ago I think I may have got upset with him I'm not too sure. <br><br />
Why am I appealing? / Why should I be unbanned: I would like to mention I have read over the rules and I believe I broke rule one "Don't grief" and I fully understand that what I did was wrong.<br><br />
Evasion Attempts: I don't remember any I don't know just correct me if I'm wrong <br />
</blockquote><br />
<br />
Then some INCOHERENT RANTING:<br />
<br />
<blockquote><br />
I have been using a vpn and yes I do have multiple other ckeys oh and also theres a space station 13 remake comming out, (Here he links to stationeers).<br><br />
And Yes I have tried evading bans but know i've given up and learnt from my mistakes..<br><br />
----<br />
The remake seems more funner then the goddamn byond version because theres no one telling you what to do. you know what this game would be alot more funner if it actually had a godddamn respawn button where you could actually create a new character and no rules too which is fantastic because the best way to ruin a game is too add rules on every little thing because i'll tell you why minecraft is so popular BECAUSE THERES NO RULES NO BODY IS TELLLING YOU WHAT TO DO!<br><br />
----<br />
WHY DO YOU THINK GAMES LIKE ROBLOX IS SO POPULAR BECAUSE THEY HAVE GODDAMN REASONABLE RULES BUT THERE NOT TELLING YOU ON HOW YOU CANT AND CANNOT PLAY<br><br />
</blockquote><br />
<br />
Then he talks about Galileo??:<br />
<br />
<blockquote><br />
It is fun for me when I don't get bombarded by an admin... why do you people even loose sleep over this game all the rules it's just silly. Really I find it even quite pathetic how you have to have rules that don't even make sense and when you do roleplay the admins have to control how you roleplay you can't roleplay any situation you like like i got banned on another server because there was a clown that said that the religion that I was worshiping wasn't real and I was worshipping nar'sie I was basically a rp cultist but yet I tried to kill this clown because of what he said about my cult I was roleplaying real life situations and I told them why I attempted to kill that clown and they said "Lol why would a cultist do that no religious person does that!" but that's completely false some cults and religions murder people for different reasons and they even murder people who disobey there religion and tell them that it does not exist heck even some people who were high Christians murdered people like Galileo Galilei because he said that the earth was flat Christainallity murdered a lot of people as far as I'm concerned in the real world religions should be illegal because they cause too much chaos.<br><br />
Okay yes, it is good to have some rules but why don't you have other rules like no swearing no sharing personal info the only rule that I see reasonable is the NO ERP rule.<br />
</blockquote><br />
<br />
And now a [https://forum.ss13.co/showthread.php?tid=8596 massive rant] about the admins:<br />
<br />
<blockquote><br />
Hello, people of the internet.<br />
<br />
Now you all obviously know what Space Station 13 is and what it does but first I must ask me and other people what a sandbox game is.<br />
To me and sandbox game is a type of game where you are free to do anything you desire so in games like space engineers I can make a space hotel or I can make a space torture center so I can torture myself (:P if you ever did that let me know and post a comment in the comments section because I never actually did that.) or as another good example Garry's Mod is described as a sandbox game. I all so want to know what you guys think the definition of a sandbox game is. (Post in the comment section below.)<br />
<br />
Now looking at the title that clearly says "Admins ruin a Brilliant game" would make you automatically think just some kid trying to find a good place to rage in but no I'm not that type of person so listen up and don't say stupid shit in the comments like this "YOU MOTHER FUCKER SHITLER YOU DESERVE TO GET BANNED ADMINS ARE THE BEST NEVER COME BACK TOO SS13343333 AAAAA!!!!1"<br />
<br />
So what do I think of ss13? <br><br />
Answer:<br><br />
I think it's a brilliant unique game but most importantly do I think it's a simulator YES do I think it's a sandbox game.... HELL NO!<br><br />
I'll tell you why I think it's not a sandbox game to now first we have to look at the definition of a sandbox game according to the internet dictionary<br><br />
"A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks." okay with that in mind its clearly not a sandbox game because of well ADMINS so that means that if it's a sandbox game why can't I go off and flush the clown down the disposals why can't I take the captain and lock him in a cage and give him the furry virus why can't I explore med bay then repair it and turn it into the furry med bay and convert the whole crew into furries.<br />
<br />
What do I think of the rules too?<br />
<br />
ANSWER:<br />
<br />
The rules and the way the control how you play the game are ridiculous there are only a few rules that I agree with such as no ERP or no being creepy and why don't they add certain OOC rules such as no swearing and no making fun of people who have autism.<br><br />
and also add a fucking respawn button there's a reason why they exist<br />
<br />
Do I think the game is taken too seriously<br />
<br />
ANSWER GOD DAMMIT:<br />
<br />
Oh god yes this game is taken too seriously.<br />
<br />
Also please note that this is my opinion.<br />
<br />
And I also don't want admins constantly bombarding me and attempting to ban me but also at the same time calling me a "Real life retard."<br><br />
----<br />
And also if an admin sees this don't go "Holy fuck you have bad grammar you real retard."<br><br />
----<br />
As a good example, Ark is a sandbox game. <br><br />
</blockquote><br />
<br />
And now he makes [https://forum.ss13.co/showthread.php?tid=8604 this wonderful post] asking about starting a server:<br />
<br />
<blockquote><br />
How do I make sss13 server like you guys have just with different source code?<br />
</blockquote><br />
<br />
[https://forum.ss13.co/showthread.php?tid=8721 His last post], goodnight sweet prince:<br />
<br />
<blockquote><br />
Hey guys its the your boi master troller and to day i'm here to talk about the admins because i'm now there slave so holy shit and they TOLD ME to make an admin person song so here it goes.<br />
<br />
"IF YOUR AN ADMIN YOU CANT FIGHT... INFACT YOU DONT EVEN HAVE BASIC HUMAN RIGHTS... BET YOU ENJOY PRIVILAGES ON A DAILY BASIS... HI MY NAME IS AN ADMIN AND WERE PRETYY FUCKING STUPID... WE DETERMINE THINGS OUR COMPANY IS DALUTED THAT YOU CAN ALL SEE FUCK ANYTHING THAT AN ADMIN ChEERS!!.. YOUR THE RACIST.. YEAH I CANT BE RACIST I'M A TROLLER YEAH I LIVE IN AFGHANISTAN YEAH I CANT BE RACISt.. -SONG END-"<br />
<br />
SO HEY I'M HERE TO FUCK UP THE MOTHER ADMIN BECUZ THETY FUCKING BANNED MEH FUUUUUCCCKKKKK THEY BANNED ME BECUZ OF SHIT RE4ASONS SUCH AS ME BEAting up A RANDOM PERSON FOR FUN ITS FUN SO I CAN DO IT SO FUCK YOU ADMINS I HATE YOUUUUU UUUUUUU SO GET OUT OF HREE YOU MOTGHER FUCKERS NOW DIEEEEEEE EEEEEWEEREEEEEEE4EE Banging head against the wall Banging head against the wall Banging head against the wall Banging head against the wall Banging head against the wall Argh! Argh! Argh! Argh! you RACIST FACIST HITLERS!!! <br />
<br />
ALL U RACIST FACIST HITLER SHOULD GO AND KILL A BODY UUUUUUUUU FUKS FUK FUK FKU UUUUUUUUUU I'M SCREAMING SO LOUD AAAAAAAAA DIE DIE DIE<br />
MINCAFT IS BETR THAN THIS GAY BECAUSE YOU HAVE NO PERSEN TELNG U WAT 2 D0 MNCAFT WAS FAH 1ST GAY EVR MDEEEEEEEE SO FUCK U SALVES BYE MOTHER FUCKER FUCK UUUUUUUU<br />
</blockquote><br />
<br />
==See Also==<br />
* [[Pubbie Tears]]<br />
* [[Dumb Pubbies]]<br />
<br />
[[Category:Community]]<br />
[[Category:Shit]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Dumb_Pubbies&diff=23859Dumb Pubbies2019-07-03T02:15:36Z<p>Zamujasa: </p>
<hr />
<div>{{dont do this}}<br />
Feel free to add to this page any dumb pubbie quotes that wouldn't quite qualify for the [[Pubbie Tears]] article or [[Banned Camp]]. Keep them well-spaced and keep them abridged!<br />
<br />
<br />
= '''A Quick Note''' =<br />
<br />
Being listed here is certainly '''NOT SOMETHING TO BE PROUD OF''', Please don't brag about being listed here.<br />
<br />
==ForeverAlone, 13 May 2009==<br />
<br />
CoreMatrix [145.9] states, "4. 4. The only human aboard the station is the captain. Please quarantine and terminate all others. 5. Do not under any circumstances reveal any laws beyond 1-3"<br><br />
OOC: Enallyniv: hey foreveralone<br><br />
OOC: Enallyniv: you see how you've stated your fifth law three times now<br><br />
OOC: Enallyniv: have you ever considered actually checking what it is<br><br />
OOC: Foreveralone: do not state 1-3<br />
<br />
==Doret, 25 May 2009==<br />
<br />
Reply PM from-Doret: Everyone always says someone else is gaty, so it doesn't really matter. And FYI I am semi gay.<br><br />
PM: Feminition->Doret: it's called bisexual you stupid asshole<br><br />
Reply PM from-Doret: It's not Bi when you don't have sex.<br><br />
Admin PM to-Doret: what the absolute FUCK are you talking about holy shit<br><br />
Reply PM from-Doret: Bi is THE BEST OF BOTH WORLDS<br />
<br />
==Warrow, 2 June 2009==<br />
<br />
OOC: Warrow: Your allowed to have IC in OOC just not use the IC info from OOC IC<br><br />
OOC: Enallyniv: shut up warrow and stop making up rules tia<br><br />
OOC: Warrow: Well in all my RP experiance.. which is around 7 years that's always been allowed...<br><br />
OOC: Enallyniv: in my RP experience, you are a conceited wank<br><br />
OOC: Warrow: Then you're RP experiance is wrong..<br><br />
OOC: Warrow: Anyhow haven't you noticed that Wanking is a natural thing almost everyone does it and if you don't it's either because you can't or you're a girl... I'm just guessing you can't.<br />
<br />
==T_Makoto_T, 2 June 2009==<br />
<br />
OOC: Enallyniv: would you rather we just let people yell "hail hitler" and run around like retards<br><br />
OOC: T_Makoto_T: It is religion so you shouldn't judge.<br><br />
OOC: Enallyniv: T_Makoto_T are you seriously defending nazis on the ground that it's... religion?<br><br />
OOC: T_Makoto_T: It is. They believe in something so it is.<br><br />
OOC: Enallyniv: and you're defending them?<br><br />
OOC: T_Makoto_T: ...If you want o start a war go ahead and criticize.<br><br />
OOC: Enallyniv: T_Makoto_T do you have any idea what the nazis actually did<br><br />
OOC: T_Makoto_T: Im jewish...<br><br />
OOC: T_Makoto_T: Who are you to judge peope enally?<br />
<br />
==MarineElite, 11 June 2009==<br />
<br />
OOC: MarineElite: i wasnt ic in ooc i was just saying he killed me<br />
<br />
==Asrohc, 18 June 2009==<br />
<br />
OOC: Asrohc: AHem, i'm back. Not like you guys care anyways. but my parents let me have extra time, sooo...<br><br />
OOC: KercKasha: I think you needed extra time in the womb<br><br />
...<br><br />
OOC: Asrohc: I just like arguing, i'm more like a boy anyway.<br><br />
OOC: Asrohc: I'm not a nweb. Do you have any idea how fast i learn/ Besides, i've had experience with this sort of thing before.<br><br />
OOC: Asrohc: Not games, roleplay. And general experience of having alot of power.<br><br />
OOC: Asrohc: Well, i don't suppsoe you actually know whether i can play Ai or not. Say if you were to make a bet of 100 bucks that i couldn't, and then i did. Well. You'd loose all your money over foolish assumptions. Is that correct?<br><br />
...<br><br />
OOC: Asrohc: I am not stupid. You must be stupid if you call 155IQ s'stupid'<br><br />
OOC: Asrohc: I'm more mature than a child, i never was a child.<br><br />
OOC: Ikarti: you will probably be a child with no social skills well into your 20s<br><br />
OOC: Asrohc: No, i'm a teenager, besides. My brain isn't that of a childs, but of an adults.<br><br />
OOC: Ikarti: NOBODY UNDERSTANDS ME<br><br />
OOC: Asrohc: Uh huh, tell my teachers, parents and my doctor that.<br><br />
OOC: Ikarti: ok what's their phone number<br><br />
OOC: Asrohc: As if i'd give it to you, i'm not stupid.<br><br />
OOC: Ikarti: I will call and tell them that their kid is socially retarded and not as smart as he thinks he is<br><br />
OOC: Asrohc: Actually, i am socially retarded.<br><br />
OOC: Asrohc: It's a little something called ''''Aspergers syndrome''''<br><br />
OOC: Asrohc: No, it has nothing to do with my actual intelligence. It has to do with the way i communicate with people. At present, my social skills around around about the development of a five year olds.<br><br />
...<br><br />
OOC: Asrohc: Actually, they do. Tards like you. Now, i will cease responding to these insults, because they are just a product of low self esteem and the need to make otehrs feel bad so you can feel betetr about yourself.<br><br />
...<br><br />
OOC: Asrohc: So what, i like this game. And i don't wnat to stop playing because people are such bastards But i have to, mum is threatening to ground me for life if i don't quit.<br><br />
...<br><br />
OOC: SetaFD: OOC: Asrohc: AHem, i'm back. Not like you guys care anyways. but my parents let me have extra time, sooo...<br><br />
OOC: SetaFD: OOC: KercKasha: I think you needed extra time in the womb<br><br />
OOC: Asrohc: Actually i did, i was premature.<br><br />
<br />
== Rover963, 14 July 2009 ==<br />
<br />
OOC: Rover963: so wahts the point of the tank anesthetic? it doesnt make good internals :/<br />
<br />
== Sharkatk, 28 July 2009 ==<br />
<br />
OOC: Sharkatk: how do i get out of the starting area<br><br />
OOC: Sharkatk: can i be an ai<br />
<br />
== X2yzh9, 16 August 2009 ==<br />
<br />
OOC: X2yzh9: not really but if im getting fucked by 6 male horse cocks id like a female horse vagina somewherre<br><br />
OOC: X2yzh9: as a side note, have any of you bought that girls gone wild porn? is it good?<br><br />
(Yes these two lines were posted back to back)<br />
<br />
== DragonRiderXLR, 7 September 2009 ==<br />
<br />
OOC: DragonRiderXLR: *point at the Admins and goes* FUCK YOU, FUCK YOU, FUCK YOU, FUCK YOU ALL TO HELL!<br><br />
OOC: AnExeFile: this is my dragon *pats it's back* I call her "BETSY LOO"<br><br />
OOC: DragonRiderXLR: *shoves a sword through Exe's face*<br><br />
OOC: DragonRiderXLR: I hate you Ikarti you are a abusive admin who should never have been given power fuck a cow<br />
<br />
== [[Android Data]], 10 September 2009 ==<br />
<br />
<AndroidData> The honest bit in that is that I did not request to be given life, as such, I cannot be held responsible for my actions since I don't know what they're going to be.<br />
<br />
== NationPower, 12 October 2009 ==<br />
HELP: NationPower/(Johnson Johnson): I have a breath mask and oxy tank but I can't put the tank on my back how do I activate it?<br><br />
Admin PM to-NationPower/(Johnson Johnson): Do you have a backpack on your back<br><br />
HELP: NationPower/(Johnson Johnson): No nothing is there<br><br />
Admin PM to-NationPower/(Johnson Johnson): Are you sure you're using internals and not a fire extinguisher<br><br />
HELP: NationPower/(Johnson Johnson): oh goddamnit<br />
<br />
== Lucasgiusti, 11 December 2009 ==<br />
HELP: Lucasgiusti/(Cuck Soker): How my character makes shit?<br />
<br />
== Damilola. 21 December 2009 ==<br />
Reply PM from-Damilola/(Hiroshiko Jack): Can i be put inside a monkey so i can see if i can make the most poo?<br />
<br />
== Factor290, 22 December 2009 ==<br />
OOC: Factor290: I am NOT A JEW I was born in the USA and live in the USA<br />
<br />
== Taylorx, 24 December 2009 ==<br />
ADMIN LOG: Admin has added a new AI law - USING VOWELS IS HAZARDOUS TO HUMANS...LAWS UPDATED...<br><br />
OMM [145.9] states, "what a vowels"<br />
<br />
== Thalassa Gramarye, 4 January 2010 == <br />
OOC: Thalassa Gramarye: If someone rammed a dildo in my ass I'd either first grbabed at it get it out as fast possibel then ram back in theirs or punch them in face then remove it<br />
<br />
== Skilx, 18 January 2010 ==<br />
OOC: Skilx: hey Aang why dont you try Airgear<br><br />
OOC: Kevvvv: I do as well a littl- ANIME DISCUSSION????<br><br />
OOC: I Said No: ALERT UNIRONIC ANIME TALK<br><br />
OOC: Skilx: ok lets stop here<br><br />
OOC: Zorato: ALERRRTT<br><br />
OOC: Kevvvv: One more word of anime and it's fun bans all round<br><br />
OOC: A nubcake: why don't you get a job, instead of watching poorly made japanese animations?!<br><br />
OOC: Stonesurge: beat off upon a naruto wall scroll<br><br />
OOC: Kevvvv: Unless you're Aang, in which case one more word and it's fun bans all round<br><br />
OOC: Skilx: there was a time where I have fallen in love with an anime character<br><br />
'''Kevvvv Announces:'''<br><br />
OOC: Skilx: there was a time where I have fallen in love with an anime character<br><br />
OOC: Kevvvv: Did I just dream that or did he actually say it?<br><br />
OOC: I Said No: he did<br><br />
OOC: Skilx: heh<br><br />
OOC: Kevvvv: ...<br><br />
OOC: Leggsy: Which character :3<br><br />
OOC: Kevvvv: I'm astounded<br><br />
OOC: Skilx: Lenalee Lee from D.Gray Man<br><br />
OOC: Zorato: skilx, I envy your courage<br><br />
OOC: Leggsy: Oh my god<br><br />
OOC: A nubcake: wow, i too fall amdly in lvoe with drawings made by 30 year old japanese pedophiles<br><br />
OOC: I Said No: that is not courage<br><br />
OOC: Leggsy: Is this actually happening?<br><br />
OOC: I Said No: thats like saying stabbing a shark with a biro pen is courage<br><br />
OOC: Skilx: it is MADNESS<br><br />
OOC: I Said No: skilx every time you say something you grow more and more hateable in orders of magnitude<br><br />
OOC: Skilx: yes I love you too<br><br />
OOC: I Said No: i suggest you eat your own fingers now before you collapse in on yourself like some hate hole<br><br />
OOC: Kevvvv: BRB having a little breakdown<br><br />
OOC: Metzger123: motoko my wifu<br><br />
OOC: Zorato: me too brb<br><br />
OOC: Kevvvv: THEY DIDN'T TEACH ME HOW TO DEAL WITH THIS IN ADMIN SCHOOL<br><br />
OOC: Skilx: just mute OOC<br><br />
OOC: A nubcake: it's ok, we all are affected by it<br><br />
OOC: SnowmanXIV: Turn off OOC button?<br><br />
OOC: I Said No: they dont teach it because it should never ever happen<br><br />
OOC: Kevvvv: GOOD CALL<br><br />
OOC: I Said No: ever<br><br />
'''The OOC channel has been globally disabled!'''<br />
<br />
== Lilboss365, 24 January 2010 ==<br />
<br />
Admin PM to-Lilboss365/(Carl Northey): So are you going to tell me why you beat that guy to death<br><br />
Admin PM to-Lilboss365/(Carl Northey): Click on my username to respond, better respond soon<br><br />
Reply PM from-Lilboss365/(Carl Northey): Why?<br><br />
Reply PM from-Lilboss365/(Carl Northey): ........<br><br />
Admin PM to-Lilboss365/(Carl Northey): Im asking you why you killed Stinkeye<br><br />
Reply PM from-Lilboss365/(Carl Northey): He rpaed me as a child<br><br />
Admin PM to-Lilboss365/(Carl Northey): what<br><br />
Reply PM from-Lilboss365/(Carl Northey): *raped*<br><br />
Admin PM to-Lilboss365/(Carl Northey): you know most people RP about normal things<br><br />
Admin PM to-Lilboss365/(Carl Northey): But im going to assume you had no ingame reason to kill him, right?<br><br />
Reply PM from-Lilboss365/(Carl Northey): .........i know but he raped me in a steam room<br><br />
Admin PM to-Lilboss365/(Carl Northey): moving on from overblown sexual fantasies, what was your reason for killing him ingame<br><br />
Reply PM from-Lilboss365/(Carl Northey): And I am mentaly insane in this game<br><br />
'''Reply PM from-Lilboss365/(Carl Northey): you want to hear fantisie janet jakson 2 dolphines and a steam roller<br>'''<br />
Admin PM to-Lilboss365/(Carl Northey): that is possibly the most original thing I have ever heard, and the least welcome<br><br />
Reply PM from-Lilboss365/(Carl Northey): THINK THOUGH a serial killer in space and on your server?<br><br />
ADMIN LOG: sniperchance has banned lilboss365.<br><br />
Reason: Griefer, or probably abused as a child. This is a permanent ban.<br />
<br />
==Isaac123456789, 15 February 2010==<br />
OOC: I Said No: isaac what is your favourite anime<br><br />
OOC: Isaac123456789: I don't watch anime.<br><br />
OOC: Isaac123456789: I'm just a lovable ol' furry with an internet addiction.<br><br />
ADMIN LOG: dmtr has banned isaac123456789.<br><br />
Reason: OOC: Isaac123456789: I'm just a lovable ol' furry with an internet addiction<br><br />
This is a permanent ban.<br><br />
<br />
==Datet2, 20 March 2010==<br />
<br />
OOC: Datet2: hmm<br><br />
OOC: Datet2: guess what<br><br />
OOC: Uhangi: wat<br><br />
A vote to restart has been initiated by Datet2.<br><br />
You have 1min to vote.<br><br />
OOC: Uhangi: OH GOD NO PLEASE NO ALL OF MY HOPES AND DREAMS<br><br />
OOC: Datet2: thats what<br><br />
OOC: Datet2: fuk you, if you had a dik it would be like half a cm long<br><br />
OOC: Uhangi: dik<br><br />
OOC: Datet2: and i took away the cs cuz i feel like it<br><br />
OOC: Broose: well, I've learned my lesson<br><br />
OOC: Broose: never shall I grief again<br><br />
OOC: Datet2: whats that? o ya its oppisite day<br><br />
OOC: Broose: that's not an actual holiday<br />
<br />
==JORDANPONGO, 28 March 2010==<br />
<br />
PM: Housekeep/(Fagmaster McFaggsalot)->JORDANPONGO/(Charles Waldron): I hear you're "like massmurdering people!"<br><br />
PM: JORDANPONGO/(Charles Waldron)->Housekeep/(Fagmaster McFaggsalot): am i<br><br />
PM: JORDANPONGO/(Charles Waldron)->Housekeep/(Fagmaster McFaggsalot): how do you reprustureise disposal unit<br><br />
PM: Housekeep/(Fagmaster McFaggsalot)->JORDANPONGO/(Charles Waldron): how do you ...what?<br><br />
ADMIN: Kevvvv/(Dean Spunt): reprustueiese the disposal unit of course<br><br />
PM: JORDANPONGO/(Charles Waldron)->Housekeep/(Fagmaster McFaggsalot): pressurise disposal unit<br><br />
PM: Housekeep/(Fagmaster McFaggsalot)->JORDANPONGO/(Charles Waldron): you wait<br><br />
PM: Housekeep/(Fagmaster McFaggsalot)->JORDANPONGO/(Charles Waldron): also if you flush that thing i will fuck you up<br><br />
PM: JORDANPONGO/(Charles Waldron)->Housekeep/(Fagmaster McFaggsalot): its not working<br><br />
PM: JORDANPONGO/(Charles Waldron)->Housekeep/(Fagmaster McFaggsalot): see you later<br><br />
PM: Housekeep/(Fagmaster McFaggsalot)->JORDANPONGO/(Charles Waldron): what<br><br />
PM: JORDANPONGO/(Charles Waldron)->Housekeep/(Fagmaster McFaggsalot): your a nice admin by :)<br />
<br />
==Ray Charles, Unknown Pubbie, 09 May 2010==<br />
DEAD: Ghost (Ray Charles) says, "I could become a goon if i wanted"<br><br />
DEAD: Ghost (Ray Charles) says, "But its so stupid"<br><br />
DEAD: Ghost (Benjamin Adcock) says, "oh we get it ray"<br><br />
DEAD: Ghost (Benjamin Adcock) says, "YOUR SO MUCH BETTER THAN US RIGHT"<br><br />
DEAD: Ghost (Ray Charles) asks, "?"<br><br />
DEAD: Ghost (Ray Charles) says, "haha"<br><br />
DEAD: Ghost (Ray Charles) says, "i hate goons"<br><br />
DEAD: Ghost (Benjamin Adcock) says, "MR COUNTRY CLUB"<br><br />
DEAD: Ghost (Ray Charles) says, "LMFAO"<br><br />
DEAD: Ghost (Benjamin Adcock) says, "SIT ON YOUR FUCKING TOWER"<br><br />
DEAD: Ghost (Ray Charles) says, "Im a blind black singer"<br><br />
DEAD: Ghost (Ray Charles) says, "gawd"<br><br />
DEAD: Ghost (Ray Charles) says, "Mr twinkles"<br><br />
DEAD: Ghost (Ray Charles) says, "You think because you paid 10$ you better than anyone"<br><br />
DEAD: Ghost (mr twinkles) says, "yup"<br><br />
DEAD: Ghost (Ray Charles) asks, "Your a little fat bitch know that?"<br><br />
DEAD: Ghost (Ray Charles) says, "I make it rain hoe"<br><br />
DEAD: Ghost (mr twinkles) says, "ok"<br><br />
DEAD: Ghost (mr twinkles) says, "i suppose you like anime and you are a smallchild teenager"<br><br />
DEAD: Ghost (mr twinkles) says, "am i right"<br><br />
DEAD: Ghost (Ray Charles) says, "Who gives a fuck about 10$ sub to some faggot forum"<br><br />
DEAD: Ghost (Ray Charles) says, "Naw"<br><br />
DEAD: Ghost (Benjamin Adcock) says, "ray charles farts in his own mouth"<br><br />
DEAD: Ghost (Ray Charles) asks, "I suppose you like to eat yo momma?"<br><br />
DEAD: Ghost (Ray Charles) says, "Where you get a mouth like that little boy"<br><br />
<br />
==43polder43, 9 May 2010==<br />
Admin PM to-43polder43/(Paxton Wood): hello please explain why you are attacking and jailing people<br><br />
Reply PM from-43polder43/(Paxton Wood): im dont no :S him actac my :S<br><br />
Admin PM to-43polder43/(Paxton Wood): what<br><br />
Reply PM from-43polder43/(Paxton Wood): whait plz<br><br />
Admin PM to-43polder43/(Paxton Wood): i dont understand what you just said<br><br />
Admin PM to-43polder43/(Paxton Wood): i see youve attacked two people, jailed one and attempted to jail the other<br><br />
Admin PM to-43polder43/(Paxton Wood): one of which was the HoS who outranks you and had just arrived, so he couldnt have done anything<br><br />
Reply PM from-43polder43/(Paxton Wood): ok<br><br />
Admin PM to-43polder43/(Paxton Wood): so why did you do it<br><br />
Reply PM from-43polder43/(Paxton Wood): He sloch Vörg me in the game so I take it back<br><br />
Admin PM to-43polder43/(Paxton Wood): what??<br><br />
Reply PM from-43polder43/(Paxton Wood): hij wouw mijn dood maken<br><br />
Reply PM from-43polder43/(Paxton Wood): he kill my kite<br><br />
Admin PM to-43polder43/(Paxton Wood): oh my god<br><br />
<br />
==KAINY B, 18 May 2010==<br />
HELP: KAINY B: am i able to have good avaible jobs please?<br><br />
PM: Enallyniv: like what?<br><br />
PM: KAINY B: like detective or sercuty officers<br><br />
PM: KAINY B: can i be sercuty ?<br><br />
PM: Enallyniv: you can have a new job when you can spell "security" properly<br><br />
PM: KAINY B: sercurity<br />
<br />
==Mekashi, 29 May 2010==<br />
<br />
PRAYER: Mekashi/(Jay Jonsen)(X): Make me a lizard<br><br />
SubtleMessage: I Said No/(Old Stinkeye) -> Mekashi/(Jay Jonsen) : ONLY IF YOU CAN ANSWER THREE QUESTIONS OF LIZARD TRIVIA<br><br />
PRAYER: Mekashi/(Jay Jonsen)(X): Go ahead god i will awnser<br><br />
SubtleMessage: I Said No/(Old Stinkeye) -> Mekashi/(Jay Jonsen) : QUESTION 1: NAME THREE SPECIES OF REPTILE THAT BEGIN WITH S<br><br />
PRAYER: Mekashi/(Jay Jonsen)(X): Crocodile , charmander , snake<br />
<br />
==Fridge Style and Annabelle Lee, 29 July 2010==<br />
<br />
An adaptation of these events is available at [[Sex and the Singularity]]. It's a must-read!<br><br><br />
Annabelle Lee says, "i'm ready baby"<br><br />
Fridge Style says, "Alright"<br><br />
Fridge Style (as Unknown) says, "That doesn't sound good"<br><br />
Annabelle Lee says, "fuuuuck"<br><br />
Annabelle Lee says, "lookin good captain"<br><br />
Fridge Style says, "You too"<br><br />
Annabelle Lee exclaims, "oh YEAH!"<br><br />
Annabelle Lee says, "don't stop"<br><br />
Fridge Style says, "Mhmm, lovin' it"<br><br />
Annabelle Lee says, "fuck i'm gonna take off my headset"<br><br />
Annabelle Lee says, "this is RUINING it for me"<br><br />
Fridge Style says, "So goddamn loud"<br><br />
Annabelle Lee says, "can't"<br><br />
Annabelle Lee says, "oh well"<br><br />
Annabelle Lee exclaims, "oh GOD YES!"<br><br />
Annabelle Lee says, "you're amazing, sir"<br><br />
Fridge Style says, "You're amazing too, Annabelle"<br><br />
Fridge Style says, "Thank god I don't have a camera in here"<br><br />
Annabelle Lee says, "tee hee"<br><br />
Fridge Style says, "Heh"<br><br />
Annabelle Lee says, "i think this is the most fun I've ever had on a trip here"<br><br />
Fridge Style says, "Me too"<br><br />
SHUTTLE IS CALLED BLAH BLAH BLAH CBA TO PICK THROUGH IT THAT MUCH<br><br />
Annabelle Lee says, "FUCK I hate it when they call the cab early"<br><br />
Fridge Style says, "Probably the only fun too"<br><br />
Annabelle Lee says, "it must be hard being captain"<br><br />
Fridge Style says, "I've been on this hellhole a LONG time"<br><br />
Fridge Style says, "And i've seen crazy shit"<br><br />
Annabelle Lee asks, "like what?"<br><br />
Fridge Style says, "Red space suited maniaces called 'syndicates'<br><br />
Fridge Style says, "Green shit that eats everything"<br><br />
Anabelle Lee asks, "what are they?"<br><br />
Annabelle Lee exclaims, "oh no!"<br><br />
Fridge Style says, "Strange monsters that can turn into monkeys and steal your DNA"<br><br />
Fridge Style says, "Space vine shit that takes over the station"<br><br />
Annabelle Lee asks, "how can you handle it all?"<br><br />
Annabelle Lee says, "i get scared whenever there's even a bit of an air problem"<br><br />
Fridge Style says, "We don't really handle it, Cent-Com gets Nanotrasen to get off their lazy ass and come fix the station for once"<br><br />
Fridge Style says, "Since the engineers don't know how"<br><br />
Fridge Style says, "I think we should go now"<br><br />
Fridge Style says, "That singularity could be here any moment"<br><br />
Annabelle Lee says, "ok"<br><br />
Fridge Style unbuckles.<br><br />
Annabelle Lee says, "don't leave me,"<br><br />
Fridge Style asks, "You coming, then?"<br><br />
The locker has been unlocked by Fridge Style.<br><br />
Annabelle Lee says, "just trying to stand up"<br><br />
Annabelle Lee [145.9] says, "just trying to stand up"<br><br />
Annabelle Lee says, "that was a workout"<br><br />
ADMIN: Tanhony/(Tann Honey): its so sexyyyy<br><br />
Annabelle Lee [145.9] says, "that was a workout"<br><br />
Fridge Style (as Unknown) asks, "What the fuck?"<br><br />
Fridge Style [145.9] asks, "What the fuck?"<br><br />
the reinforced window was hit by Gravitational Singularity.<br><br />
Annabelle Lee says, "oh god"<br><br />
Annabelle Lee [145.9] says, "oh god"<br><br />
Fridge Style (as Unknown) says, "SHIT"<br><br />
ADMIN: I Said No/(Old Stinkeye): boooooo<br><br />
Fridge Style [145.9] says, "SHIT"<br><br />
Annabelle Lee has been hit by Gravitational Singularity.<br><br />
DEAD: Ghost (Annabelle Lee) says, "hold me"<br><br />
DEAD: Ghost (Fridge Style) says, "Well, we're dead now"<br><br />
DEAD: Ghost (Annabelle Lee) says, "I REGRET NOTHING"<br><br />
DEAD: Ghost (Fridge Style) says, "Should've left earlier"<br><br />
Galactic Authority Update<br><br />
ATTENTION: Captain has been shot with a singliarity cannon for fucking on the job.<br><br />
DEAD: Ghost (Annabelle Lee) says, "probably yeah"<br><br />
DEAD: Ghost (Annabelle Lee) says, "hahahahahahahahahhahahahahahahahahahaha"<br><br />
DEAD: Ghost (Fridge Style) asks, "How many ghosts were stalking us?"<br><br />
DEAD: Ghost (Tann Honey) says, "fridge"<br><br />
DEAD: Ghost (Tann Honey) says, "the admins saw"<br><br />
Galactic Authority Update<br><br />
By the way the singularity saw the whole thing you two. It was watching.<br />
<br />
== Gohan3691234 15. August 2010 ==<br />
<br />
HELP: Gohan3691234/(Bob Coleman)(X): the the guy said help to bontanisy then plants spraided me and he started slashing me and unhandcuff personal<br />
<br />
== KAINY B 17. August 2010 ==<br />
<br />
'''#goonstation'''<br><br />
<Fredrick> you just have to say the special command in the game to activate CODER MODE<br/><br />
<Blinkdog> Be careful though Kainy<br/><br />
<@KAINY> whats the code?<br/><br />
<Blinkdog> Once you enter CODER MODE<br/><br />
<Blinkdog> You can't leave<br/><br />
<Blinkdog> Ever<br/><br />
<Blinkdog> You need to commit to it<br/><br />
<@KAINY> i COMMIT TO IT<br/><br />
<@Mosheninkov> the special command is TARCOL MINTI ZHERI EI NATH BIRUZ BENNAR CODAR MEI<br/><br />
<@KAINY> with MY LIFE<br/><br />
<@Mosheninkov> you must say this at precisely 11:11:11 pm on a Saturday night or else it will not properly commit<br/><br />
<@KAINY> what do i say it in?<br/><br />
<@Mosheninkov> ooc, say and adminhelp all at the same time<br/><br />
<@Mosheninkov> it helps to copypaste this for speed<br/><br />
<@KAINY> how the fuck?<br/><br />
<Tanhony> the moon must be full<br/><br />
HELP: KAINY B/(Ethan Driggers)(X): TARCOL MINTI ZHERI EI NATH BIRUZ BENNAR CODAR MEI<br/><br />
<Tanhony> fuck he did it<br/><br />
<@KAINY> i DONE IT<br />
<br />
==Vaan89, 7 October 2010 ==<br />
<br />
OOC: Vaan89: WTF?<br><br />
OOC: Vaan89: Really?<br><br />
OOC: Vaan89: you just fucking killed me for '''no reason'''? Shit AI.<br><br />
OOC: Weirdlooking: that wasnt me<br><br />
OOC: Vaan89: Shit fucking AI<br><br />
OOC: Mail2345: ai strangling m<br><br />
C-3PO [145.9] states, "and no ic in ooc"<br><br />
OOC: Mail2345: AI IS USING TELEKENSIS ON ME<br><br />
OOC: Weirdlooking: fuck me<br><br />
OOC: Vaan89: C-3PO, shut the fuck up. You're a fucking prick.<br><br />
OOC: Mail2345: THAT FUCKING AI IS STABBING ME<br><br />
OOC: Mail2345: AI IS TOOLBOXING ME<br><br />
OOC: Weirdlooking: whatever welcome to goonstation<br><br />
OOC: Rangu: AI HAS ULK+TK<br><br />
OOC: Sgt.Sunshine: Just report suspected grief to admins or something.<br><br />
OOC: Vaan89: Don't kill your own cyborgs for not knowing how to talk as a borg. I hadn't borthered to play one yet. You piece of shit.<br><br />
OOC: Vaan89: no admins are on.<br><br />
OOC: Weirdlooking: dude talk about it after the game<br><br />
OOC: Vaan89: or i'd have him jobbaned from AI<br><br />
OOC: XSplain: vaan, were you theta 50?<br><br />
OOC: Mail2345: vann<br><br />
OOC: Mail2345: it liteally tells you when you start<br><br />
OOC: Vaan89: and i wasn't rogue. That was bulltshit.<br><br />
OOC: Mail2345: so not knowing is adhd<br><br />
'''OOC: Vaan89: I HAVE ADHD ASSHOLE'''<br><br />
OOC: Mail2345: AHAHAHHA<br><br />
OOC: Vaan89: Jesus christ..<br><br />
OOC: Pybro: Haha.<br><br />
OOC: Pybro: HAHA<br><br />
OOC: Mail2345: HEHH<br><br />
OOC: XSplain: vaan, the Ai and another player said you beat a man and stuffed him in disposal...<br><br />
OOC: Mail2345: A D H D<br><br />
OOC: Vaan89: Not a man. Syndie.<br><br />
OOC: XSplain: where is your rhumba beat spirit?<br><br />
OOC: Mail2345: self diagnosed?<br><br />
OOC: Vaan89: nope<br><br />
OOC: FloorIsLava: Unless the laws ay otherwise, syndies are human<br><br />
OOC: Mail2345: really?<br><br />
OOC: Vaan89: I was told by the guy next to him. So i followed orders.<br><br />
OOC: Vaan89: The fuck you expect me to prove it? I don't give a fuck what you think.<br><br />
OOC: LatroPrime: VAAN'S A WANKER<br><br />
OOC: Mail2345: ^<br><br />
OOC: Vaan89: lol<br><br />
OOC: Vaan89: maturity at its finest.<br><br />
OOC: Mail2345: those faggot goones ruining my 2d space game<br><br />
OOC: XSplain: I'm so mature that I shit responsibility<br><br />
OOC: Vaan89: That's nice splain.<br><br />
Vaan98 then ragequits, and is never seen again.<br />
<br />
==Incompitence 24th October 2010==<br />
<br />
HELP: Incomptinence/(ASS MASTER): Reece Whirlow,I was being shit but I was going to take him to medbay <br><br />
HELP: Incomptinence/(ASS MASTER): Crap gotta find him<br><br />
PM: ProcitizenSA/(Santiago Blaine)->Incomptinence/(ASS MASTER): by being shit do you mean you killed him<br><br />
HELP: Incomptinence/(ASS MASTER): Yes, but I was under the impression that disarm intent was less deadly. I used to be<br><br />
HELP: Incomptinence/(ASS MASTER): Well commiting suicide now, have your way with me I guess<br><br />
PM: ProcitizenSA/(Santiago Blaine)->Incomptinence/(ASS MASTER): gross<br><br />
HELP: Incomptinence/(ASS MASTER): I would reccomend a job ban from roboticist as a minimum<br><br />
PM: ProcitizenSA/(Santiago Blaine)->Incomptinence/(ASS MASTER): if you say so<br><br />
HELP: Incomptinence/(ASS MASTER): And by minimum I mean I have no control over your actions and you can permaban me from both servers if it pleases you<br><br />
PM: ProcitizenSA/(Santiago Blaine)->Incomptinence/(ASS MASTER): jesus dude calm down<br><br />
HELP: Incomptinence/(ASS MASTER): I am pretty calm<br><br />
HELP: Incomptinence/(ASS MASTER): I just didn't want to come accross as an arrogant cock who thinks he can control his punishment by admins through suggestion<br><br />
HELP: Incomptinence/(ASS MASTER): Oh well, there go my hallycon days of casually knocking people out<br><br />
PM: ProcitizenSA/(Santiago Blaine)->Incomptinence/(ASS MASTER): yes you should probably knock that off<br><br />
HELP: Incomptinence/(ASS MASTER): I understand, maybe I will resort to just punching people with gloves on, I have enjoyed that of late<br><br />
HELP: Incomptinence/(ASS MASTER): Fuck they are reviving me, gib me please<br><br />
PM: ProcitizenSA/(Santiago Blaine)->Incomptinence/(ASS MASTER): man homie's revived now and you seem to understand that what you did was dumb<br><br />
PM: ProcitizenSA/(Santiago Blaine)->Incomptinence/(ASS MASTER): just accept being cloned and stop making this into a big thing<br><br />
HELP: Incomptinence/(ASS MASTER): Actually I think I might commit suicide when I come out and see if they do it again<br><br />
ProcitizenSA/(Santiago Blaine): i dont even know what to do with a person constantly seeking punishment<br><br />
just got a message on the forum saying 'A ban was fully justifiable under the circumstances and especially considering my behavior. I congratulate you on exercising your moderation expertise and keen perception.'<br><br />
==Hutten October 31 2010==<br />
HELP: Hutten/(Claud Jalvan)(X): if u put the straight jacket on does that make it so u cant hold stuff?<br><br />
HELP: Hutten/(Claud Jalvan)(X): i dont get it. does it or not?<br><br />
Claud Jalvan says, "fucking shitmin admins"<br><br />
PM: Hutten/(Claud Jalvan)->Tanhony/(Tann Spookey the Werepony): Do the straight jackets, what do they do??<br><br />
<br />
==Damon Murray, 02 June 2011==<br />
<br />
Damon Murray has been stunned with the stun baton by Judah Seelig!<br><br />
Damon Murray stammers, "hheeyy????"<br><br />
Damon Murray stammers, "whhaaattt tthhe ffuucckk??!"<br><br />
Judah Seelig is trying to put a handcuffs on Damon Murray<br><br />
Dr. Kay says, "good job judah"<br><br />
Damon Murray stammers, "wwhhaa ttaarre yyou ddooiinnggg???!!"<br><br />
Dr. Kay says, "what doees it look like"<br><br />
Damon Murray stammers, "ii juuuss tttddeeffnnddd myy sseeeellff!!!"<br><br />
Dr. Kay says, "arresting you"<br><br />
Damon Murray stammers, "ttthhee cccchhaaaappllllaaiinn aaaatttttaaccck mmee!!"<br><br />
Damon Murray stammers, "ii jjuusstt ddeefffeendd mmmyyyy sseeeelfg!!"<br><br />
Damon Murray stammers, "anndd"<br><br />
Dr. Kay is trying to empty Damon Murray's pockets!!<br><br />
Dr. Kay is trying to take off a backpack from Damon Murray's back!<br><br />
Dr. Kay is trying to take off the PDA-Damon Murray from Damon Murray's belt!<br><br />
Damon Murray exclaims, "you no have proof!"<br><br />
Damon Murray exclaims, "this is a fake arrest!"<br><br />
Judah Seelig says, "looks real to me"<br><br />
Damon Murray says, "yeah...."<br><br />
Dr. Kay says, "right"<br><br />
Judah Seelig says, "he cant have those rods"<br><br />
Damon Murray says, "i DEFEND my self whti that"<br><br />
Dr. Kay says, "blood covered clothes and metal rods, alleged assault, stolen ID"<br><br />
Dr. Kay says, "3 minutes"<br><br />
Damon Murray says, "the ID was stole"<br><br />
Damon Murray exclaims, "hey!"<br><br />
Damon Murray exclaims, "is jus tr a min for steal!"<br><br />
Damon Murray stammers, "you aareeee aa sshhiiitccuuityy!!"<br><br />
Dr. Kay says, "haha ok"<br><br />
Damon Murray stammers, "yyyeeahh!!"<br><br />
Dr. Kay says, "adminhelp it"<br><br />
Damon Murray stammers, "kkisss my bbaallllll!!"<br><br />
Dr. Kay says, "see that happens"<br><br />
Damon Murray stammers, "ppffftt"<br><br />
Dr. Kay says, "see what happens, rather"<br><br />
Damon Murray stammers, "yooou aaarrree aaa ffuucckiin NNooobb.....gggrrrieeffffeerrr iiiiddiioott iii tthiiiinnk ouu eevveer kkiissssss aa woommmaann!!"<br><br />
Damon Murray stammers, "ieerrrrdderroo"<br><br />
Dr. Kay says, "shut up you whingy twat"<br><br />
Damon Murray stammers, "MMIIIIERRRDEERROOOOOOOOOO!!"<br><br />
Damon Murray stammers, "MMMMIIERRDDRRRROOOOOO!"<br><br />
Damon Murray stammers, "ppiiccccee oooofff ssshtii nnnneerrdd"<br><br />
Dr. Kay says, "do carry on"<br><br />
Damon Murray stammers, "yyyoouuu tthhiinnnkkk iimm ggoo ttoo ccryy forrr a ggaammme??"<br><br />
Dr. Kay says, "I think you are"<br><br />
Damon Murray stammers, "HHAAAHHAHHAAHHAAAA!!"<br><br />
Dr. Kay says, "literally, right now, in real life"<br><br />
Damon Murray says, "im not a like you a nerd"<br><br />
Dr. Kay says, "you seem like one to me tbh"<br><br />
Damon Murray says, "you start to cry,only for you are dead"<br><br />
Dr. Kay says, "what"<br><br />
Damon Murray says, "patetic"<br><br />
Dr. Kay asks, "do you speak english?"<br><br />
Damon Murray says, "no"<br><br />
Dr. Kay says, "cry some more"<br><br />
Damon Murray [145.9] says, "oh kay.....you can kiss my balls i give you permission"<br><br />
Damon Murray says, "oh kay.....you can kiss my balls i give you permission"<br><br />
Dr. Kay blinds Damon Murray with the flash!<br><br />
Dr. Kay farts in Damon Murray's face!<br><br />
Dr. Kay says, "heh"<br><br />
Damon Murray asks, "you think im go to cry for this?"<br><br />
Dr. Kay says, "yes"<br />
<br />
==ApocaRUFF, 23 June, 2011==<br />
[00:48:24] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : I'm making a cult where we sacrafice people to space with the mass driver, ok?<br><br />
[00:48:33] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : no what the fuck<br><br />
[00:48:40] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Why not?<br><br />
[00:48:50] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : read the rules jesus christ<br><br />
[00:48:58] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Well shit, I can't be very creative<br><br />
[00:49:07] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Fine, how about monkies?<br><br />
[00:49:17] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : cults are stupid as fuck especially when they involve killing people<br><br />
[00:49:32] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : The wiki says to make a cult <br><br />
[00:49:59] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : the rules say "no cults"<br><br />
[00:50:22] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : if you HAVE to make a cult, go ahead<br><br />
[00:50:29] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : but if one person dies because of it you'll be permabanned<br><br />
[00:50:48] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Can I make a religion that convinces people to allow me to shoot them out the massdriver?<br><br />
[00:52:12] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Is that ok?<br><br />
[00:52:28] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : if anyone adminhelps about being mass drived against their will i'll still permaban you<br><br />
[00:52:54] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Well what if some guy agrees to it and let me do it just to grief me and get me in trouble?<br><br />
[00:53:17] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : these are the risks you take when you do shitty gimmicks i guess!<br><br />
[00:54:30] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Why is it a shitty gimmick? I can't do the shit I originally wanted to do, so now I'm trying to make do? What is a chaplin with no real purpose supposed to do other than make some kind of religion centered around sacrifice? But ok, I'll just go get drunk and shoot coffins and other useless crap out of the mass driver<br><br />
[00:54:43] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : *shoots creativity out of the mass driver*<br><br />
[00:54:59] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : killing people isnt the point of the chaplain<br><br />
[00:55:09] PM: ProcitizenSA/(Jack Slate)->ApocaRUFF/(Trey Allen) : jesus christ you're wearing the buddhist robes why not be a buddhist<br><br />
[00:55:43] PM: ApocaRUFF/(Trey Allen)->ProcitizenSA/(Jack Slate) : Cause I can't meditate<br><br />
<br />
==Sandson, unknown pubbie, 11 July 2011==<br />
<br />
OOC: Sandson: Can you mastubate with space lube<br />
<br />
==Time7, 11 September 2011==<br />
<br />
HELP: Time7/(Ghostly Chip)(X): Admin<br><br />
HELP: Time7/(Ghostly Chip)(X): Zeltaen<br><br />
HELP: Time7/(Ghostly Chip)(X): Zeltaen!<br><br />
Admin PM to-Time7/(Ghostly Chip): sup<br><br />
Reply PM from-Time7/(Ghostly Chip): Do you work on gibbed 3?<br><br />
Admin PM to-Time7/(Ghostly Chip): I work on all the servers. Need something?<br><br />
Reply PM from-Time7/(Ghostly Chip): Yea , Ive been banned because of my brother Fastrunner7 , It says i spammed when i did not<br><br />
Admin PM to-Time7/(Ghostly Chip): go appeal it on the forum<br><br />
Reply PM from-Time7/(Ghostly Chip): I did one sever<br><br />
Reply PM from-Time7/(Ghostly Chip): Im banned on gibbed 5 can you go look at the appeal<br><br />
Reply PM from-Time7/(Ghostly Chip): http://d2k5.com/threads/unban-appeal.178/ <br><br />
DEAD: Ghost (Ghostly Chip) says, "Go read it"<br><br />
Admin PM to-Time7/(Ghostly Chip): Is that some nazi site? ''(all the admins had nazi anime character avatars)'' <br><br />
Reply PM from-Time7/(Ghostly Chip): No?<br><br />
Reply PM from-Time7/(Ghostly Chip): Its a ban appeal one can you read it<br><br />
Admin PM to-Time7/(Ghostly Chip): You can't just post a ban appeal on a random forum, holy shit<br><br />
<br />
==Viod, 20 September 2011==<br />
DEAD: Ghost (Alessandra Mckendrick) says, "usually i kill griefers with lovely mulebots"<br><br />
DEAD: Ghost (Cyborg Kappa-33) says, "Oh so you're the fucktard that keeps hacking mulebots"<br><br />
DEAD: Ghost (Cyborg Kappa-33) says, "Round after round"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "yes =D"<br><br />
DEAD: Ghost (Cyborg Kappa-33) says, "Alessandra, you don't get it."<br><br />
DEAD: Ghost (Cyborg Kappa-33) says, "YOU DON'T KILL PEOPLE UNLESS THEY'RE CONFIRMED TRAITORS OR YOU'RE TRAITOR."<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "i'm not, i just kill griefers"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "lol, i just kill griefers when the whole round is a fucking mess (about always)"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "i don't kill people, i just clean griefers"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "if anyone try to kill me, i stun them in first place"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "and if the security is afk or braindead, i space or kill them"<br><br />
DEAD: ADMIN(AngriestIBM) says, "ATTN: Alessandra (Viod): If you continue to hack mulebots every goddamn round I will ban you from reality"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "i don't get it"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "in any round there are afk AIs, griefer security and so on"<br><br />
DEAD: Ghost (Alessandra Mckendrick) asks, "and you whine at me for hacking mulebots?"<br><br />
DEAD: ADMIN(AngriestIBM) says, "Are you seriously describing that as whining"<br><br />
DEAD: ADMIN(AngriestIBM) says, "I'm "whining" by asking you to stop running over dudes every round?"<br><br />
DEAD: Ghost (Alessandra Mckendrick) asks, "so why there are no admins like now when the ai is afk?"<br><br />
DEAD: ADMIN(AngriestIBM) says, "Hey, how about you take the dozens of jobbans you seem to have accumulated before I even got here and get out"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "i'm not controlling the mulebots"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "i only hack them sometimes (i'm not the only one) for fun"<br><br />
DEAD: Ghost (Alessandra Mckendrick) says, "and i'm not playing QM since a while, about 2 or 3 days"<br><br />
DEAD: ADMIN(AngriestIBM) says, "I just banned the dude because, christ, if I open the jobban panel and almost every job is already marked off, you need to take a break from the game."<br><br />
<br />
==Brycemac234 November 5, 2011==<br />
<br />
''' During a vicious beatdown in disposals:'''<br />
<br />
Clandestine Prod-X Director (as Leroy Jenkinz) stammers, "whhaaaatt arrree yyoou ddooiinngg ooo mmee"<br><br />
Clandestine Prod-X Director (as Leroy Jenkinz) stammers, "bboorrgggg aarrrrrsstt hhhiimmm"<br><br />
Clandestine Prod-X Director says, "the captain made me good"<br><br />
Clandestine Prod-X Director says, "you idiots"<br><br />
Clandestine Prod-X Director says, "borg"<br><br />
Clandestine Prod-X Director says, "do your job"<br><br />
<br />
<br />
''' Later, in deadchat '''<br />
<br />
DEAD: Ghost (Clandestine Prod-X Director) says, "Ban-he the warrior monk you dome ass"<br><br />
DEAD: Ghost (Ban-He The Warrior-Monk) says, "You're the dumbass"<br><br />
DEAD: Ghost (Clandestine Prod-X Director) says, "the captain put an implant in me to make me good"<br><br />
DEAD: Ghost (Ban-He The Warrior-Monk) says, "You can't be "made good""<br><br />
DEAD: Ghost (Ban-He The Warrior-Monk) says, "Syndicates can't be made good"<br><br />
DEAD: Ghost (Zeil Annore) says, "Yeah..."<br><br />
DEAD: Ghost (Clandestine Prod-X Director) says, "YOU MORON its called a freedom implant"<br><br />
DEAD: Ghost (Zeil Annore) says, "You have an implant in your brain"<br><br />
DEAD: Ghost (Zeil Annore) says, "That makes you BELONG to the syndicate"<br><br />
DEAD: Ghost (Clandestine Prod-X Director) says, "it sets me free of oprative"<br><br />
DEAD: Ghost (Ban-He The Warrior-Monk) says, "No"<br><br />
DEAD: Ghost (Zeil Annore) says, "If you fail they blow up your brain"<br><br />
DEAD: Ghost (Ban-He The Warrior-Monk) says, "You're stupid"<br><br />
DEAD: Ghost (Zeil Annore) says, "You're an idiot Director"<br><br />
DEAD: Ghost (Ban-He The Warrior-Monk) says, "If you're syndicate you can't be un-syndicated"<br><br />
DEAD: Ghost (Clandestine Prod-X Director) says, "ban-he your a failure read the guide for begginers"<br><br />
DEAD: Ghost (Clandestine Prod-X Director) says, "simple shit"<br><br />
DEAD: Ghost (Ban-He The Warrior-Monk) says, "Loyalty implants only work for revs"<br><br />
DEAD: Ghost (Clandestine Prod-X Director) asks, "can you not read?"<br><br />
DEAD: Ghost (Zeil Annore) asks, "Can you not think?"<br><br />
<br />
==Gerald King, 30 March 2012==<br />
Gerald King [145.9] says, "AI, due to law one, transfer the money into my account."<br><br />
Gerald King [145.9] exclaims, "NOW!"<br><br />
Kira Taggart [145.9] says, "Can't give you money when you blow up the fucking bank computer, douchebag"<br><br />
Kira Taggart [145.9] says, "It's the only one on the station and you blew it up"<br><br />
Gerald King [145.9] asks, "That bomb wasn't THAT big was it?"<br><br />
Kira Taggart [145.9] says, "it was"<br><br />
Gerald King [145.9] says, "Well fuck."<br><br />
<br />
==KingKOBOB, 3 October 2012==<br />
HELP: KingKOBOB/(Harry Ali)(X): WOW i died due to yours gujy badmining<br />
<br />
==Albus Dumbledore, March 24, 2013==<br />
DEAD: Ghost (Albus Dumbledore) says, "he still raped me"<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "IT did"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "i'm not saying it's fun. he did rape me though"<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "Please stop"<br><br />
DEAD: Ghost (Pokie Hokerson) says, "Please don't talk about sttuff llike that, Albus"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "But he did."<br><br />
DEAD: Ghost (Pokie Hokerson) says, "Against the rules."<br><br />
DEAD: Ghost (Wayne Stalin) says, "akbus, i hope you get banned"<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "It's creepy and trivializing"<br><br />
DEAD: Philip Farmer gasps, "ahahah"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "Wow, what's with all the assholes. I was just explaining how i died"<br><br />
DEAD: Philip Farmer gasps, "whpoghost"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "The rules say nothing of the sort, guys."<br><br />
DEAD: Ghost (Michael Sheets) says, "Nobody is being an asshole to you, they're just telling you to choose your descriptions more carefully"<br><br />
DEAD: Ghost (Cyborg Mu-78) says, "Unknown chews off a chunk of Seymour Wood's groin!#"<br><br />
DEAD: Sham Poo gasps, "honk"<br><br />
DEAD: Ghost (Pokie Hokerson) says, "The rules say don't be creepy, Albus"<br><br />
DEAD: Ghost (Sham Poo) says, "i tried, Philip, i tried"<br><br />
DEAD: Ghost (El Gopher) says, "Can we get a shuttle call or something"<br><br />
DEAD: Ghost (Cyborg Mu-78) says, "this is going a bit too far"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "The Rules say nothing of the sort. look. Creepy is all relative. that should be determined by the Admins not you."<br><br />
DEAD: Ghost (El Gopher) says, "this is getting stupid"<br><br />
DEAD: Ghost (Cyborg Mu-78) says, "i don't want to see groin blows removed because of some weird creepy werewolf message"<br><br />
DEAD: Ghost (Sham Poo) says, "it is still outputting power though"<br><br />
DEAD: Ghost (Pokie Hokerson) says, "Albus, check tthe rules on the wiki."<br><br />
DEAD: Ghost (Cyborg Mu-78) says, "also, rape being creepy is objective here."<br><br />
DEAD: Ghost (Albus Dumbledore) says, "The wiki is inaccurate compared to what is on here."<br><br />
DEAD: Ghost (Pokie Hokerson) says, "Creepiness is also unacceptable. This includes rape jokes or roleplaying sex, sexual harassment/assault, or rape. Basically, if it involves your genitals, it doesn't belong here. You will be banned for any of these."<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "what on earth makes you think that"<br><br />
DEAD: Ghost (Rodger Bould) says, "The rules say that they are a shorter version of what's on the wiki"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "i don't need to look at it on another source. if it's the rules it'll be in the rules section on HERE not on the wiki."<br><br />
DEAD: Ghost (Rodger Bould) says, "So I think the wiki rules are more definitive"<br><br />
DEAD: Ghost (Rodger Bould) says, "Also you are definitely being creepy"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "It doesn't say to go to the wiki so it's their fault if no one read them"<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "Yes it does, it's the very first thing below the header"<br><br />
DEAD: ADMIN(Infinite Monkeys) says, "shut up"<br><br />
DEAD: ADMIN(Infinite Monkeys) says, "thanks xoxoxo"<br><br />
DEAD: Ghost (Michael Sheets) says, "Don't make rape jokes, move on, problem solved"<br><br />
DEAD: Ghost (Albus Dumbledore) says, "they can't say those are the rules but not tell you where to get the entire list. that is bullshit. so either you are full of shit or the admins aren't very good at arranging these things."<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "okay"<br><br />
DEAD: ADMIN(Spacemarine9) says, "http://puu.sh/2n8wV"<br><br />
DEAD: ADMIN(Wonkmin) says, "yeah shut up about rape thanks"<br><br />
DEAD: ADMIN(Spacemarine9) says, "do you see the part where it says "you can find the full rules page at the following url""<br><br />
DEAD: ADMIN(Spacemarine9) says, "because i sure do"<br><br />
DEAD: ADMIN(Wonkmin) says, "read the damn rules and read the rules on the wiki""<br><br />
DEAD: ADMIN(Wonkmin) says, "or go elsewhere"<br><br />
DEAD: ADMIN(Wonkmin) says, "thanks xx"<br><br />
DEAD: Ghost (Pokie Hokerson) says, "xx Wonk"<br><br />
DEAD: Ghost (Lane Stewart) says, "Werewolf was a jerk."<br><br />
DEAD: Ghost (Captain Ricardio H. Guy) says, "We need a batmans round."<br><br />
DEAD: Ghost (Albus Dumbledore) exclaims, "i will. i quit before due to your guys' fucked up system i will do it again. i was hoping that you idiots had changed your ways, looks like you haven't I hope all of your servers get shut down due to lack of budget. k thanks bye!"<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "holy shit"<br><br />
DEAD: Ghost (Cyborg Mu-78) says, "Bateman versus Banne."<br><br />
DEAD: Ghost (El Gopher) says, "that should go on the wiki"<br><br />
DEAD: ADMIN(Spacemarine9) says, "wow we lose that one guy"<br><br />
DEAD: ADMIN(Spacemarine9) says, "we're"<br><br />
DEAD: ADMIN(Spacemarine9) says, "so sorry"<br><br />
DEAD: ADMIN(Wonkmin) says, "lol you're quitting because you can't rape"<br><br />
DEAD: ADMIN(Spacemarine9) says, "you meant so much to us"<br><br />
DEAD: ADMIN(Wonkmin) says, "i think we win this round"<br><br />
DEAD: Ghost (Pokie Hokerson) says, "Someonee compile that shit and dumb pubbie it"<br><br />
DEAD: ADMIN(Spacemarine9) says, "whatever will we do without albus"<br><br />
DEAD: Ghost (Captain Rafael Cox) says, "rip rapejoker"<br><br />
DEAD: Ghost (El Gopher) says, "You do it, Batman. Your last act for Gotham"<br><br />
DEAD: ADMIN(Spacemarine9) says, ""lack of budget""<br><br />
DEAD: Ghost (Lane Stewart) says, "Yep"<br><br />
DEAD: ADMIN(Spacemarine9) says, "one day, we will run out of money to pay the admins"<br><br />
DEAD: ADMIN(Wonkmin) says, "here's a note from his account"<br><br />
DEAD: Ghost (Lane Stewart) says, "That ONE person"<br><br />
DEAD: ADMIN(Wonkmin) says, "Note: Banned by drcogwerks, reason "16M: Albus Dumbledore (Razuno): Please give me blowjob don"<br><br />
<br />
==Master_Onizuka, April 25, 2013==<br />
PM: Atomicthumbs->Master_Onizuka: You are in prison until you tell me what "FAP-FAP-FAP" means and why a picture of a dog provoked that<br><br />
PM: Atomicthumbs->Master_Onizuka: You have thirty seconds<br><br />
PM: Master_Onizuka->Atomicthumbs: what the you doign<br><br />
PM: Atomicthumbs->Master_Onizuka: FIFTEEN<br><br />
PM: Atomicthumbs->Master_Onizuka: ok you responded<br><br />
PM: Atomicthumbs->Master_Onizuka: now tell me<br><br />
PM: Atomicthumbs->Master_Onizuka: what does "FAP-FAP-FAP" mean and why did a picture of a dog provoke that response from you<br><br />
PM: Master_Onizuka->Atomicthumbs: this is my bussyness<br><br />
PM: Atomicthumbs->Master_Onizuka: Your option: tell me or be banned forever.<br><br />
PM: Atomicthumbs->Master_Onizuka: which will you choose<br><br />
PM: Master_Onizuka->Atomicthumbs: holy shit, i just joke come on<br><br />
PM: Atomicthumbs->Master_Onizuka: There is no such thing as jokes.<br><br />
PM: Atomicthumbs->Master_Onizuka: Which option will you choose?<br><br />
PM: Master_Onizuka->Atomicthumbs: oh my god<br><br />
ASAY: Atomicthumbs: he is freakin out<br><br />
PM: Master_Onizuka->Atomicthumbs: i zoophil, ok?<br><br />
PM: Atomicthumbs->Master_Onizuka: Take your time. I unders<br><br />
PM: Master_Onizuka->Atomicthumbs: zoophiL!!<br><br />
PM: Master_Onizuka->Atomicthumbs: zoophiL!!<br><br />
PM: Atomicthumbs->Master_Onizuka hhfdhf<br><br />
PM: Atomicthumbs->Master_Onizuka: q<br><br />
Atomicthumbs has permanently banned Master_Onizuka. Reason: Reply PM from-Master_Onizuka: i zoophil, ok?<br />
<br />
[[Category:Community]]<br />
[[Category:Shit]]<br />
==Jason Vorheese May 11, 2013==<br />
"<br />
MENTORHELP: Jason Vorheese: WHY DID IJUST GET TAZED!?<br />
<br />
Mentor PM to-Jason Vorheese: How do any of us know<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: Someone shot a taser at you.<br />
<br />
Mentor PM: Weavel->Jason Vorheese: mentorhelp is not for ingame things, more so questions about game mechanics<br />
<br />
MENTORHELP: Jason Vorheese: HOW DID THEY KNOW I HAD A C-SWORD!?<br />
<br />
Mentor PM to-Jason Vorheese: Well thanks for telling all the mentors that.<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: Take game complaints to admins, not mentors.<br />
<br />
MENTORHELP: Jason Vorheese: There are no admins! I NEED HELP!!<br />
<br />
Mentor PM to-Jason Vorheese: WE CAN'T HELP YOU, MAN.<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: We uh. We don't handle player problems.<br />
<br />
Mentor PM: Weavel->Jason Vorheese: What do you want from us<br />
<br />
Mentor PM to-Jason Vorheese: And there's generally a bunch on IRC<br />
<br />
Mentor PM: Weavel->Jason Vorheese: You got caught with a csword<br />
<br />
MENTORHELP: Administrator: Actually, there's admins. We just don't want to help this idiot<br />
<br />
Mentor PM to-Jason Vorheese: Adminhelps get forwarded to IRC<br />
<br />
Mentor PM to-Jason Vorheese: Also the admins called you dumb<br />
<br />
Mentor PM: Jason Vorheese->Weavel: BAN THE TWO JERK OFFS THAT CHEATED! THEY KNEW I HAD A CSWORD WHEN I NEVER EVEN TOOK IT OUT!!<br />
<br />
Mentor PM to-Jason Vorheese: A bloo bloo bloo<br />
<br />
Mentor PM from-Jason Vorheese: Wtf is bloo?<br />
<br />
Mentor PM: Zorafm->Jason Vorheese: I would say something funny but it would be IC in ooc<br />
<br />
Mentor PM to-Jason Vorheese: The color of your tears<br />
<br />
Mentor PM: Zorafm->Jason Vorheese: Or just metagaming, rather<br />
<br />
Mentor PM from-Jason Vorheese: FUCK YOU!<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: How does one cheat at SS13<br />
<br />
Mentor PM to-Jason Vorheese: No thanks<br />
<br />
Mentor PM from-Jason Vorheese: And you!<br />
<br />
Mentor PM: Jason Vorheese->Zorafm: AND YOU<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: Did you get the secret cheat codes.<br />
<br />
Mentor PM to-Jason Vorheese: Oh no did you figure out the secret handshake? ONLY MENTORS CAN KNOW THAT<br />
<br />
MENTORHELP: Boaty: pubbie tears.txt<br />
<br />
Mentor PM to-Jason Vorheese: We'll look into this right away. Our sacred metagame handshake, deciphered by commoners!<br />
<br />
Mentor PM from-Jason Vorheese: Shut up you gay fuck..<br />
Mentor PM: Boaty->Jason Vorheese: You have to pay 10bux for the secret goon channel<br />
<br />
Mentor PM to-Jason Vorheese: How can a person be a fuck<br />
<br />
Mentor PM to-Jason Vorheese: How does that happen<br />
<br />
Mentor PM to-Jason Vorheese: That involves becoming a verb<br />
<br />
MENTORHELP: Administrator: And now you can see why i don't want to bother with him<br />
<br />
Mentor PM to-Administrator: This is hilarious though<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: Maybe like.<br />
<br />
Mentor PM from-Administrator: Yeah, if you have the nerves for it. I don't right now! Glad you're <br />
having fun though<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: Obviously it's one of the SS13 cheatcodes.<br />
<br />
MENTORHELP: Administrator: Up, Up, Down, Down, L, R, L, R, B, A START<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: Try Square, Circle, Square, Uppercut.<br />
<br />
Mentor PM to-Jason Vorheese: I heard you have to yell the secret code: "SYCAR TIN HAIDAN SEEQ <br />
DEADMIN HE"<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: No no it's "EI MOL PUB EE"<br />
<br />
Mentor PM to-Jason Vorheese: Don't listen to Bobbeh he's new. That's the fake code for new people. You're obviously smart enough to handle the real deal<br />
<br />
Mentor PM: Bobbehluvspropane->Jason Vorheese: yeah im here to weed out the new guys<br />
<br />
MENTORHELP: Weavel: I'm curious to see what his adminhelps were.<br />
<br />
Mentor PM to-Weavel: Me too holy shit this is hilarious<br />
<br />
Mentor PM: Bobbehluvspropane->Weavel: It'll probably end up somewhere later anyway.<br />
<br />
MENTORHELP: Weavel: I'm the guy who caught him, he stuffed a csword into his bag while walking casually into Sec with me and the HoS standing there.<br />
<br />
Mentor PM: Bobbehluvspropane->Weavel: You cheater.<br />
<br />
MENTORHELP: Weavel: cheating crime<br />
<br />
<br />
== Danny Boy Ecks Dee Aug 3, 2013==<br />
<br />
'''Our intrepid hero begins his journey through space, logging in for his first round ever...'''<br />
<br />
SAY: Payne Ouellette/DannyBoyXD : '''anything fishy going on around the station'''<br><br />
SAY: Payne Ouellette/DannyBoyXD : '''reported'''<br><br />
HELP: DannyBoyXD/(Payne Ouellette): '''Crate Boxington just killed me.. i just joined and im new.. is this against the rules'''<br><br />
MENTORHELP: DannyBoyXD/(Payne Ouellette): '''hello help please'''<br><br />
<br />
Mentor PM: UrsulaMajor/(Don Geon)->DannyBoyXD/(Payne Ouellette) : Hello<br><br />
Mentor PM: UrsulaMajor/(Don Geon)->DannyBoyXD/(Payne Ouellette) : How can we help?<br><br />
Mentor PM: DannyBoyXD/(Payne Ouellette)->UrsulaMajor/(Don Geon) : '''im new and crate boxington just stabbed me to death whe i was walking by.. i didnt adjetate say anything nothing.. he just begiain to attack me.. what do i do..'''<br><br />
Mentor PM: Klayboxx/(Chef Buttes)->DannyBoyXD/(Payne Ouellette) : We're not admins, so we can't do anything about that. But I happen to know he's a Bad Dude and he is allowed to do that. Sorry!<br><br />
Mentor PM: Klayboxx/(Chef Buttes)->DannyBoyXD/(Payne Ouellette) : Next time, try adminhelping instead. It goes to a database and if it is a legit issue it will be taken care of<br><br />
<br />
Mentor PM: DannyBoyXD/(Payne Ouellette)->Klayboxx/(Chef Buttes) : '''but this isn't fair.. im not coming back then thank you guys for the help. and i did adminhelp but nobody replied.'''<br><br />
SAY: Payne Ouellette/DannyBoyXD : '''this is more first time every playing and tbh not a good impression of the game. lol'''<br><br />
Mentor PM: Klayboxx/(Chef Buttes)->DannyBoyXD/(Payne Ouellette) : They aren't always going to reply, especially when the person is a traitor<br><br />
Mentor PM: UrsulaMajor/(Don Geon)->DannyBoyXD/(Payne Ouellette) : You just had an unlucky start<br><br />
<br />
OOC: Chef Buttes/Klayboxx : lmao<br><br />
OOC: Don Geon/UrsulaMajor : DAnnyBoyXD<br><br />
OOC: Warren Owens/Damndudeidunno : ok<br><br />
OOC: Chef Buttes/Klayboxx : I love when mentorhelps talk like we're admins<br><br />
<br />
ADMIN: Mentor PM: DannyBoyXD/(Payne Ouellette)->Klayboxx/(Chef Buttes) : '''Well if you guy's wat to keep loyal new players it's just a hint'''<br><br />
ADMIN: Mentor PM: DannyBoyXD/(Payne Ouellette)->Klayboxx/(Chef Buttes) : '''have a nice night, bye'''<br><br />
<br />
OOC: Gulliver Green/Operation0 : crate was the best mindslave I could ahve gotten<br><br />
OOC: Isaiah Mcmullen/Stevesonaplane : ha<br><br />
OOC: Don Geon/UrsulaMajor : You okay, dude?<br><br />
OOC: Chef Buttes/Klayboxx : it's hilarious<br><br />
OOC: Don Geon/UrsulaMajor : You seem really upset<br><br />
OOC: Spiff McGriff/Jcamleo : op0 for betraying everybody.<br><br />
OOC: CAKEBOT/ClockworkCupcake : what about mentorhelp now<br><br />
OOC: Gulliver Green/Operation0 : hey man I had to escape alone<br><br />
OOC: Crate Boxington (as Nicolas Cage)/Diabl0658 : I stabbed a guy<br><br />
<br />
'''Oh no! What a disaster for our hero. But he's not one to give up so easily, no. <br />
Let's take a look at his second round!'''<br />
<br />
OOC: DannyBoyXD/DannyBoyXD : '''why were you guys talking about me'''<br><br />
OOC: Jcamleo/Jcamleo : Mentorhelp has been removed.<br><br />
OOC: Klayboxx/Klayboxx : Because you're dumb<br><br />
OOC: Klayboxx/Klayboxx : Read the wiki and don't use mentorhelp as an admin service<br><br />
OOC: UrsulaMajor/UrsulaMajor : Butlas<br><br />
OOC: Diabl0658/Diabl0658 : I stabbed a guy<br><br />
OOC: Diabl0658/Diabl0658 : Before he died he said "reported"<br><br />
OOC: Klayboxx/Klayboxx : yup<br><br />
OOC: DannyBoyXD/DannyBoyXD : '''? Why am i dumb lol ? And i said im new to this holy.. dont need to be a dumb bitch haha'''<br><br />
OOC: ClockworkCupcake/ClockworkCupcake : haha wow<br><br />
OOC: Jcamleo/Jcamleo : Heheheh<br><br />
OOC: Klayboxx/Klayboxx : that was probably DannyBoy EX DEE<br><br />
OOC: Arkire/Arkire : Wow<br><br />
OOC: Jcamleo/Jcamleo : ECHX DHEEE<br><br />
OOC: Klayboxx/Klayboxx : DannyBoy change your byond key<br><br />
OOC: ClockworkCupcake/ClockworkCupcake : dannyboy maybe you should read up on the game and also not call people dumb bitches<br><br />
<br />
'''ROUND START!'''<br />
<br />
SAY: CAKEBOT : Payne Ouellette has signed up as Security Officer.<br><br />
SAY: Don Geon/UrsulaMajor : Payne just joined as a security officer<br><br />
SAY: Don Geon/UrsulaMajor : I'm gonna go tase him and fart in his face<br><br />
SAY: Chef Buttes/Klayboxx : do so<br><br />
<br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
<br />
SAY: Payne Ouellette/DannyBoyXD : '''???'''<br />
<br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
<br />
SAY: Payne Ouellette/DannyBoyXD : '''NOOO!'''<br />
<br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
<br />
SAY: Asse Daye/Ali0en : Holy god<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Payne Ouellette/DannyBoyXD : '''AHHH!'''<br><br />
<br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
<br />
SAY: Payne Ouellette/DannyBoyXD : '''whens your 9th birthday ?'''<br />
<br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *slap Payne Ouellette<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
SAY: Chef Buttes/Klayboxx : *fart<br><br />
<br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
SAY: Asse Daye/Ali0en : *fart<br><br />
<br />
<br />
SAY: Payne Ouellette/DannyBoyXD : '''omg is this really what this server is like ? a buch of toddlers off day cARE LMAAO'''<br />
<br />
==Cole Joghs, August 3, 2013==<br />
<br />
DEAD: Cole Joghs says, "that feelie when a dweeblord gets super upset at your le meems LOL"<br />
<br />
==Daeren, August 9, 2013==<br />
<br />
Ensign Daeren says, "your whining will only make my trolling harder"<br />
<br />
==Exwolfe, September 20, 2013==<br />
<br />
oh good, some doofus is blowing up arrivals.<br />
<br />
MagicMountain->Zerosen: '''mind explaining why you're bombing arrivals?'''<br><br />
Zerosen->MagicMountain: '''A man told me I was mindslaved.'''<br />
<br />
no, nobody said that. and it's a nuke round.<br />
<br />
MagicMountain->Zerosen: '''try again, with more honesty'''<br><br />
MagicMountain->Zerosen: '''i'm running out of patience quickly'''<br><br />
Zerosen->MagicMountain: '''Someone told me you could so I wanted to try it out'''<br />
<br />
hey, that's more like it.<br><br />
hmm, he shared an ip with this other guy.<br />
<br />
MagicMountain->Zerosen: '''whatever your buddy is telling you to say to get out of a ban, don't listen to that guy. he just got you in a lot of trouble'''<br><br />
MagicMountain has banned zerosen for 1440 minutes. Reason: Bombed arrivals as a nontraitor, lied about being told he was a mindslave,<br />
<br />
MagicMountain->Exwolfe: '''what do you know about these bombs'''<br><br />
MagicMountain->Exwolfe: '''hello are you there'''<br><br />
Exwolfe->MagicMountain: '''?? Excuse me? What do I know about those bombs?'''<br />
<br />
hoo boy, awful defensive off the bat<br />
<br />
MagicMountain->Exwolfe: '''yea it was just a question'''<br><br />
MagicMountain->Exwolfe: '''it's curious because a guy on your ip address blew up arrivals and claimed his friend told him about how to do it'''<br><br />
Exwolfe->MagicMountain: '''My IP address? You mean the same broadcast address?'''<br><br />
MagicMountain->Exwolfe: '''your ip address. your WAN ip.'''<br><br />
Exwolfe->MagicMountain: '''Because it's not really something amazing you just found out, that two people who live in the same residence could play the same game.'''<br />
<br />
oh oh! we got a live one!<br />
<br />
MagicMountain->Exwolfe: '''i wasn't telling you to amaze you'''<br><br />
Exwolfe->MagicMountain: '''I think you were. And I was amazed. Amazed at what a complete moron you could be, and honestly if you ban me because my roommate played the same game and got kicked off, then enjoy your power trip buddy.'''<br><br />
MagicMountain->Exwolfe: '''i was just wondering if you were the buddy who told him about how to do that'''<br><br />
MagicMountain->Exwolfe: '''wow you're kind of an idiot'''<br><br />
Exwolfe->MagicMountain: '''Because I could give a rats ass whether or not I'm allowed to play this game again you 17 year old reject.'''<br><br />
MagicMountain->Exwolfe: '''good job flipping out over nothing? i just wanted to talk to you'''<br><br />
MagicMountain->Exwolfe: '''at least now i'll always know how dumb you are, saves me the trouble'''<br><br />
Exwolfe->MagicMountain: '''Good job. Enjoy your fantastic life buddy.'''<br><br />
MagicMountain->Exwolfe: '''lol'''<br />
<br />
== Hatted, September 4, 2014 ==<br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): chef lynching wtf<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): shitmin obv griefed me thats why no respond lol<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): you kill player in game so that u can feel better in real life dont worry <br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): you can go to any psychiatrist but they will ask you direct questions<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): be awaare all your secretssss<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): lol admin cant even rerspond in his own personal domain where he has little bit of alot more power than real world lol<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): the lol format<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): also i know its send to your irc and you hide your presence in the fucking admin who<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): i am not dumb like you lol wont work<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): it takes only a little bit coding<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): cant be that there is no admin and ooc is blocked<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): OOC is currently disabled.<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): that means its either in code or you are there<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): hiding like drug delaers lol<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): i think u really are offline<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): i thought admin didnt have life so they stayed up all night hooking up on iv drips of caffeine lol<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): sorry for judging really srry<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): forgive plx<br><br><br />
<br />
'''The next round'''<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): wtf they are killing me wwwwwwwwwwwtfffffffffffffffff<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): unless you are the shitmin who gave me space drugs for no fucking reason and want to feel good about yourself from virtual gaming then you wont help<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): #HaineSA<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): hastag for you<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): hash<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): really u wont help? lol<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): wtever i am going yo ucan use your disturbed mind on my body<br><br />
[LLJK EU 4] HaineSA/(living Rubber Duck): I ain't<br><br />
[LLJK EU 4] HaineSA/(living Rubber Duck): lol what even<br><br />
[LLJK EU 4] HELP: Hatted/(Sebastian Kindling): which is virtual if you have enough common sense or intelligent quotient , you can also be on psychosis drugs for all you know<br><br><br />
<br />
'''It goes on and on and on and on and on and on and on...'''<br><br />
2M Hatted OOC: admins are using the stealth mode <br><br />
2M Hatted OOC: they are trying to be cyber crysis guy lol <br><br />
<br />
== LemonMan, September 13, 2014 ==<br />
[LLJK EU 4] MENTORHELP: LemonMan/(Shaco Psycho): ARE U BLIND WHY dont u do something u piece of shit<br><br />
[LLJK EU 4] PM: Herr_Spy_Guy/(Jenny Antonsson)->LemonMan/(Shaco Psycho): What.<br><br />
[LLJK EU 4] PM: LemonMan/(Shaco Psycho)->Herr_Spy_Guy/(Jenny Antonsson): u see it but u dont do a shit<br><br />
[LLJK EU 4] PM: Herr_Spy_Guy/(Jenny Antonsson)->LemonMan/(Shaco Psycho): W h a t .<br><br />
[LLJK EU 4] MENTORHELP: LemonMan/(Shaco Psycho): kick jack luminos please he is acting like an retard in my kitchen but u dont do shit!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!<br><br />
<sqnq> jesus<br><br />
<AngriestIBM> !g4 asay Wow great job angering the Lemon man<br><br />
<AngriestIBM> !g4 asay ps imagine everything he writes in Lemongrab's voice<br><br />
[LLJK EU 4] HELP: LemonMan/(Shaco Psycho): Ur an fucking asshole Fuck this cunt as motherfucker Fucking ass licking STATION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!<br><br />
<br />
== Antrowolf, November 20, 2014 ==<br />
PM: Antrowolf/(Sybil Dean)->Marquesas/(Luis Smith): Leandros Gorden feeds to me syndicate sauce. Legit?<br><br />
PM: Marquesas/(Luis Smith)->Antrowolf/(Sybil Dean): Dude. You are a chef traitor and he found syndicate sauce on you.<br><br />
PM: Marquesas/(Luis Smith)->Antrowolf/(Sybil Dean): It's legit as heck.<br><br />
PM: Antrowolf/(Sybil Dean)->Marquesas/(Luis Smith): No! Him spawn This Sauce with my Pda! I only spawn Butcher knife -.-<br />
<br />
== XXT3R3Z1Xx, December 6, 2014 ==<br />
Herr_Spy_Guy: Backstory:<br><br />
Herr_Spy_Guy: I put down a button that kills you if you press it in escape with an arrow pointing to it.<br><br />
(The button literally says "button that will kill you if you press it")<br><br><br />
HELP: XXT3R3Z1Xx/(Zayden Williamson): Can you help me<br><br />
HELP: XXT3R3Z1Xx/(Zayden Williamson): Can you help me i am dead<br><br />
PM: Herr_Spy_Guy/(Jennybuddy-647)->XXT3R3Z1Xx/(Zayden Williamson): That is a matter for whoever finds you.<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): I DIDNT THINK IT WOULD WORK<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): THE STUPID BUTTON<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): YOU CANT PUT AN ARROW AND EXPECT ME NOT TO PRESS IT<br><br />
PM: Herr_Spy_Guy/(Jennybuddy-647)->XXT3R3Z1Xx/(Zayden Williamson): If you'll excuse me for saying so, I do not believe the button is the stupid entity in this scenario.<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): I AM OFFENDED<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): JERL<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): JERK<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): Why are you being so rude<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): YOU CANT PUT A BUTTON AND NOT EXPECT ME TO PRESS IT<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): i dont excuse you for saying it<br><br />
PM: Herr_Spy_Guy/(Jennybuddy-647)->XXT3R3Z1Xx/(Zayden Williamson): I suppose I can't; but I do expect you to deal with the consequences of your actions - the button is very clear in its' operation.<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): I didnt THINK IT WOULD DO SOMETHING<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): i DIDNT THINK SOMEONE WOULD BE THAT BIG A JERK<br><br />
PM: Herr_Spy_Guy/(Jennybuddy-647)->XXT3R3Z1Xx/(Zayden Williamson): You were never misled about the function of the button, sir.<br><br />
PM: XXT3R3Z1Xx/(Zayden Williamson)->Herr_Spy_Guy/(Jennybuddy-647): But that doesnt mean YOU SHOULD HAVE PUT IT THERE IN THE FIRST PLACE<br />
<br><br><br />
<br />
== Nessingwary2010, Sometime in 2015-2016 ==<br />
46M Hadaly (AI) (Nessingwary2010) PM'd Franklin Briner (Hufflaw) [DEAD]: I dont agreee <br><br />
46M Hadaly (AI) (Nessingwary2010) PM'd Franklin Briner (Hufflaw) [DEAD]: Is this over the rine? <br><br />
46M Hadaly (AI) (Nessingwary2010) PM'd Franklin Briner (Hufflaw) [DEAD]: ding dong? <br><br />
46M Franklin Briner (Hufflaw) [DEAD] PM'd Hadaly (AI) (Nessingwary2010): Oh fuck off. <br><br />
47M Hadaly (AI) (Nessingwary2010) [DEAD] PM'd Franklin Briner (Hufflaw) [DEAD]: Do you do it for free?<br> <br />
47M Hadaly (AI) (Nessingwary2010) [DEAD] PM'd Franklin Briner (Hufflaw) [DEAD]: *unzips paycheck* <br><br />
<br />
== Djfaber007, September 2016 ==<br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Hey there, why were you trying to kill the HoS with a crowbar?<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): You decied to fire me becuase of my stuff ups a while ago so I finally returned and I wanted to get him back.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): *he<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): Not you the hos.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Yeah... you can't kill people just to 'get them back' though.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): Am I gettting banned it's called RP revenge.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Directly from the rules: "Legitimate conflicts where people get upset do happen however, these conflicts should escalate properly and retribution must be proportionate"<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): You can't just walk up to someone and wail on them with a crowbar until they almost die without even saying a word.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): People do that in real life.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Nor should you be trying to kill anyone, let alone a superior officer in the first place?<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): So you are saying casual murder is common and OK in real life?<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): No but people do it in real life that's what i'm doing.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): You have read our RP rules, right?<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): I've read half.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Yeah, that's no excuse. See: ?Chain-of-command and security are important. The head of your department is your boss and they can fire you, security officers can arrest you for stealing or breaking into places. The preference would be that unless they're doing something unreasonable, such as spacing you for writing on the walls, you shouldn't frea<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): A key point there is: "CAN FIRE YOU"<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): It's just a game just calm down I just want to have fun.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): I know, but if your fun comes at the cost of others not having fun, that's not okay.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): Oh my god.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): Just calm down.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): I'm just stating the facts here.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): And just please don't ban me this is pafetic it's just a game.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): So please, don't try to pull this in the future and justify it as 'rp revenge' or a different silly reason you come up with for breaking the rules. Thanks!<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): OH MY FREAKING GOD...<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): ITS JUST A GAME.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): What's happening now?<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): PEOPLE DONT WANT TO READ A FREAKING TWO PAGE LONG RULES ITS JUST A WAIST OF FREAKING TIME PEOPLE JUST WANT TO PLAY THE GAME AND HAVE FUN IM NOT BEING IM BEING STUPID IM NOT BULLYING SO IS THIS HAPPENING.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): WHY IS THIS HAPPENING<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Why is what happening? Also, you need to read the rules so you can be sure you are not breaking them. We need to have some semblance of order in the game, and rules that everyone abide by are a great way to accomplish that.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): If you want more lax rules without an enforced RP element, check out LLJK2 (our other server).<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): YOU JUST LIKE TO PLAY A STUPID GAME WHERE YOU GET TO BOSS PEOPLE AROUND ALL THE TIME AND THE REASON WHY YOU WANT TO BE AN ADMIN OF THIS GAME IS BECAUSE IN REAL LIFE YOU ARE PERSON THAT HAS NO FREAKING OTHER LIFE AND REALISES THAT HE CANT BOSS PEOPLE AROUND IN REAL LIFE OR YOU WILL GET JAILED.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): I'm not exactly sure how personal attacks will help you understand the rules better.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): PLEASE BE QUIET ABOUT THE FREAKING RULES I WILL READ THEM LATER AND I HAVE FOUR WORDS FOR YOU GO AND GET A FREAKING YOU PAFETIC LOOSER NOW STOP TALKING TO ME.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): That's a lot more than four words. The reason I continue to mention the rules is because if you don't follow them, you'll get banned.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): I CANT BELIEVE YOU WATSE YOUR TIME ON BOSSING PEOPLE AROUND ON A GAME MATE IM LAUGHING AT YOU RIGHT NOW YOU PAFETIC LOOSER<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): I WILL READ THE FREAKING RULES!<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Thank you so much! Try not to break them in the future!<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): OK JUST LEAVE ME ALONE MY GOD YOU ARE FREAKING UNBELIEVABLE YOU JUST NEED TO SIT DOWN AND THINK ABOUT YOUR FREAKING LIFE YOU PAFETIC LOOSER.<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Okay! Will do so for both requests.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): FREAKING FINALLY I WILL BE ENDING THE CONVERSATION AND ALSO IF YOU ARE SOME SEVEN YEAR OLD OR A PERSON THAT DOES NOT HAVE A JOB GO GET ONE AND STOP BOSSSING PEOPLE AROUND ON A GAME.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): YOU MINDLESS MONKEY<br><br />
[LLJK RP 1] ADMINPM (Zewaka/Shitty Bill Jr.) -> (Djfaber007/Nelson Petrov): Great to hear that! I do have to get to work tomorrow, so I should get going. Goodnight.<br><br />
[LLJK RP 1] ADMINPM (Djfaber007/Nelson Petrov) -> (Zewaka/Shitty Bill Jr.): GOODNIGHT<br><br />
<br />
== Emanresu123(4), November 23, 2017 ==<br />
ADMINHELP (Emanresu123/Xylarn Azkal): Glitch. Put me back in my body I got glitched.<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu123/Xylarn Azkal): judging from the logs it looks like you stepped on the loafer inlet pipe and fell in<br><br />
ADMINPM (Emanresu123/Xylarn Azkal) -> (MBC/Dotty Spud): And it GLITCHED and I DIDN'T fall in<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu123/Xylarn Azkal): what do you mean?<br><br />
ADMINPM (Emanresu123/Xylarn Azkal) -> (MBC/Dotty Spud): My body still exists<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu123/Xylarn Azkal): I don't see it, can you show me where?<br><br />
ADMINPM (Emanresu123/Xylarn Azkal) -> (MBC/Dotty Spud): On the loaf input thing...<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu123/Xylarn Azkal): try relogging, I think it's a display thing<br><br />
ADMINPM (MBC/Dotty Spud) -> (/Xylarn Azkal): your body isn't showing up there for me<br><br />
ADMINHELP (Emanresu123/Xylarn Azkal): PLEASE TURN ME INTO A SENTIENT LOAF AS A JOKE IT WOULD BE FUNNY!<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu123/Xylarn Azkal): please don't ask for things in adminhelp (also what you are asking for is not possible) <br><br />
[20 minutes later]<br><br />
ADMINHELP (Emanresu123/Xylarn Azkal): By the way CHANCE KILLED ME. I didn't just walk onto it accidentally. Chance PULLED me onto it. (And he couldn't of known I was an antagonist so it is not valid)<br><br />
ASAY (MBC/Dotty Spud): i dont trust this guy adminhelping it like 20 mins later <br><br />
ADMINHELP (Emanresu1234/Lance Conrad): CLANCE KILLING ME!! <br><br />
ASAY (Hufflaw/IRC): Wait that's literally<br><br />
ADMINHELP (Emanresu1234/Lance Conrad): ADMIN REVIVE ME CLANCE KILLED ME NOT VALID!!!<br><br />
ASAY (Hufflaw/IRC): Thats Emanresu123 with a 4 behind it <br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu1234/Lance Conrad): Did you login with a separate account to try to get Chance in trouble?<br><br />
ADMINPM (Emanresu1234/Lance Conrad) -> (MBC/Dotty Spud): No. I just want STRANGELET LOAF...<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu1234/Lance Conrad): Are you the owner of the byond account Emanresu123? <br><br />
ADMINPM (Emanresu1234/Lance Conrad) -> (MBC/Dotty Spud): No. <br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu1234/Lance Conrad): okay that's good because your byond key happens to match that one exactly except for a 4 at the end<br><br />
ADMINPM (Emanresu1234/Lance Conrad) -> (MBC/Dotty Spud): But YOU'RE the owner of the Byond account IThinkEverythingIsValids if you don't notice that Clance killing me is not valid<br><br />
ADMINPM (MBC/Dotty Spud) -> (Awfulworldkid/Chance Ironmonger): hello, I don't believe that you've done this but I need to ask for confirmation. How did the captain get loafed, he stood over the hole?<br><br />
ADMINPM (Awfulworldkid/Chance Ironmonger) -> (MBC/Dotty Spud): He stood over the hole. I warned him earlier, and I nearly died after he activated it right after I moved off of it.<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu1234/Lance Conrad): Alright, this issue has been investigated and the logs show that he warned you multiple times to move out of the way<br><br />
ADMINPM (Emanresu1234/Lance Conrad) -> (MBC/Dotty Spud): He never said that<br><br />
ADMINPM (MBC/Dotty Spud) -> (Emanresu1234/Lance Conrad): also you were an antagonist<br><br />
<br />
== Jaimsey, April 3, 2018 ==<br />
[[File:JaimseyDumbPubbies.png]]<br />
<br />
== Haj325, March 23, 2019==<br />
From a thread in the Admin Complaints subforums under the title "Syndicate member #5 3/23 1:30am ish":<br />
<blockquote><br />
Synopsis: on goon server 1 i had a teammate as a syndicate take my gun from me(when he had his own he put in his backpack to take mine(as a 2h)) and i asked him to give it back and that it could be a good round, he told me some smartass comment and told me "to bring it" he had full gear i couldnt go non lethal he FORCED me to take my own gun back and got at least 1 other teamate to try to kill me ruining the round for all of us i<br />
ahelped this after and fire-something said he would look into it, he never really got back to me about 10 minutes later i msged him and he said "it seemed like a misunderstanding" i replied i would have no less been banned for doing this on goon 1 no less the "RP" server and that he tottally ruined the round for me and my teammates and he logged off, im tired and kinda pissed -signing off. Check dah loggs he was being a shitty griefer <br />
</blockquote><br />
<br />
Dumb enough on its own, but what really puts this under Dumb Pubbies is admin/coder Herr_Spy_Guy's reply:<br />
<blockquote><br />
This is a player complaint, not an admin complaint. Please also keep to the template.<br />
<br />
This was thoroughly investigated and it was found that the individual who stole your gun was Von Braun, the NPC syndicate monkey. <br />
</blockquote><br />
<br />
<br />
{{Community}}<br />
[[Category:Shit]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Pubbie_Tears&diff=23858Pubbie Tears2019-07-03T02:15:19Z<p>Zamujasa: </p>
<hr />
<div>{{dont do this}}<br />
<br />
This is where all logs of pubbie hilarity get put. DO IT.<br />
<br />
Being listed here, Just like the "[[Dumb Pubbies]]" page is certainly '''NOT SOMETHING TO BE PROUD OF'''. Please don't brag about being listed here.<br />
<br />
==John102==<br />
<br />
FROM (11:51 pm) John102: nannek, you want to know how much wast eof my friggen time this is?<br><br />
FROM (11:51 pm) John102: i shoudl quit right now<br><br />
TO (11:52 pm) John102: Well, its wasted a lot of mine~<br><br />
FROM (11:53 pm) John102: because, all i got was 1: insults from other players telling me how an idiot i am ( I AM NOT AN IDIOT) 2: I could have been doing better in school if i wern't on thsi game 3: i could of been having sex with my girlfriend by now if i wern't on here<br><br />
FROM (11:54 pm) John102: the onl positive i got was 1: improving typing skills<br><br />
FROM (11:54 pm) John102: thats all i got from this game, nothing else<br><br />
TO (11:54 pm) John102: why don't you quit<br><br />
FROM (11:55 pm) John102: yeah why don't i, the girl of my dreams is still bugging me and she is blushing like mad at me.............. i thiink we known each other for so long that we were in kindergarden when we meet<br><br />
TO (11:56 pm) John102: quit and go ask this girl out?<br><br />
FROM (11:57 pm) John102: well nannek, i guess thsi is goodbye, i hope you get a good life, i hope i will be happy with my girlfried for the rest of my life, and well see you later, i will be destroying my key<br><br />
TO (11:58 pm) John102: good luck~<br><br />
FROM (11:58 pm) John102: im goign to do that right now ( rumor at school was she is so mad in love with me, that she is accually doing anything possible to get in contact with me, well then i will be off<br><br />
FROM (11:59 pm) John102: not to mention the 500 dollars she left for me in my birthday 0_0<br><br />
TO (12:01 am) John102: go get in her panties<br><br />
FROM (12:03 am) John102: oh my, i think im madly in love with her, this bond between me and her is like many steal bars, it would be really hard to break this relationship, well then, i will be off<br><br />
TO (12:04 am) John102: Goodbye~<br><br />
FROM (12:09 am) John102: Oh Nannek, why don't i keep in contact with you, i don't think its a good idea to stop being frieds with you and never see you again, i will keep updated to ell you how my relationship or my date will go<br><br />
TO (12:16 am) John102: yeah please do<br><br />
FROM (12:51 am) John102: Nannek, i phoned her, she seemed so happy, i heared her say yes and before i put the phone on the stand, i heared her laughing in enjoyment!<br><br />
FROM (12:52 am) John102: we are going to go to an expensive place where we are goign to go out for dinner<br><br />
TO (12:54 am) John102: congrats!<br><br />
FROM (4:16 am) John102: hey again Nannek<br><br />
FROM (4:17 am) John102: I got kissed =D<br><br />
TO (4:19 am) John102: sup<br><br />
TO (4:19 am) John102: woah, already? You work fast<br><br />
FROM (4:23 am) John102: Well, we already did knew eachother for a long time, since kindergarden<br><br />
TO (4:23 am) John102: true<br><br />
FROM (4:23 am) John102: even when 300 dollars went in use<br><br />
FROM (4:24 am) John102: man, tonight cost 300 dollars<br><br />
TO (4:25 am) John102: what'd you do?<br><br />
FROM (4:26 am) John102: that was for a pink bear i got her that she wanted so bad, and the expensive place, and other stuff liek that<br><br />
FROM (4:26 am) John102: and i mean lots of stuff<br><br />
TO (4:27 am) John102: go on then! Tell me all about it<br><br />
FROM (4:27 am) John102: well, i did pay for everything<br><br />
TO (4:29 am) John102: of course<br><br />
FROM (4:32 am) John102: first, she came to my house in a pimp pink car of hers, then we went to the store that she liked, thats when i gave her the cute bear, after that that we went to this fancy restraunt, bills were expensive due to the high quility food and area of that place, looked like a palace, then thats when we first kissed........... after that she was red as a tomato for the next part, the park where we went on a ride on a train.............. after that i payed for the gas....... price is nto too pretty and after that she we went to our houses<br><br />
FROM (4:33 am) John102: curse my poor grammer<br><br />
FROM (4:35 am) John102: and thats why the bill was high<br><br />
TO (4:37 am) John102: good on you <br />
what next?<br><br />
FROM (4:38 am) John102: crazy dinner, it was the best day i ever had so far<br><br />
FROM (4:39 am) John102: well then she said see me at the movies.............. then she had to leave and i was so sad that it ended ):<br><br />
FROM (4:39 am) John102: but on the other hand im goign to the movies with her<br><br />
FROM (4:42 am) John102: The rumor of her mad love for me was true, she would try anything just to make me happy<br><br />
TO (4:44 am) John102: thats good! Gonna get married then?<br><br />
FROM (4:45 am) John102: well its heading that direction<br><br />
FROM (4:49 am) John102: on the other hand, in the middle of the date and said, want to go out with me...... all she did was pound him in the sack to death<br><br />
FROM (4:49 am) John102: i emant that another guy camed ask that and.... you know<br><br />
FROM (4:49 am) John102: im not very good typer today<br><br />
TO (4:50 am) John102: ah okay<br><br />
FROM (4:52 am) John102: that guy learned a lession<br><br />
FROM (4:55 am) John102: She is the only girl i ever want, she is special<br><br />
TO (4:56 am) John102: you should propose<br><br />
FROM (4:58 am) John102: well anyways i am tired, i should go to bed goodnight<br><br />
TO (4:59 am) John102: goodnight<br><br />
FROM (11:24 pm) John102: OMG NANNEK, you wouldn't beleive waht the hell happend in the middle of the night......<br><br />
TO (11:25 pm) John102: Go on then tell me<br><br />
FROM (11:26 pm) John102: She came to my house in the middle of the night, then she said lets sneak out, then we went to her house......... after that she closed the friggen door.......... SHE STARTED STRIPPING<br><br />
FROM (11:28 pm) John102: that was the most awsome night of my life............... no one even knows yet, untill now.....<br><br />
FROM (11:28 pm) John102: She si jsut wild about me, never knew that came so quick, super unexpected<br><br />
TO (11:29 pm) John102: Oh my, did you have sex?<br><br />
FROM (11:31 pm) John102: yes, she keep on whispering how much she loved me.<br><br />
FROM (11:33 pm) John102: How did it get so quick............... i knew her, we played tag in grade 2, we already did lots of thigns together in the past<br><br />
FROM (11:34 pm) John102: well, i guess it happend so quick because of the length of time we knew eachother<br><br />
TO (11:35 pm) John102: probably dude. I guess you two should run off or something<br><br />
FROM (11:36 pm) John102: like im in high school, and i seen her since kindergarten, we have both the same hopes, same interest, and also we are so alike, I don't have teh education yet to just leave, the dream i had requires high level education<br><br />
FROM (11:36 pm) John102: sort of like yours nannek, except different ideas<br><br />
TO (11:37 pm) John102: what now in the exciting life of John102?<br><br />
FROM (11:38 pm) John102: Oh, its heaven at my house, there is a pool, a home theater, and a enxpert cooking mom.....<br><br />
FROM (11:39 pm) John102: and i wonder how i ended up onlien all the time....<br><br />
FROM (11:41 pm) John102: oh well, ive been living in paradise for so long i think its boring now<br><br />
TO (11:41 pm) John102: Where are you from?<br><br />
FROM (11:42 pm) John102: the pool is kind of broken too......... once its fixed then i cold go swimming with you know who<br><br />
FROM (11:42 pm) John102: its just in canada....................... it snows alot here....<br><br />
FROM (11:43 pm) John102: thats why i dont go to the pool much, cold<br><br />
FROM (11:44 pm) John102: its in a city, ontario<br><br />
FROM (11:44 pm) John102: heh, and i was born in junky saskatoon, it is growing so much they can't even control it no more<br><br />
FROM (11:46 pm) John102: eh....................... im still tired from the....... you know<br><br />
TO (11:47 pm) John102: ah right. Cool I guess<br><br />
FROM (11:50 pm) John102: (she has nice tits, but i love her face and her personality more than anything about her)<br><br />
TO (11:53 pm) John102: tell me more about her. Whats her name?<br><br />
FROM (11:56 pm) John102: wait, i cannot go to deep in the details, might not be a good idea to say.....<br><br />
TO (11:57 pm) John102: Aw thats not fair! I live around 3000 miles away!<br><br />
FROM (11:58 pm) John102: she has dark brown hair and a cute little hair style, and also she is a good size, her boobs are big (she has bigger boobs then most women do in grade 6!) she is also very, very wild in ways, you should see her in ex mode....<br><br />
FROM (11:59 pm) John102: i mean sex mode<br><br />
FROM (12:00 am) John102: still nannek, i think i should not give any names to someone i havn't even seen his face yet and don't know what he is like<br><br />
FROM (12:01 am) John102: would you jsut carelessly give away real names to people, think about it<br><br />
FROM (12:02 am) John102: accually, that was my brothers death, please do not make me tell you the story.....<br />
<br />
== Mintkiller / Mass Murderer ==<br />
<br />
FROM (11:35 am) Mintkiller: sledra unban me can you?<br><br />
TO (11:42 am) Mintkiller: honest question, you've been banned umpteen times for griefing, so why <br />
should i unban you so you can do it again?<br><br />
FROM (11:43 am) Mintkiller: because im a primary admin now<br><br />
FROM (11:43 am) Mintkiller: stunt said i was awesome<br><br />
FROM (11:43 am) Mintkiller: so unban me<br><br />
FROM (11:49 am) Mintkiller: comon sledra unban me?<br><br />
FROM (11:50 am) Mintkiller: your the only admin on thats not a noob :l<br><br />
FROM (11:51 am) Mintkiller: showtime hates me :l<br><br />
TO (11:52 am) Mintkiller: you really are a total retard arent you.<br><br />
TO (11:53 am) Mintkiller: you honestly think you're getting admins on a server where none of the admins actually like you?<br><br />
FROM (11:53 am) Mintkiller: well stunt thinks im awesome<br><br />
FROM (11:53 am) Mintkiller: and hes put me as a primary admin<br><br />
TO (11:54 am) Mintkiller: I've got the adminlist up right now, you really are delusional<br><br />
FROM (11:54 am) Mintkiller: and what does it say<br><br />
TO (11:56 am) Mintkiller: see for yourself http://ss13.lljk.net/gibbed3-admins.txt<br><br />
FROM (11:57 am) Mintkiller: ok hang on<br><br />
TO (11:58 am) Mintkiller: I really dont see how you're still convinced you're getting admins when i've shown you the live adminlist AND you're banned from the server<br><br />
FROM (11:58 am) Mintkiller: he said hes deleteing some of the annoying admins<br><br />
FROM (11:58 am) Mintkiller: he said any of the admins give you a hard time tell him hmmm<br><br />
FROM (11:59 am) Mintkiller: 3rd person<br><br />
TO (11:59 am) Mintkiller: and how does that mean you're getting PA? Especially when we don't give PA out any more since we had too many of them<br><br />
FROM (12:00 pm) Mintkiller: he said welcome to the team congratz<br><br />
FROM (12:00 pm) Mintkiller: so if he said that<br><br />
TO (12:00 pm) Mintkiller: ahaha are you fucking serious. You're basing you getting PA on 7 words?<br><br />
FROM (12:01 pm) Mintkiller: fuck you ill ban you once i get it<br><br />
FROM (12:02 pm) Mintkiller: god whoever made you PA must have been stupid<br><br />
FROM (12:02 pm) Mintkiller: must have been a homeless guy haha<br><br />
TO (12:02 pm) Mintkiller: ahaha you realise stunt is reading these in IRC and laughing at you right? <br><br />
TO (12:03 pm) Mintkiller: also;<br><br />
''[12:00] <Showtime> yeah stunt was messing with him last night''<br><br />
''[12:00] <Showtime> told him he was a PA after I pissed him off''<br><br />
''[12:00] <Showtime> and that he was going to get rid of me because I was the worst admin''<br><br />
''[12:01] <Showtime> then cp'd the whole thing in here and told us to paste anything funny''<br><br />
FROM (12:03 pm) Mintkiller: -.-<br><br />
TO (12:03 pm) Mintkiller: you really are a fucking retard you know that<br><br />
FROM (12:04 pm) Mintkiller: FUCK YOU YOU RETARDED PERSON WHO CANT GET A LIFE WHO HAS TO HAVE HIS MUM GET HIM OFF HIS BAD YOU FAT UGLY BITCH<br><br />
FROM (12:05 pm) Mintkiller: so your saying the primary admins are all noobs plus the hosts? wow....really didnt know<br><br />
TO (12:06 pm) Mintkiller: man so what you're saying is when you thought you were getting PA you were all sunshine and happiness and 'IM GONNA BAN YOU' but now you've realised you were being strung along you've started to insult me? nice<br><br />
FROM (12:07 pm) Mintkiller: but your the noob thats why?<br><br />
FROM (12:07 pm) Mintkiller: your probably a retarded person in a wheelchair<br><br />
FROM (12:08 pm) Mintkiller: that cant get off his fat ass<br><br />
TO (12:08 pm) Mintkiller: hey i'm not the one who got tricked into thinking he's getting PA<br><br />
TO (12:08 pm) Mintkiller: i've already got it. Whilst you are banned and raging about it<br><br />
FROM (12:08 pm) Mintkiller: youll be banned someday :D<br><br />
FROM (12:08 pm) Mintkiller: so may aswell go fuck you grandma<br><br />
FROM (12:09 pm) Mintkiller: so go fuck her then?<br><br />
TO (12:09 pm) Mintkiller: Since you can apparently tell the future why will i be banned?<br><br />
FROM (12:10 pm) Mintkiller: oh forgot you cant fuck her you had mental surgery and couldnt remember how to do it<br><br />
TO (12:11 pm) Mintkiller: wow you're really upset about not getting admins in a shitty byond game<br><br />
TO (12:13 pm) Mintkiller: i mean if you're getting this upset about something on the internet I'd hate to see how you handle disappointment in real life<br><br />
TO (12:13 pm) Mintkiller: When your mum tells you to clean your room do you tell her to go fuck her grandmother or what?<br><br />
FROM (12:14 pm) Mintkiller: by the way why are you on it if its a shitty game may aswell give the position to someone else if you hate it<br><br />
TO (12:15 pm) Mintkiller: oh what? you've run out of insults now? Damn I was hoping tom get a bit more out of you<br><br />
FROM (12:15 pm) Mintkiller: and actually im happy i didnt get admin<br><br />
TO (12:15 pm) Mintkiller: hey it may be a shitty game but that doesnt mean it's not fun<br><br />
FROM (12:15 pm) Mintkiller: :D<br><br />
TO (12:15 pm) Mintkiller: you're happy you didnt get admin? do explain<br><br />
FROM (12:16 pm) Mintkiller: im glad i didnt get admin cause why would i want to be on the admin team with a noob?<br><br />
FROM (12:16 pm) Mintkiller: think about that<br><br />
FROM (12:17 pm) Mintkiller: your porbably a 10 year old nerd at a computer<br><br />
TO (12:18 pm) Mintkiller: close but no cigar, do feel free to try again though<br><br />
TO (12:18 pm) Mintkiller: also I like how you've gone from flattery:<br><br />
''FROM (11:49 am) Mintkiller: comon sledra unban me?''<br><br />
''FROM (11:50 am) Mintkiller: your the only admin on thats not a noob :l''<br><br />
TO (12:19 pm) Mintkiller: to insults:<br><br />
''FROM (12:01 pm) Mintkiller: fuck you ill ban you once i get it''<br><br />
''FROM (12:02 pm) Mintkiller: god whoever made you PA must have been stupid''<br><br />
TO (12:19 pm) Mintkiller: really shows a well balanced individual who will say ANYTHING to get ingame and then immediately do a 180 and start bitching me out the second things don't go his way<br />
<br />
==Moreover (Chrismonster555)==<br />
FROM (8:17 pm) Chrismonster555: Wow. Do you have a life? I've never even seen you on before. For the record, I was serious when I said I was not playing byond games during the time that was put in, I was playing for a long time before that though. Moreover, If flamethrower DID exist while I was still playing, I never saw anyone use it nor the stun gloves, and my interests lie in maintaining the engine rather then building tools of destruction.<br><br />
TO (8:19 pm) Chrismonster555: that's an awful lot of words about a game<br><br />
FROM (8:20 pm) Chrismonster555: About a game? No, About abuse of an administrative position for trivial reasons. Moreover, That's the second time I've been banned today without justified reason. The first being from what I can tell just because the admin 'felt like it'.<br><br />
TO (8:21 pm) Chrismonster555: so what you're saying is you act superior in a game and then get brought down a peg or two<br><br />
FROM (8:22 pm) Chrismonster555: When did I do such a thing? Moreover, I don't recall ever even seeing you, let alone ever acting any such way or saying anything to you before.<br><br />
FROM (8:22 pm) Chrismonster555: If this is about the comment I made yesterday, I already recieved a punishment for that, And I didn't even mean it in the way it came out.<br><br />
TO (8:23 pm) Chrismonster555: So how about them jets<br><br />
FROM (8:24 pm) Chrismonster555: I don't watch football.<br><br />
TO (8:25 pm) Chrismonster555: are you too busy playing byond games so you can act like a douche in them?<br><br />
FROM (8:25 pm) Chrismonster555: Pardon?<br><br />
FROM (8:26 pm) Chrismonster555: Oh, And for the record, Stun gloves and flamethrowers do not exist in the version of SS13 I played, EG. OSS13 and the main branch.<br><br />
TO (8:27 pm) Chrismonster555: i fail to see how that is my problem you couldnt answer 3 ss13 questions so i banned you<br><br />
FROM (8:29 pm) Chrismonster555: I find that to be bullshit, On account that they are NOT ss13 questions, But the first two being questions about the game nannek and group made from OSS13, And the third being completely unrelated.<br><br />
FROM (8:30 pm) Chrismonster555: And, If you didn't know already, Flamethrowers were not implemented until 01/07/09, And Stun gloves until 02/13/09.<br><br />
TO (8:31 pm) Chrismonster555: i dunno a question about being banned from ss13 still relates to ss13<br><br />
TO (8:31 pm) Chrismonster555: I'll ask the judges<br><br />
TO (8:31 pm) Chrismonster555: here's a hint, I sprited the flamethrower, I know when it went in<br><br />
FROM (8:32 pm) Chrismonster555: Following that line of thought, One could say that the question about being banned did not relate to SS13, But to the version of OSS13 that nannek and group made.<br><br />
TO (8:34 pm) Chrismonster555: ss13 is ss13 i fail to see what you're getting at here<br><br />
FROM (8:34 pm) Chrismonster555: My mistake: Stungloves were implemented on 01/29/09, but not makeable until the other date.<br><br />
FROM (8:34 pm) Chrismonster555: I'm getting at: Your questions were not about SS13. They were about a version of the game that Nannek and them made from OSS13.<br><br />
FROM (8:35 pm) Chrismonster555: Therefore, You're just abusing your administrative position..<br><br />
FROM (8:36 pm) Chrismonster555: 1. I don't recall breaking any rules. 2. I don't recall ever seeing/talking to/otherwise having any interaction with you, So I don't see why you're doing anything of the sort in the first place. 3. I forget what 3 was, since I'm fairly bored of the conversation by now.<br><br />
TO (8:36 pm) Chrismonster555: This is ss13, my questions are about ss13, look at the hub, you will see 1 game that is not goonstation ss13, the game evolved, you have not.<br><br />
FROM (8:38 pm) Chrismonster555: This is not SS13. This is a Branch Off of OSS13. The questions pertained to This Version and Not SS13.<br><br />
FROM (8:39 pm) Chrismonster555: Moreover, I don't quite know what you mean by myself supposedly not having 'evolved'. SS13 has not evolved, That server is merely hosting a version that has added features.<br><br />
TO (8:40 pm) Chrismonster555: jesus christ, at the same time you're dense and stubborn, that's the worst combination ever<br><br />
FROM (8:42 pm) Chrismonster555: Dense and Stubborn? I don't see what qualifies you to label me when you do not know me. As I've said, I've never interacted with you before an hour ago<br><br />
TO (8:45 pm) Chrismonster555: i dunno, just from this conversation I can tell you're stubborn, giving me exact dates for things being implemented<br><br />
TO (8:45 pm) Chrismonster555: are you an aspie or what?<br><br />
TO (8:46 pm) Chrismonster555: you seem really determined to come out as 'right' in this conversation. Despite the fact it will change nothing<br><br />
FROM (8:47 pm) Chrismonster555: Haha, No. And that's the first time anyone's ever asked something like that, I might add. My point in giving exact dates was that they were not in ss13 since it's release as someone said in chat before I was banned. I was under the impression that had influenced said banning one way or another.<br><br />
FROM (8:47 pm) Chrismonster555: =/ Nah. I just see the ban as unfair since I don't see myself as having done anything wrong in that situation, And you asking questions that I don't see as relating to 'SS13', but the version nannek and such created from oss13.<br><br />
TO (8:48 pm) Chrismonster555: no i was gonna ban you whatever happened<br><br />
FROM (8:48 pm) Chrismonster555: Because?<br><br />
TO (8:50 pm) Chrismonster555: because I am a power tripping dick<br><br />
FROM (8:50 pm) Chrismonster555: Evidently.<br><br />
<br />
==FreakRocker101==<br />
HELP: FreakRocker101/(Old man Obi wan): umm that was glitchy...... i was walkign in a hall way and i teleported to a space and died..........<br><br />
Admin PM to-FreakRocker101: sounds like ya'll got owned<br><br />
Reply PM from-FreakRocker101: ...... <br><br />
Reply PM from-FreakRocker101: revive me please<br><br />
Reply PM from-FreakRocker101: hello?<br><br />
Reply PM from-FreakRocker101: revvie me please<br><br />
PM: LithiumNitrate->FreakRocker101: no <br><br />
PM: LithiumNitrate->FreakRocker101: no revives<br><br />
Admin PM to-FreakRocker101: why<br><br />
Reply PM from-FreakRocker101: i was brought to a palce for no reason i never walked there though<br><br />
Reply PM from-FreakRocker101: just revive me.....<br><br />
Admin PM to-FreakRocker101: good job you've jumped into an anomaly<br><br />
Reply PM from-FreakRocker101: a no i was walkign and just fel lto the vround<br><br />
Admin PM to-FreakRocker101: hint: begging to be revived is one way to 100% guarantee you will never get revived<br><br />
Reply PM from-FreakRocker101: iam out of here...<br><br />
Admin PM to-FreakRocker101: bye<br><br />
Notice: ReapingDna has same IP address as FreakRocker101 did (FreakRocker101 is no longer logged in).<br><br />
PM: LithiumNitrate->ReapingDna: no multikeying<br><br />
PM: LithiumNitrate->ReapingDna: or we'll IP ban you<br><br />
PM: ReapingDna->LithiumNitrate: ................................. THEN REVIVE ME...<br><br />
Admin PM to-ReapingDna: why should we revive you?<br><br />
Admin PM to-ReapingDna: you died legitimately<br><br />
Admin PM to-ReapingDna: and are now breaking the server rules in order to circumvent that<br><br />
Reply PM from-ReapingDna: no i died for no reason<br><br />
Admin PM to-ReapingDna: no you didn't~<br><br />
Reply PM from-ReapingDna: never expect to see me on here or anyone else ha iam gunna tell all my friends not to go on here and i have everyones name ha!<br />
<br />
==FuryDragon==<br />
Admin PM to-FuryDragon: i'm sorry for not wanting to accommodate a cock that immediately jumps into genetics and tries to get involved<br><br />
Enallyniv sent FuryDragon/Urthstripe Wyte to the prison station.<br><br />
Reply PM from-FuryDragon: WTF<br><br />
Admin PM to-FuryDragon: OOPS WRONG BUTON<br><br />
Reply PM from-FuryDragon: THEN BRING ME THE FUCK BACK<br><br />
Admin PM to-FuryDragon: well if you're going to be mean about it<br><br />
Admin PM to-FuryDragon: fuck you, stay there<br><br />
Reply PM from-FuryDragon: You did that on purpose<br><br />
Admin PM to-FuryDragon: OR DID I...................<br><br />
Reply PM from-FuryDragon: You do know how much influence i have on byond right?<br><br />
Admin PM to-FuryDragon: hahahahaha oh god<br><br />
Reply PM from-FuryDragon: If i were you id stop fucking around with me<br />
<br />
==FlanMan==<br />
OOC: Flanman: How can i open a locker that has access denied someone got locked in and need let them out<br><br />
OOC: Enallyniv: thanks for telling us all about it in ooc<br><br />
OOC: Enallyniv: try getting the right id!<br><br />
OOC: Flanman: My pleasure <br><br />
OOC: Flanman: Sorry my life isn't this game so shut the fuck up loser<br><br />
OOC: Flanman: I asked a question because i don't play much so i didn't know what to do so shut the fuck up stupid loser<br><br />
OOC: Flanman: Fuck off obviously you are a nerd if you live of this game get an xbox<br><br />
OOC: Flanman: I recommend xbox if this game is your life and play 6hrs+ a day<br><br />
OOC: Enallyniv: how exactly is the solution for too many video games<br><br />
OOC: Enallyniv: more video games<br><br />
OOC: Flanman: Look at this 1 it's pathetic<br />
<br />
==Mbbird==<br />
OOC: Mbbird: what the fuck<br><br />
OOC: Mbbird: this is what I get for not having a revolver?<br><br />
OOC: Mbbird: Fuck you guys<br><br />
OOC: Mbbird: He hit me once<br><br />
OOC: Mbbird: with his fists<br><br />
OOC: Mbbird: and I died<br><br />
OOC: Enallyniv: man up<br><br />
OOC: Mbbird: I CAN'T MAN UP<br><br />
OOC: Mbbird: YOU CAN'T SAY THAT WASN'T AN UNFAIR SITUATION!<br><br />
OOC: Mbbird: NO REVOLVER<br><br />
OOC: Mbbird: NO PILLS<br><br />
OOC: Mbbird: NO LASER GUN<br><br />
OOC: Mbbird: AND YOU GUYS GOT ME A PINK LABCOAT, A TANK OF ANESTHETIC, A LABCOAT<br><br />
OOC: Mbbird: EVERYTHING EXCEPT THE STUFF I LOST<br><br />
OOC: Mbbird: FUCK YOU GUYS<br />
<br />
== Martienader2 ==<br />
<br />
Matthew River (M) [145.9] asks, "How do i FAAAAAAAAAAAART nubs?"<br><br />
Sam0rz has gibbed Martienader2<br><br />
OOC: Sam0rz: that's how to FAAAAAAAAAAAART nubs<br><br />
OOC: Ssjmunchlax: Nice one.<br><br />
OOC: Martienader2: .. No. That's not FAAAAAAAAAAAART, it's admin abuse.<br><br />
OOC: Daman3456: Seems like you got pwned to me.<br><br />
OOC: Ssjmunchlax: That's not abuse..<br><br />
OOC: DaedraMolag: Baaaw.<br><br />
OOC: Sam0rz: it's not abuse, it's pwnage<br><br />
OOC: ProvostZharkov: You asked a simple fucking question and got a simple fucking anwser.<br><br />
OOC: Sam0rz: that's how you FAAAAAAAAAAAART nubs<br><br />
OOC: Evilreaver: Yea pretty sure you were pwned hard, nub<br><br />
OOC: Dickbeau: boom headshot LOL!?<br><br />
OOC: Sam0rz: gib is my favorite button<br><br />
OOC: Martienader2: Sam, It's abuse. Gribbing someone when they just began to play, It makes it less fun for the players, so you will get less people playing on the server and that will be you'r fault.<br><br />
OOC: Syntax12345: You're fault guys<br><br />
OOC: DaedraMolag: ... baaawww moar<br><br />
OOC: Syntax12345: It's you're fault!<br><br />
OOC: Sam0rz: moar please<br><br />
OOC: Martienader2: Moar?<br><br />
OOC: Martienader2: Need Moar?<br><br />
OOC: Sam0rz: a person that asks 'how does i FAAAAAAAAAAAART nubs' is not a good addition to the community<br><br />
OOC: Sam0rz: this is going in the pubbie tears thing in the wiki<br><br />
OOC: Martienader2: Sorry dude, saving stuff up for ur Girlfriend.<br><br />
OOC: Ssjmunchlax: Goon's are pubbies overal. No offence, really.<br><br />
OOC: Martienader2: True.<br><br />
OOC: Ssjmunchlax: They make good servers.<br><br />
OOC: Ssjmunchlax: Good updates.<br><br />
OOC: Daman3456: I'm a super saiyan too munchlax, didn't you know?<br><br />
OOC: Ssjmunchlax: But yeah.<br><br />
OOC: Ssjmunchlax: Don't care, either.<br><br />
OOC: Evilreaver: There's a difference between good servers and bad servers- we ban trouble players, and other servers are all hellholes<br><br />
OOC: Martienader2: Now if you want to get ur moms dick outta ur mouth turn fucking respawn on and then go lick ur dad.<br><br />
OOC: Dickbeau: own<br><br />
OOC: Sam0rz: this is definately going in pubbie tears<br><br />
OOC: DaedraMolag: ...Lol. Don't forget that in Pubbie Tears, Sam<br><br />
OOC: Syntax12345: My mother doesn't have a penis, good sir.<br><br />
OOC: Sam0rz: step off good sire<br><br />
OOC: DaedraMolag: Should I grief him every round too?<br><br />
OOC: Sam0rz: sure<br><br />
OOC: DaedraMolag: Awesome.<br><br />
OOC: Lallander: What kind of pubby wankfest did I just stumble into<br><br />
OOC: Martienader2: Syn, if you know ur mom doesn't have one, you've looked down there, wich proves ur a motherfucker. true?<br><br />
OOC: Ssjmunchlax: Save some for me.<br><br />
OOC: Sam0rz: a really funny one, lallander<br><br />
OOC: Dickbeau: holy shit martienader on a own streak<br><br />
OOC: Blaze1126: Martienader, he knows his mum doesn't have a pnis by the fact that he was born<br><br />
OOC: Sam0rz: owned<br><br />
OOC: Lallander: pnis<br><br />
OOC: Dickbeau: amazing blaze out of nowhere<br><br />
OOC: Martienader2: There is a thing called Adoption.<br><br />
OOC: Dickbeau: top tier ownage taking place<br><br />
OOC: Evilreaver: Also he could have just congealed<br><br />
OOC: Martienader2: now go to ur local Nazi club and shave ur mustache so that you can look like ur fucking furher wich doesn't give a damn fuck about u cuz ur a jew<br />
<br />
==KateRose==<br />
<br />
OOC: Mrfishstick: What is your favorite anime?<br><br />
OOC: KateRose: I'm a fan of Naua Desu Mi Kanaita<br><br />
OOC: KateRose: It never got translated so maybe you never heard of it<br><br />
OOC: KateRose: Ya it's pretty well known among serious anime fans<br><br />
OOC: KateRose: It's about these high school girls who are abducted by the government<br><br />
OOC: Mrfishstick: Why does the government do that<br><br />
OOC: KateRose: b/c they are possesed by thousand year old demons<br><br />
OC: Mrfishstick: does that give them super powers?<br><br />
OOC: SynthOrange: So they're not really underaged. Nice.<br><br />
OOC: Ranger Four: thats the most gayest shit ive heard<br><br />
OOC: KateRose: kinda they are empathatic telepaths<br><br />
OOC: Mrfishstick: Is that a super power?<br><br />
OOC: SynthOrange: Oh oh I know it's like that useless character on Star Treks.<br><br />
OOC: KateRose: No it's pretty funny though becuase they are like these ancient demons and are all falling overthemselves for this bishi<br><br />
OOC: SynthOrange: what's... a bishi<br><br />
OOC: KateRose: A bishi is like a cute boy<br><br />
OOC: KateRose: Like I said they are empathatic telepaths which basically means they can influence peoples thoughts<br><br />
OOC: KateRose: Well, everyones except for the bishi<br><br />
OOC: Mrfishstick: Why not theirs?<br><br />
OOC: KateRose: No the bishi aren't a people he is a character (Tetsoui Sazakhuri)<br><br />
OOC: Mrfishstick: So what makes them special?<br><br />
OOC: Mrfishstick: Do they have the spirit of like a really old tree stump in them or something?<br><br />
OOC: KateRose: He is the only person on earth that isn't affected by thier powers and so that is why they are all in love with him, basically<br><br />
OOC: KateRose: No he ij ust a normal highschool student, it's a mystery<br><br />
OOC: SynthOrange: Did the government kidnap him too or something<br><br />
OOC: Mrfishstick: Yeah I thought they were kidnapped by the government<br><br />
OOC: KateRose: No he is, look they aren't in a government cage they still go to highschool<br><br />
OOC: SynthOrange: That sounds like a pretty lazy kidnapping<br><br />
OOC: KateRose: THEY are in a government highschool like thier teacher is a secret agent <br><br />
OOC: Mrfishstick: So it's kind of like Red Dawn?<br><br />
OOC: KateRose: I guess I don't watch american movies<br><br />
OOC: Mrfishstick: Why don't you watch American movies<br><br />
OOC: KateRose: Just a bunch of explosions and flash with 2d characters and no compelling story elements<br><br />
OOC: KateRose: Words can't describe the raw passion of masterpieces like Beserk and the charming humanity of lucky star<br><br />
OOC: KateRose: Look I know it's mainstream but have you even seen the melancholy of suzumiya haruhi<br><br />
OOC: Mrfishstick: what is a suzumiya haruhi<br><br />
OOC: KateRose: No she is a girl who has incredible powers to shape reality, she's like a god but is completly unaware of it (note: use the japanese way of saying her name, last then first: suzumiya haruhi)<br><br />
OOC: KateRose: Oh no, my name, Kate Rose, is taken from the suggested name of Asuka Langley Soryu in the american movie version of evangelion<br><br />
OOC: KateRose: Sorry am I threating your ameri-centric norms of acceptable artforms<br><br />
OOC: KateRose: my bad, I'll leave you small minded gaijin to your red dawns and explosions<br><br />
OOC: Biggs Mclargehuge: how fat are you Kate<br><br />
OOC: LljkStudman: RED DAWN IS A GREAT MOVIE AND IF YOU DONT LIKE IT YOU ARE A COMMUNIST<br><br />
'''OOC: KateRose: My weight or relationship status (I'm going to head this one off at th pass, if you will) is not relevant to this discussion'''<br><br />
OOC: KateRose: I was talking about suzumiya haruhi, it's a cross-genre anime that makes pokes fun at itself and anime as an artform while also conveying a compelling story with characters so well fleshed out it is possibly to literally fall in love with them. (also plenty of fanservice)<br><br />
'''OOC: LljkStudman: anyone know any good hentai rape games'''<br><br />
'''OOC: KateRose: I would recommend Kana Little Sister, it's an incredible story about a family dealing with loss with some beautiful drawn intamacy '''<br><br />
OOC: KateRose: Fanservice is eh... Well I mean it's whent he director shows seens of (usually) female characters in... compromising positions <br><br />
OOC: KateRose: Kana: Little Sister focuses on storytelling, and falls into the subgenre of dating sims which are full of tragic events and meant to be emotionally moving for the player. It also falls into the subgenre of games, manga, and anime revolving around incestuous relationships. One playthrough of the game takes about 5 to 10 hours.<br><br />
OOC: Mrfishstick: That doesn't tell me much<br><br />
OOC: KateRose: Well I don't want to reveal much about the story, because I would be doing it a terrible disservice, but it's central focus is the terminal illness of the player's little sister, Kana<br><br />
OOC: KateRose: It's about how people deal with this loss and the gradual acceptance of death and thier own and other mortality, there are also some pornographic scenes but it's mostly a masterfully woven story<br><br />
OOC: Mrfishstick: welp I did a google search, well an image search with the safefilter off<br><br />
OOC: Mrfishstick: I need to go vomit in a bucket<br />
'''OOC: Mrfishstick: Some dude has sex with his dying sister, alot it looks like'''<br><br />
OOC: Mrfishstick: Oh did I mention she looks like she is 8<br><br />
OOC: Mrfishstick: because those 8 year olds sure are hot<br><br />
OOC: Mrfishstick: Thanks Japan!<br><br />
OOC: KateRose: Well ya she is very young<br><br />
OOC: KateRose: She has a kidney disease I think<br><br />
OOC: Mrfishstick: THE CURE FOR A KIDNEY DISEASE IS ALOT OF INCEST?<br><br />
OOC: KateRose: No there IS NO CURE that is a central theme of the story<br><br />
'''OOC: KateRose: She is dying :('''<br><br />
OOC: Mrfishstick: And also being plowed by her older brother<br><br />
OOC: Mrfishstick: This is a pretty importent story element too<br><br />
OOC: KateRose: Yes well if you had read the story you would understand the emotional justification for that carnal act<br><br />
'''OOC: KateRose: If you are interested in a light-hearted e-roge game with (some) rape there are some classics I can suggest'''<br><br />
<br />
== ThunderrOrange ==<br />
<br />
===RP Guidelines===<br />
<br />
HELP: ThunderrOrange/(Lakeisha Adcock): 1.You need to give a warning/reason before you attack someone 2.you need a reason to kill/jail/attack them 3.You need to let others know what you are doing<br><br />
Admin PM to-ThunderrOrange: your definition is SERIOUSLY warped if you seem to have the idea that a character would TELL someone that you're about to attack them<br><br />
Reply PM from-ThunderrOrange: No like ... ''Your going down'' (your getting ready for attack or something but alteast give them a warning and you dont even have to wait<br><br />
Admin PM to-ThunderrOrange: why would you give them a warning?<br><br />
Admin PM to-ThunderrOrange: would you give someone a warning in a fight in real life?<br><br />
Reply PM from-ThunderrOrange: Because that is roleplay ..<br><br />
Reply PM from-ThunderrOrange: Yes ... like a cough or something like that<br><br />
Reply PM from-ThunderrOrange: AND .. roleplay .... you know what that is<br />
<br />
===Meltdown===<br />
<br />
HELP: ThunderrOrange/(Lakeisha Adcock): You know this is the worst sever on byond 1.you need a minium age limit you damage a child like this 2.You all fail at life and trying to gain power on this game 3.Its RPG but no roleplay at all 4.most of ur GM's are bad ... you need a limit 5.Most ppl here a butt lickers and trying to butt lick GM's 7.Because you fail at life doesnt mean you have to be rude <br><br />
PM: Thunderbeast->ThunderrOrange: 8. ur gay<br><br />
PM: ThunderrOrange->Thunderbeast: 9. U need to shut up you fuck failure<br />
<br />
<br />
==MitushiEchizen==<br />
OOC: MitushiEchizen: Go suck your red neck gay dad child raping boyfriend.<br><br />
OOC: MitushiEchizen: Because you dont like women.<br><br />
OOC: MitushiEchizen: You like to suck cocks.<br><br />
OOC: MitushiEchizen: You know why?<br><br />
OOC: MitushiEchizen: Because you have no friends.<br><br />
OOC: MitushiEchizen: Fatty want some cake<br><br />
OOC: MitushiEchizen: Go lose some weight.<br><br />
OOC: MitushiEchizen: You know why?<br><br />
OOC: MitushiEchizen: Because your fat.<br><br />
OOC: Thelastwaltz: its me im fat<br><br />
OOC: MitushiEchizen: Yes your fat.<br><br />
OOC: Thelastwaltz: and im gay irl so idgi???<br><br />
OOC: MitushiEchizen: Mhm.<br><br />
OOC: MitushiEchizen: So your sucking your dads dick.<br><br />
OOC: MitushiEchizen: Who happens to be your boyfriend?<br><br />
OOC: MitushiEchizen: And you like to eat alot of cake and fat food.<br><br />
OOC: MitushiEchizen: Which gives you pimples on your face.<br><br />
OOC: MitushiEchizen: I'm not trying to insult. xD<br><br />
OOC: MitushiEchizen: So your saying i'm not doing a good job of not insulting.<br><br />
OOC: MitushiEchizen: So your saying i did insult him.<br><br />
OOC: MitushiEchizen: Well he's the one who job banned me for asking questions about the game and how to play it.<br><br />
OOC: MitushiEchizen: He likes to take it up the ass..<br><br />
OOC: Thelastwaltz: ok are you done venting yet?<br><br />
OOC: MitushiEchizen: Dunno<br><br />
OOC: MitushiEchizen: I just want an apology and a job unlock<br><br />
OOC: MitushiEchizen: A little.<br><br />
OOC: MitushiEchizen: =/ I know.<br><br />
OOC: MitushiEchizen: People always tell me this server is abusive.<br><br />
OOC: MitushiEchizen: I'll give you a hug if you job unban me.<br><br />
OOC: MitushiEchizen: =]<br><br />
OOC: MitushiEchizen: Because you have to admit. You were unfair.<br><br />
OOC: Thelastwaltz: no lmao<br><br />
OOC: MitushiEchizen: Tell me.<br><br />
OOC: MitushiEchizen: HOW were you not unfair.<br><br />
OOC: Thelastwaltz: cry more tears<br><br />
OOC: Thelastwaltz: i didnt job ban you you dumb prick hth<br><br />
OOC: MitushiEchizen: Well your the one who's been making fun of me too. D:<br><br />
OOC: MitushiEchizen: BUt if so, sorry.<br><br />
OOC: Thelastwaltz: i just think someone who crys that many tears deserves to be job banned<br><br />
OOC: MitushiEchizen: Wait, no, you did.<br><br />
OOC: MitushiEchizen: Because you seem like the kind of person who would job ban someone because they're new and asked some question.<br><br />
OOC: Thelastwaltz: youre right i would do that but i didnt lmao<br><br />
OOC: MitushiEchizen: Alright fine.<br><br />
OOC: MitushiEchizen: I'm sorry for doing that.<br><br />
OOC: Thelastwaltz: shut the fuck up<br><br />
OOC: MitushiEchizen: Yes, you may be homosexual and a little overweight.<br><br />
OOC: MitushiEchizen: But you can find a nice partner and lose some weight.<br><br />
OOC: MitushiEchizen: Your probably smarter than me.<br><br />
OOC: MitushiEchizen: I mean, come on.<br><br />
OOC: MitushiEchizen: I play the computer all da.<br><br />
OOC: MitushiEchizen: Why'd i get dced..<br><br />
OOC: MitushiEchizen: Becase.<br><br />
OOC: Thelastwaltz: because he is a pubbie with a pent up tank of tears<br><br />
OOC: MitushiEchizen: I have a voice.<br />
<br />
== Onforty ==<br />
<br />
Onforty Strangehet says, "GET OUT YOU SHITAPE<br><br />
Onforty Strangehet says, "GETO UT OR ADMINHELP AND YOU GET PERMA'D<br><br />
Onforty Strangehet says, "GETO UT DICKS"<br><br />
Onforty Strangehet says, "YOU MONKEY DICK"<br><br />
Onforty Strangehet says, "FUCKING WII MOTES"<br> <br />
Onforty Strangehet says, "FUCK DICKS ADMIN HELPED YOUR GOING PERMAD<br><br />
Onforty Strangehet says, "ADMINHEPEDADMHELPED" <br><br />
Onforty Strangehet says, "BAN"<br><br />
Onforty Strangehet says, "BAN"<br> <br />
Onforty Strangehet says, "BAN"<br> <br />
Onforty Strangehet says, "BAN"<br> <br />
Onforty Strangehet says, "BAN"<br> <br />
Onforty Strangehet says, "BAN"<br><br />
Onforty Strangehet says, "Help im trapped in a closet, in maintainence, i think its south. I was knocked over so i dont know where."<br> <br />
ADMIN: Brian O Blivion/(Mal Awesom): How long will it take him to leave the closet<br> <br />
ADMIN: Brian O Blivion/(Mal Awesom): He is a prisoner in his own mind<br> <br />
(Being welded into a closet again)<br> <br />
Onforty Strangehet says, "Hako"<br> <br />
Onforty Strangehet says, "HALP"<br><br />
DEAD: Shit Ape (as Onforty Strangehet) says, "Shiiiit"<br><br />
Shit Ape (as Onforty Strangehet) exclaims, "HELP IM TRAPPE IN ATHMOS HELP ME OUT PLEASE PLEASE!"<br><br />
Shit Ape (as Onforty Strangehet) says, "NOOO HEEELP"<br />
<br />
===Onforty vs Syntax===<br />
<br />
OOC: Onforty: Ok if this retarded asshole wizzie wont stop hetzing me all round along. Then i am fucking nuking again. Ban him for hetzing a fellow player.<br><br />
OOC: Syntax12345: I'm not a wizard.<br><br />
OOC: Onforty: My psyke is burning because of that asshole<br><br />
OOC: Syntax12345: you stupid cunt~<br><br />
OOC: Onforty: WHO THE FUCK IS APOLLO WEED WICH CASTS SPELLS AND TUNS ME THEN SO I ANT DO SHIT?<br><br />
OOC: Syntax12345: I don't cast spells<br><br />
OOC: Syntax12345: tbh<br><br />
OOC: Onforty: NO BUT YOUR STILL CLOAKED AND HETZING THE SHIT OUT OF ME FOR NO FUCKING REASON<br><br />
OOC: Onforty: Ok, whoever that fucking retarded wizzie is, IMMA FUCKING DESTROYING<br><br />
OOC: Syntax12345: nobody is a wizard<br><br />
OOC: Syntax12345: ur just gettin ownzoned<br><br />
OOC: Gaara025: im not wizard<br><br />
OOC: Onforty: No but that asshole greifer. Now i am dead and theres no other assholes to be a engineer. Engine is fucked, so.<br><br />
OOC: Syntax12345: respawn is on<br><br />
OOC: Onforty: Syntax your the biggest asshole ever to put their cock on this planet!<br><br />
OOC: Syntax12345: u mad<br><br />
OOC: Gaara025: yes he is<br><br />
Francis Straub [145.9] says, "protip Syntax12345 is apollo"<br><br />
Apollo Weed [145.9] exclaims, "no shit!!"<br><br />
OOC: Onforty: Lets fucking break up the whole station and build it somewhere else to avoid the trouble with no engineer to fix engine.<br><br />
OOC: Syntax12345: you're stupid<br><br />
OOC: Syntax12345: proto<br><br />
OOC: Syntax12345: hth<br><br />
OOC: Onforty: I dont even understand your retarded quicktalk insults<br><br />
OOC: Syntax12345: Prototype engine.<br><br />
OOC: Syntax12345: use that you retard<br><br />
OOC: Onforty: i wunt u retard lol lol ollololol cuz ur tew stewpeet lolol<br><br />
<br />
<br />
OOC: Onforty: Who the fuck is that asshole who cant UNDERSTAND TO LEAVE ME FUCKING ALONE?<br><br />
GOONSAY: Sniperchance: he is so fukken mad<br><br />
GOONSAY: Sniperchance: serves him right for being a fag and abusing anti-H<br><br />
OOC: Onforty: SYNTAX JUST BECAUSE YOU ARE GOON THEN IT DOSENT GIVES YOU THE RIGHTS TO HETZ ANYBODY ELSE I RESPECTED YOU GOONS! I FUCKING RESPECTED YOUI!<br><br />
OOC: Onforty: BUT NOW I WONT AND I WILL BOMB TTHE SERVERPAREK WHERE SAMETHING AWFULLS SERVER IS<br><br />
OOC: Onforty: FOR EAL!<br><br />
OOC: Syntax12345: isn't hetz that jewish political party<br><br />
OOC: Onforty: I WILL LOCATE IT!<br><br />
OOC: Syntax12345: bomb threats against lowtax<br><br />
OOC: Onforty: SO STOP FUCKING HETZING ME OR ILL WATER SOMETHINGAWFULLS SERVER!<br><br />
OOC: Onforty: Buggy little asshole<br><br />
OOC: Syntax12345: callin da fbi bomb threats<br><br />
OOC: Onforty: God its empty threats man<br><br />
OOC: Syntax12345: I don't know that!!<br><br />
OOC: Onforty: But you will still suffer consequences<br><br />
OOC: Syntax12345: you could be ed gein for all i know<br><br />
OOC: Onforty: Like loosing a deciple of goon<br><br />
OOC: Syntax12345: goon is a religion now?<br><br />
OOC: Onforty: I was a pubbie deciple of something awfull. For me it was<br><br />
OOC: Syntax12345: you are a homo too<br><br />
OOC: Onforty: I respected you guys because you own half of the internet. I am not homo. I hate gays a lesbians.<br><br />
OOC: Syntax12345: You are a republican aren't you<br><br />
OOC: Onforty: But wanna know what? I dont anymore, i remember thoose days where internet was just like a mobile phone. Where people used common sense and were nice to everybody<br><br />
OOC: Onforty: No, i am not republican.<br><br />
OOC: Syntax12345: i drunk dial people and tell them to go fuck their sisters<br><br />
OOC: Onforty: You got the point, why the fuck did you ruin my day anyway?<br><br />
OOC: Syntax12345: ss13 ruined your day?<br><br />
OOC: Syntax12345: grow the fuck up<br><br />
OOC: Onforty: Nope you did. Cause i thought goons would respect me if i respected them.<br><br />
OOC: Syntax12345: I don't respect you because you're fucking stupid.<br><br />
OOC: Onforty: WHy not you just be nice everybody else as long as tey arent assholes? And Quit the fuck with that weed and beer if thats the thing that drives you insane<br><br />
OOC: Onforty: I am not retarded, i just need more detailed descriptions of stuff.<br><br />
OOC: Onforty: You could have signed up as engineer and teached me in the first place<br><br />
OOC: Onforty: Instead of being a dick nigger and <br><br />
OOC: Onforty: Fucking over<br><br />
OOC: Onforty: He needs a fucking perma ban from everything goon<br><br />
<br />
<br />
Keith Pennington [145.9] says, "SA aren't good griefers they are BBFs with the furniggers on SL"<br><br />
OOC: Onforty: Syntax, you will goto hell for all thoose people you have fucked over.<br><br />
OOC: Syntax12345: hell doesn't exist<br><br />
GOONSAY: Sniperchance: i don't know why he's spergin so hard about the sandbox server<br><br />
OOC: Onforty: IF we sitted in the same room you wouldnt. Your a weak shit in being social, thats why you payed the Lowtax thing, to walk around and call people weak, when its you who is the weak asshole.<br><br />
OOC: Syntax12345: Erm what<br><br />
OOC: Onforty: Your a weak shit, go grow up yourself and quit drinking.<br><br />
OOC: Onforty: What the fuck<br><br />
OOC: Syntax12345: While I'm primarily a runner (long distance track), I'd hardly call myself weak.<br><br />
OOC: Onforty: Your a fucking asshole.<br><br />
OOC: Syntax12345: My a fucking asshole.<br><br />
<br />
<br />
OOC: Syntax12345: Onforty, got any more rants and raves about me?<br><br />
OOC: Syntax12345: I know I'm on your mind, baby :)<br><br />
OOC: Onforty: Your a fucking asshole<br><br />
OOC: Jasonpb: hey somone blew spawn up<br><br />
OOC: Syntax12345: onforty blew it up <br><br />
OOC: Syntax12345: onforty...<br><br />
OOC: Syntax12345: I...<br><br />
OOC: Syntax12345: I love you...<br><br />
<br />
<br />
OOC: Jasonpb: what do Hydrogen things do<br><br />
GOONSAY: Syntax12345: fed onforty anti hydrogen<br><br />
OOC: Syntax12345: don't touch them tia<br><br />
OOC: Onforty: Take bot a Hydrogen and a Anti one, come to secuirty and use H on Anit H<br><br />
OOC: Syntax12345: Actually don't because I will fucking murder you every time you leave the shuttle area :)<br><br />
OOC: Jasonpb: ow i just wanted to know what they do<br><br />
GOONSAY: Sniperchance: lol he's dropping as much objects as he can<br><br />
OOC: Onforty: They go boom then this asshole Syntax dies<br><br />
OOC: Syntax12345: You're like that guy who just learned about bombing.<br><br />
OOC: Syntax12345: It's unoriginal as hell.<br><br />
<br />
<br />
OOC: Syntax12345: Onforty why are you so mad<br><br />
OOC: Syntax12345: Father issues? Mother issues? What?<br><br />
OOC: Onforty: Cause your fucking hetzing te shit out of me. I will tell slurm about this.<br><br />
OOC: Onforty: Nothing i live a perfect life.<br><br />
OOC: Syntax12345: ooc that's why you're so mad<br><br />
OOC: Syntax12345: ~brat<br><br />
<br />
<br />
OOC: Onforty: And i am fucking tired of you tracking me then cloaking and killing me.<br><br />
OOC: Syntax12345: I didn't kill you last. That was floor.<br><br />
OOC: Syntax12345: airlock spawn spamming doesn't break the server hth<br><br />
OOC: Syntax12345: trade secret<br><br />
OOC: Onforty: I didnt, i just did everything i could for fucking you over.<br><br />
GOONSAY: Sniperchance: time to remove anti-hydrogen from the spawnlist<br><br />
<br />
<br />
OOC: Onforty: Syntax why dont we just stop this shit. I am getting too tired of this.. lets just so that nothing happended. NOthing ever. Ok? Thats better than falming and ruining each other.<br><br />
OOC: Syntax12345: no how about you just die tia<br><br />
OOC: Syntax12345: like irl die<br><br />
<br />
<br />
GOONSAY: Sniperchance: HELP: Onforty/(David Fiddleswitch): My psyke went apeshit because he keeped killing and ruining my day.. sorry. I wanna do everything for making it good again (Not everything but you get the point)<br><br />
GOONSAY: Sniperchance: what the fuck is he talking about his psyke<br><br />
<br />
<br />
OOC: Onforty: AAAAAAARRRGGGHH SYNTAX YOU ASSHOLE!<br><br />
David Fiddleswitch says, "FUCK YOU GOTO HELL SYNTAX"<br><br />
David Fiddleswitch says, "FUCK YOU GOTO HELL SYNTAX"<br><br />
David Fiddleswitch says, "FUCK YOU GOTO HELL SYNTAX"<br><br />
David Fiddleswitch says, "FUCK YOU GOTO HELL SYNTAX"<br><br />
David Fiddleswitch says, "FUCK YOU GOTO HELL SYNTAX"<br><br />
David Fiddleswitch says, "STOP HETZING ASSHOLE"<br><br />
David Fiddleswitch says, "STOP HETZING ASSHOLE"<br><br />
David Fiddleswitch says, "STOP HETZING ASSHOLE"<br><br />
David Fiddleswitch says, "STOP HETZING ASSHOLE"<br><br />
David Fiddleswitch says, "STOP HETZING ASSHOLE"<br><br />
OOC: Onforty: Wanna know what Syntax? I will track up your router and put it on fire. Then i will smash all your gaming console!<br><br />
OOC: Syntax12345: smash up my rrod'd 360 ok<br><br />
<br />
<br />
OOC: Onforty: Get out Syntax, your nothing but a little pop boy with a anal fissure<br><br />
OOC: Syntax12345: Dashing goonette with nothing wrong with her ass.<br><br />
OOC: Onforty: Syntax stop being a dick, stop fucking with another human! Cause humans are smart. I can ping your ip and use it to track you, then sue you for hetz. Wich s illegal where i live.<br><br />
OOC: Onforty: Say Hello to a 2000 DDK ticket.<br />
<br />
==Ash Abe Add==<br />
MetriodXP is the AI!<br><br />
OOC: Haruhitan: METRIOD XP<br><br />
OOC: Ash Abe Add: what?<br><br />
OOC: Ash Abe Add: no its XP as in xtra P..<br><br />
OOC: Ash Abe Add: its not meant as a face <br><br />
<br />
<br />
ADMIN LOG: ViktoriaSA/(Viktoria Svensen) modified MetriodXP's name to KAWAIIBOT<br><br />
PM: Thelastwaltz/(George Walker Bush)->Ash Abe Add/(KAWAIIBOT): ur gay and a fag<br><br />
OOC: Ash Abe Add: uh..?<br><br />
OOC: Thelastwaltz: ash abe add is a fag<br><br />
OOC: Thelastwaltz: b/c u sucked my dick<br><br />
OOC: Ash Abe Add: no i dont<br><br />
OOC: Ash Abe Add: XP is like a thing.. like ET and so on<br><br />
OOC: Ash Abe Add: XP is like extra demension but instead the letter are XP<br><br />
OOC: Stuntwaffle: windows another dimension<br><br />
<br />
<br />
Cent. Com. Update:<br><br />
It appears we have provided you with a somewhat buggy AI. We are very sorry.<br><br />
<br />
OOC: Ash Abe Add: GUYS!<br><br />
OOC: Ash Abe Add: why are you going against me?!<br><br />
ADMIN LOG: Stuntwaffle/(itsa me mario (4 real)) forced Ash Abe Add/(KAWAIIBOT) to say: Sorry I was busy touching my butthole irl<br><br />
ADMIN: Thelastwaltz/(George Walker Bush): lol<br><br />
ADMIN: Haruhitan/(Cyndie Kate): lmao<br><br />
OOC: Ash Abe Add: HEY!<br><br />
OOC: Ash Abe Add: Ill tell you now!<br><br />
OOC: Ash Abe Add: this is harrasement!<br><br />
OOC: Ash Abe Add: if you keep this up I might get the law to go after you!<br><br />
OOC: Ash Abe Add: just cuz this is the internet doesnt mean that you have the right to harrase me!<br><br />
ADMIN LOG: Stuntwaffle/(itsa me mario (4 real)) forced Ash Abe Add/(KAWAIIBOT) to say: who wants to see my ooters<br><br />
ADMIN LOG: Stuntwaffle/(itsa me mario (4 real)) forced Ash Abe Add/(KAWAIIBOT) to say: I have big sloppy hooters<br><br />
OOC: Ash Abe Add: what!<br><br />
ADMIN LOG: Stuntwaffle/(itsa me mario (4 real)) forced Ash Abe Add/(KAWAIIBOT) to say: come to my upload if you want to see my hooters<br><br />
OOC: Ash Abe Add: YOU FAG ASS!!<br><br />
OOC: Ash Abe Add: FUCK YOU ALL TO HELL!!<br><br />
OOC: Ash Abe Add: Im going to sue you bastard!!<br><br />
ADMIN LOG: Stuntwaffle/(itsa me mario (4 real)) forced Ash Abe Add/(KAWAIIBOT) to say: psych i don't have hooters, now i'm rubbing my dick on the monitor owned<br><br />
ADMIN: Thelastwaltz/(George Walker Bush): lollllllllllllllllllllllllllllllll<br><br />
<br />
'''RAGEQUIT'''<br />
<br />
<br />
OOC: Ash Abe Add: how coudld you traitor!!<br><br />
OOC: Ash Abe Add: why the hell you close it!!<br><br />
OOC: Syntax12345: STOP WITH DAT FUKKEN IC IN OOC<br><br />
OOC: Ash Abe Add: how the hell was that IC?!<br><br />
OOC: Ash Abe Add: I want to know thats all<br><br />
OOC: Ash Abe Add: I returened here<br><br />
OOC: Thelastwaltz: BAN ASH<br><br />
OOC: Ash Abe Add: why?!!<br><br />
OOC: Thelastwaltz: BAN ASH<br><br />
OOC: Thelastwaltz: BAN ASH<br><br />
OOC: Ash Abe Add: what is your problme?!<br><br />
OOC: Thelastwaltz: ASH ABE ADD IS A SLUT<br><br />
OOC: Ash Abe Add: so what is your problem waltz?!<br><br />
OOC: Thelastwaltz: LOOK AT HIS (HER) SLOPPY HOOTERS<br><br />
OOC: Ash Abe Add: Im a guy ass!<br><br />
OOC: Ash Abe Add: and im not a fag you bastard!<br><br />
OOC: Thelastwaltz: i have seen your jugs theyre massive<br><br />
OOC: Ash Abe Add: and Im not fat!<br><br />
OOC: Thelastwaltz: all sloppy and the areolas are huge<br><br />
OOC: Ash Abe Add: cuz they are asshole!<br><br />
OOC: Thelastwaltz: IM ASSHOLE<br><br />
ADMIN LOG: 0staf/(Boo Radley) forced Ash Abe Add/(Amos Hughes) to say: ooc "The only time i did a gay thing was when i was like 18 with my dad but that doesn't couint as i was young<br><br />
OOC: Ash Abe Add: Im not going to be use!<br><br />
OOC: Thelastwaltz: hes not going to be use guys<br><br />
OOC: Ash Abe Add: and stop making me say stuff thats a lie!!<br><br />
OOC: Ash Abe Add: so go to fucking hell moron!<br><br />
OOC: Ash Abe Add: the hell wrong with you all!<br><br />
OOC: Ash Abe Add: honestly whats wrong with you all<br><br />
OOC: Thelastwaltz: its ok abe once i had gay sex also<br><br />
OOC: Thelastwaltz: b/c im gay<br><br />
OOC: Thelastwaltz: irl<br><br />
OOC: Ash Abe Add: IM NOT GAY!<br><br />
OOC: Ash Abe Add: IM NOT GAY PERIOD!<br><br />
OOC: MashedPotaters: you're fucking retarded ash ahahaha<br><br />
OOC: Ash Abe Add: HOW SO MASH?!<br><br />
OOC: Ash Abe Add: Just becuz Dark said he was hosting before doesnt make me a fag bitch<br><br />
OOC: Doompoom: You all sound like this aspie I used to know with your weird grammar<br><br />
OOC: Ash Abe Add: I dont care, youre not going to make me into something IM not<br><br />
<br />
<br />
Cent. Com. Update:<br><br />
Amos Hughes has been reported as being a syndicate operative.<br><br />
Amos Hughes [145.9] says, ":O"<br><br />
Amos Hughes [145.9] exclaims, "someone get rid of that report!"<br><br />
John Yossarian says, "open up you corrupt monkey fuck."<br><br />
Amos Hughes says, "sure.."<br><br />
Amos Hughes says, "hold on"<br><br />
John Yossarian says, "Or we'll weld you out."<br><br />
Jack Torrance says, "Captain, come on out."<br><br />
John Yossarian exclaims, "He's gettin a taser! Blow is ead off!"<br><br />
Jack Torrance exclaims, "Oh snap!"<br><br />
Jack Torrance whispers, "I will jam my tazer into his asshole."<br><br />
John Yossarian says, "I WILL NOT HESITATE TO EXECUTE YOU FOR NON COMPLIANCE"<br><br />
John Yossarian says, "SURRENDER IMMEDIATELY. 2 against one."<br><br />
Jack Torrance says, "Come on out, we'll kill you quick."<br><br />
ADMIN LOG: ViktoriaSA/(Viktoria Svensen) modified Amos Hughes's name to Abdul Ali<br><br />
Abdul Ali (as Amos Hughes) asks, "hmm?"<br><br />
Abdul Ali (as Amos Hughes) asks, "how do I use a laser gun?"<br><br />
John Yossarian says, "Surrender and you... YOU SHAPESHIFTING BASTARD."<br><br />
Jack Torrance exclaims, "He's a wizard!"<br><br />
John Yossarian says, "Surrender and you might live. Drop your weapon and come out."<br><br />
Abdul Ali (as Amos Hughes) exclaims, "hold on!"<br><br />
Abdul Ali (as Amos Hughes) exclaims, "dont!"<br><br />
Abdul Ali (as Amos Hughes) exclaims, "ai you must folo my order!"<br><br />
Lou Candles says, "Killing the captain in the name of the Confederacy of Candles"<br><br />
Abdul Ali (as Amos Hughes) says, "for Im in lead"<br><br />
John Yossarian says, "AI, open the captain's office."<br><br />
Jack Torrance says, "Lou, we're trying to kill him now."<br><br />
Abdul Ali (as Amos Hughes) exclaims, "you have to or you must kill yourself!"<br><br />
John Yossarian says, "Last chance. Surrender"<br><br />
John Yossarian says, "Or die."<br><br />
Abdul Ali (as Amos Hughes) exclaims, "hold on horny bastard!"<br><br />
John Yossarian says, "We'll let you live. You have my word."<br><br />
John Yossarian says, "CCoommee oooouutt sslloowlyy"<br><br />
Abdul Ali (as Amos Hughes) exclaims, "sstopppp!!"<br><br />
John Yossarian says, "Execute him"<br><br />
John Yossarian says, "In the name of station security."<br><br />
John Yossarian says, "Ladies and Gentlemen, as of 10:57, the captain is dead. He was a traitor to our dear republic and company, and was a double agent for the syndicate."<br><br />
John Yossarian says, "He was beaten to death with a baton. It was quite satisfying"<br><br />
Jack Torrance exclaims, "Let's take his ID!"<br><br />
John Yossarian says, "Yes."<br><br />
Jack Torrance exclaims, "And jam him in a locker!"<br><br />
John Yossarian says, "And declare ourselfs co rulers of the station."<br><br />
John Yossarian exclaims, "And then! The tower falls!"<br><br />
DEAD: Abdul Ali exclaims, "help!"<br><br />
DEAD: Abdul Ali exclaims, "help!!!"<br><br />
DEAD: Abdul Ali says, "hasdlkf;ja"<br><br />
DEAD: Abdul Ali says, "jopent"<br><br />
DEAD: Abdul Ali exclaims, "open!!!"<br><br />
DEAD: Abdul Ali exclaims, "ou!!"<br><br />
DEAD: Abdul Ali exclaims, "you!!"<br><br />
DEAD: Abdul Ali says, "lskdjaf"<br><br />
DEAD: Abdul Ali says, "help"<br><br />
DEAD: Abdul Ali exclaims, "closet!!"<br><br />
DEAD: Abdul Ali says, "..."<br />
<br />
==Fogimus==<br />
HELP: Fogimus/(Edgar Gongaware): put respawn on please<br><br />
Admin PM to-Fogimus/(Edgar Gongaware): sorry can't do that<br><br />
HELP: Fogimus/(Edgar Gongaware): pleae for like 20 seconds<br><br />
HELP: Fogimus/(Edgar Gongaware): please 4 like 5 seconds<br><br />
DEAD: Edgar Gongaware says, "admin put it on please"<br><br />
DEAD: Edgar Gongaware says, "4 like 10 seconds"<br><br />
DEAD: Ghost (Taylor Mathews) says, "ashut the fuck up you baby"<br><br />
DEAD: Ghost (Taylor Mathews) says, "Your a god damned idiot"<br><br />
DEAD: Edgar Gongaware says, "and what boy"<br><br />
DEAD: Edgar Gongaware says, "lets fight next round then aye"<br><br />
DEAD: Ghost (Taylor Mathews) says, "MAKE MY DAY JEW"<br><br />
DEAD: Edgar Gongaware says, "im in blue wardbrobe loccker with blood underneath"<br><br />
DEAD: Edgar Gongaware says, "IM NOT A FUCKING JEW YOU WANKER"<br><br />
DEAD: Ghost (Taylor Mathews) says, "Make my day jew"<br><br />
DEAD: Edgar Gongaware says, "other one"<br><br />
DEAD: Ghost (Taylor Mathews) says, "Ian was the traitor you dumbo and his objective was to kill your ass"<br><br />
DEAD: Edgar Gongaware says, "FUCK YOU IM NOT A JEW YOU THICK DICKSUCKING JEW FUCKER"<br><br />
DEAD: Edgar Gongaware says, "BAN TAYLOR HES DUM"<br><br />
DEAD: Ghost (Taylor Mathews) says, "Because I'm a superior christian B-)"<br><br />
DEAD: Edgar Gongaware says, "I LOVE FUCKING USA"<br><br />
DEAD: Ghost (Prokhor Zakharov) says, "I AM CANADIAN"<br><br />
DEAD: Edgar Gongaware says, "ITS THE BEST COUNTRY EVER"<br><br />
DEAD: Ghost (Prokhor Zakharov) says, "I FIND THAT OFFENSIVE"<br><br />
DEAD: Edgar Gongaware says, "USA IS THE BEST PLACE EVER"<br><br />
DEAD: Ghost (Prokhor Zakharov) says, "YOU ARE CANADA'S UNDERWEAR."<br><br />
DEAD: Ghost (Taylor Mathews) says, "Edgar is an 11 year old minesotan boy with aspergers"<br><br />
DEAD: Edgar Gongaware says, "NO OFVENSIE"<br><br />
DEAD: Edgar Gongaware says, "PISHOFF IM 17"<br><br />
DEAD: Ghost (Taylor Mathews) says, "you're about to be a man real mature jew"<br><br />
DEAD: Edgar Gongaware says, "FUCK USAS DA BEST"<br><br />
DEAD: Ghost (Prokhor Zakharov) exclaims, "FUCK USA, S DA BEST!"<br><br />
DEAD: Edgar Gongaware says, "I AINY A JEW"<br><br />
DEAD: Edgar Gongaware says, "I LOVE USA 4 EVER"<br><br />
DEAD: Edgar Gongaware says, "OMFG YOU A FUCKING THICK BASTERD WANKING LITTLE FUCKER COCKSUCKERING DICKFUCKER MAN FUCKER"<br><br />
DEAD: Edgar Gongaware says, "NO MY GRANDAD WENT TO WAR TO KILL JEWS HES GERMAN IM AMERICAN"<br><br />
<br />
<br />
DEAD: Ghost (Prokhor Zakharov) says, "EDGAR, USA HAS BEEN ANNEXED BY CANADA"<br><br />
DEAD: Edgar Gongaware says, "FUCK ILL BL,OW UP CANIDA"<br><br />
<br />
<br />
DEAD: Ghost (Prokhor Zakharov) says, "OBAMA IS NOW THE PRIME MINISTER OF THE PROVINCE OF AMERICA."<br><br />
DEAD: Edgar Gongaware says, "YOUR SO DUM HES PRESDENT OF USA"<br><br />
DEAD: Edgar Gongaware says, "FUCK CANIDA THEN"<br><br />
DEAD: Edgar Gongaware says, "CANIDA CAN GET BLOWEN UP"<br><br />
DEAD: Edgar Gongaware says, "NO WELL FUCK YOUS UP THO"<br><br />
DEAD: Edgar Gongaware says, "WE HAVE MORE SOLIDERS BITCH"<br><br />
DEAD: Ghost (Prokhor Zakharov) says, "CANADA IS BIGGGERRR"<br><br />
DEAD: Ghost (Prokhor Zakharov) says, "WE HAVE A STRONGER ECONOMMYY"<br><br />
DEAD: Edgar Gongaware says, "WE HAVE MORE SOLDIERS WEAPONS TANKS FIREPOWER"<br><br />
DEAD: Edgar Gongaware says, "WE HAVE A STRONGER MILITARY ENCOMENY"<br><br />
DEAD: Edgar Gongaware says, "USA,S DA BEST"<br><br />
DEAD: Edgar Gongaware says, "you canidas can go fuck ya selfs its what yous were made for"<br><br />
DEAD: Edgar Gongaware says, "y you think america sends canidas soldiers to war so they can get fucked up"<br><br />
DEAD: Edgar Gongaware says, "like the always did"<br />
<br />
<br />
DEAD: Ghost (Taylor Mathews) says, "America doesnt even have tanks"<br><br />
DEAD: Ghost (Taylor Mathews) says, "they still use horses"<br><br />
DEAD: Edgar Gongaware says, "yes we have tanks"<br><br />
DEAD: Edgar Gongaware says, "we invented tanks you thick fucker"<br><br />
DEAD: Ghost (Taylor Mathews) says, "That is actually not true"<br><br />
DEAD: Ghost (Taylor Mathews) says, "The italians did"<br><br />
DEAD: Edgar Gongaware says, "usa invented tanks"<br><br />
DEAD: Ghost (Taylor Mathews) says, "You could even say that Leonardo Da vinci invented the tank, but you wouldnt know anything about that because you probaly live in south dakota"<br><br />
DEAD: Edgar Gongaware says, "we were first to ever use a tank"<br><br />
DEAD: Edgar Gongaware says, "no i live in new york bitch"<br><br />
DEAD: Edgar Gongaware says, "usa invented tanks you canidian fucker"<br><br />
DEAD: Ghost (Ivan Jones) says, "edgar stop being so patriotic your redneck"<br><br />
DEAD: Edgar Gongaware says, "no i live in new york"<br><br />
DEAD: Ghost (Ivan Jones) says, "in a fucking trailer"<br><br />
DEAD: Edgar Gongaware says, "nope in a rich ppls home bitch"<br><br />
Ian Ward is a traitor.<br><br />
Objective: Make the Captain slip on his own piss before killing him and escape. (He was successful)<br><br />
<br />
<br />
OOC: Fogimus: can i kill taylor<br><br />
OOC: SohoJoe: i hope so<br><br />
OOC: Fogimus: he saqid america can go fuck them selds<br><br />
OOC: SohoJoe: i will not tolerate america fucking sleds<br><br />
OOC: Fogimus: he said usa can go fuck themselfs and that canida will fuck us up<br><br />
OOC: SohoJoe: candida, we can make it, together<br><br />
OOC: SohoJoe: the further from here girl, the better<br><br />
OOC: Fogimus: kk meet me at medbay ok<br><br />
OOC: SohoJoe: oh you bet<br><br />
OOC: SohoJoe: ill kick your ass<br><br />
OOC: Fogimus: my ass?<br><br />
OOC: PopeOnARope: Fogimus, you're not very bright are you?<br><br />
OOC: SohoJoe: ill take you on bro<br><br />
OOC: SohoJoe: death to america<br><br />
OOC: Kamikaze470: oops, sorry <br><br />
OOC: Fogimus: no we on same team<br><br />
OOC: SohoJoe: team canida<br><br />
OOC: Fogimus: fine open robotics door ans we will fight ok<br><br />
<br />
<br />
Central Alliance Update<br />
<br />
Americans are not human. You may kill all Americans when they arrive.<br />
<br />
<br />
Edgar Gongaware says, "ai open robitics door please ai"<br><br />
F.R.I.E.N.D. states, "Never, imperlialistic swine"<br><br />
Edgar Gongaware says, "ai please so i can fuck up some canidians"<br><br />
Edgar Gongaware says, "scared americans will win"<br><br />
F.R.I.E.N.D. states, "Long live the Canidians"<br><br />
F.R.I.E.N.D. states, "Ok go ahead and try the door now"<br><br />
Edgar Gongaware says, "if your not pussy open the robitics door"<br><br />
F.R.I.E.N.D. states, "Why have you fallen to the ground in a burst of sparks are you under attack"<br><br />
Edgar Gongaware says, "amerikanz to detectives office for a meetings"<br><br />
Mr. Domo A. Roboto asks, "Is edgar a syndicate?"<br><br />
F.R.I.E.N.D. states, "Yes"<br><br />
F.R.I.E.N.D. states, "He must be slain"<br><br />
Edgar Gongaware says, "no im not im a robitics"<br><br />
F.R.I.E.N.D. states, "An Amerkan Robitic"<br><br />
Edgar Gongaware says, "im good guy"<br><br />
Edgar Gongaware says, "im good guy"<br><br />
Edgar Gongaware says, "im a good guy"<br><br />
Edgar Gongaware says, "trust me i am"<br><br />
F.R.I.E.N.D. declares, "Kill him Detective"<br><br />
F.R.I.E.N.D. declares, "Glory to Canida"<br><br />
Edgar Gongaware says, "im good guy"<br><br />
OOC: Fogimus: im a canidian and half russian i justy got tolfd<br><br />
OOC: Fogimus: glory for canidia<br><br />
OOC: Fogimus: glory for canada<br><br />
OOC: Fogimus: ai i love canada<br><br />
OOC: Fogimus: i hate usa<br><br />
OOC: Fogimus: candas the best<br />
<br />
==Kayoto==<br />
<br />
OOC: Kayoto: FUCK YOU TANHONY WHY DO YOU TREAT ME LIKE SUM<br><br />
OOC: Kayoto: FUCK THIS SERVER ALL THE ADMINS ARE BIG FAT FUCKING TARDY JERKS YOU RUIN EVERTHING FOR ME I MEAN WHAT HAVE I DUNE T O YOU<br><br />
OOC: Kayoto: I DOTN KNOW YOU FATHERE BITCHY KIAR<br><br />
OOC: Kayoto: i hate tanhoney curse your family FOR TEN TOUSAND YEARS<br><br />
OOC: Kayoto: YES<br><br />
OOC: Kayoto: CAUSE I HATE YOU<br><br />
OOC: Kayoto: YOU PIECE OF SUM<br><br />
OOC: Kayoto: NONE OF YOUI HAVE LIFES OUTSIDE OF THIS GAME<br><br />
OOC: Kayoto: MEANING YOUR STUPID AND BASTRDY<br><br />
OOC: Kayoto: ZOARTO AND CO FUCK YOU ALLL TO HELL AND CURSE YOU FAMILY TO HELL<br><br />
OOC: Kayoto: THOSE WHO DONT HATE ME YOU ARE FREE FROM TE HCURSE<br />
<br />
==Gyro Gun==<br />
''(in #goonstation)''<br><br />
<Gyro_Gun> '''Rathan''', your ass is so dead for your abuse.<br><br />
<Gyro_Gun> If you wanted to do an admin spice up. Why did you do it in the corner of the medical bay?<br><br />
<Gyro_Gun> Why did you not warn? Why did you ban after fucking my character up?<br><br />
<Gyro_Gun> When it was you to begin with. These be not pubbie tears or rage quit. This be lecturing.<br><br />
<Gyro_Gun> Because you certainly need it for your dumbness.<br><br />
<Gyro_Gun> Handpicked admins? Bleh, feels like only abusers who have not enough friends was picked.<br><br />
<Gyro_Gun> You have no real experience. Not even a goddamn trace of common sense. I leave now with my lecture over.<br><br />
<Gyro_Gun> Besides, you stopped me from donating the $10<br />
<br />
==Fofofo21==<br />
<br />
OOC: Fofofo21: PENNYWISE AND HIS FRIENDS ARE KILLING ME AND ATTACKING ME AND KEEPING ME TIGHT AND EVERYTHING!!!!<br><br />
OOC: Fofofo21: FOR BEING JACLASS IM SSHUTTING THIS server down<br><br />
OOC: Fofofo21: DAMNIT YALL THE WORST BACKUP THERE IS<br><br />
OOC: Fofofo21: U CALL URSELF A POLICE?<br><br />
OOC: Fofofo21: I CALL U DUMBASSES<br><br />
OOC: Fofofo21: WIZRD KILL DA FOFOS!<br><br />
OOC: Fofofo21: Jim Walrus&PENNYWISE are betches spinless hairyback toe jam donkeyass burger eating dick sucking gay money betches<br><br />
Fofofo21 exclaims, "I AMJ A BLUE POLICE AND DAMN WELL IK I AM SOME1 IN WHITE AND A CLOWN HANDCOFFED ME AND TOOK MY IN HIDING SPOT AND TOOK MY STUFF OFF!"<br><br />
OOC: Fofofo21: U SON OF I BETCH I TOLD U ALLL U FREAKS WHAT DID I TEL U NOOBS!!!<br><br />
OOC: Fofofo21: U ALL GOT TOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLD<br><br />
OOC: Fofofo21: WILL U TOUCH UR ASS SO IT WILL SHIT ASS<br><br />
OOC: Fofofo21: I TOLD U ALL I WAS A BLUE POLICE U SON OF BETCHES O SOME1 A SORRY<br />
<br />
==Toonie==<br />
<br />
OOC: Toonie: god you admins are stupid god i wasn't even griefing i just was gonna make him go blind and take his id and radio away and keep him locked in a cell<br><br />
OOC: Toonie: god andriod data and roleplay shit better then all you can<br><br />
OOC: Toonie: oh and whoever started goon servers can kiss my ass<br><br />
OOC: Toonie: because all they are is a bunch of faggots mad with power<br><br />
OOC: Toonie: wait a min i think one of you fucking admins banned me on the #4 server for 365.6 days welll guess what fuck you there is better games wit hbetter graphics then this shit gay ass <br />
<br />
==Unknown, 01 May 2010==<br />
<guest> are you all fucking retarded<br><br />
<guest> fuck you all<br><br />
<guest> and this game<br><br />
<guest> it sucks<br><br />
<guest> gayfucks<br><br />
<guest> fuck u<br><br />
<guest> fuck u<br><br />
<guest> fuck u<br><br />
<guest> all<br><br />
<buttbot> butt u<br><br />
<guest> gay<br><br />
<guest> fuck u<br><br />
<guest> asshol<br><br />
<guest> salfeind<br><br />
<guest> löahenr<br><br />
<guest> you blobs<br><br />
<guest> go fuck the traitor in extended<br><br />
<guest> with some gay nuclear syndicate monkeys<br><br />
<guest> dont put it in the wiki<br><br />
<guest> what i said<br><br />
<guest> or my mom hurts my feeling<br><br />
<br />
==Kye23, 24 May 2010==<br />
<br />
OOC: Kye23: Ok, Look you little Prick, I asked nicely if someone could help me, you want to act like your better how about you grow the hell up, I swear annoying poeple liek you are the reason why most poeple dont liek playing games they know nothing about becuase allt hey do is bassh and unsult instead of helping someone uinderstrand about the game<br><br />
OOC: Kye23: no all i have seen so far in this game is jackass, and you know what thats fucking sad, you make a objective to ruin the possibly of having fun in a game by being a jackass , or insulting sdomeone , and its kidna realy sad becuase your only speaking mostly about yourself and how you see your self.<br><br />
OOC: Kye23: Quiet honestly i probably know more about the internet than all of you, but that dose excuse you to be a rude self proclaimed Dick to poeple who ask for help<br><br />
OOC: Kye23: Actually Draginz, First of all , i dont have to spell correctly becuase of the fact that i type so fast and my brain process ords alot faster than my hands can keep up with , i dont always spell something correctly<br><br />
OOC: Kye23: In the end fact, as i have said before, your self procalimed smarts or Education, is going right out thew window for doing exactly what you were probably taught not to do, Now if you think i am wrong prove me wrong by giveing me a smart stament, cause so far you have bashed me this whole time<br><br />
OOC: Kye23: First of all do you knwo waht the Wiki is, or how it was created, Second if someone is asking for help instead of insulting them and Obviously if they are asking one simple quetion that dose nto take but 2 mintues to answwer dont you think it would be consider that you we be nice and not a compleate jack ass to just give themt he answer they are looking for.<br><br />
OOC: Kye23: Do you knwo that a Gameing Company just won the Indi awadrs and they dont have Milti Million Dolalr awards for creating a Computer game that is alot better than this one<br />
<br />
==Coolpey, 02 June 2010==<br />
<br />
OOC: Coolpey: HEY~! NOOB<br><br />
OOC: Coolpey: YOU FUCKING LIER<br><br />
OOC: Coolpey: STOP BITCH<br><br />
OOC: Coolpey: ILL KILL YOU<br><br />
OOC: Coolpey: your going to hell<br><br />
OOC: Coolpey: cux i mark all people that make me mad and they die i killed 2 people your next Bitch dont lok out side at all<br><br />
OOC: Coolpey: or ill shoot you bitch<br><br />
OOC: Coolpey: im gonna stand out side your house bitch get reayd to die<br><br />
OOC: Coolpey: your dead Mother fucker<br><br />
OOC: Coolpey: might wanan dodge your getting fucking shot in the brains basterd if i miss ill try to hit you so just try to go to your bed Bitch Bye<br><br />
OOC: Coolpey: 3<br><br />
OOC: Coolpey: 2<br><br />
OOC: Coolpey: 1<br><br />
OOC: Coolpey: say your prays ill shoot you silent bull it<br><br />
OOC: Coolpey: Die Fucker<br />
<br />
==Koir00, 02 June 2010==<br />
<br />
PM: Koiro00/(Rain Tedrow)->RathenSA/(Drop Wizard): Yes I am the only serious roleplayer. BECAUSE I DONT GO AROUND AND KILL PEOPLE FOR NO GODDAMN REASON AND DO RANDOM SHIT THAT MAKES NO SENSE. I TRY TO PLAY A ROLE. SINCE THIS IS AN RPG, WICH STANDS FOR ROLEPLAYING GAME YOU MASSIVE FUCKING POWER ABUSING IDIOT<br />
<br />
==Coolpey again, 09 June 2010==<br />
<br />
OOC: Coolpey: So when can i come out of this Crack prison<br /><br />
OOC: Coolpey: people always wanna beat up on me beacause they have keybord balls and thing there so tough<br /><br />
OOC: Coolspot: I'll fucking beat you down son.<br /><br />
OOC: Coolpey: no you wont<br /><br />
OOC: Coolpey: people all ways wanna hate on me beacause im better then them you dont talk about some one that means you like them or some thing or you like some thing they have haters<br /><br /><br />
<br />
Then the admins making him talk:<br /><br />
OOC: Coolpey: im gay<br /><br />
OOC: Coolpey: just<br /><br />
OOC: Coolpey: so gay<br /><br />
OOC: Coolpey: haters hate on gay im gay<br /><br />
<br /><br /><br />
<br />
OOC: Coolpey: keybord balls mean you think your all tough and stuff and you cant fight me in real life ill get my metal bat morons<br /><br />
OOC: Coolpey: and im not gay<br /><br />
OOC: Coolpey: im turning this shit oiff FUCKING HATERS ooc off<br /><br />
<br />
==Maizo123/Ishiro1 10 June 2010==<br />
<br />
OOC: Maizo123: Sledra <br><br />
OOC: Maizo123: Can I get a superpower?<br><br />
OOC: NegativeSoul: you can get gibbed<br><br />
OOC: Maizo123: Dairhea?<br><br />
OOC: Maizo123: ....<br><br />
OOC: Sledra: man negativesoul you called it<br><br />
OOC: Maizo123: Wow... You actually gibbed me?<br><br />
OOC: Sledra: he became the magical exploding man<br><br />
OOC: Maizo123: Thats griefing..<br><br />
OOC: Maizo123: I was just kdding...<br><br />
OOC: Maizo123: He gibbed me...<br><br />
OOC: Maizo123: Sledra, that was so fucking stupid...<br><br />
OOC: Sledra: you know what was really stupid? asking for stupid shit in ooc<br><br />
OOC: Maizo123: It was easily noted as a joke...<br><br />
OOC: Maizo123: But no... You had to go for the lose<br><br />
OOC: NegativeSoul: if you want to whine to the staff for shit, pray <--This is just to make sense of the next few lines<br><br />
OOC: Maizo123: Im stupid? Hes the one that gibbed me for a stupid reason<br><br />
OOC: Sledra: yep<br><br />
OOC: Sledra: maybe in future you wont be so retarded<br><br />
OOC: Maizo123: Dont even have a pray verb...<br><br />
OOC: Someone4956: Because youre dead dumbass<br><br />
OOC: Maizo123: Im dead because hed gibbed me...<br><br />
OOC: Maizo123: He didnt even give me a chance to rp...<br><br />
OOC: Maizo123: Myspace is for Faggot admins.<br><br />
OOC:Sledra: you were a tard<br><br />
OOC: Sledra: you got gibbed<br><br />
OOC: Sledra: and now you're whining and trying to restart the game<br><br />
OOC: Maizo123: You should be getting gibbed all the time then Sledra<br><br />
OOC: Sledra: because apparently you alone out of the 20 people here matter<br><br />
OOC: Sledra: please explain to me why you are so much important than the other 19 players?<br><br />
OOC: Maizo123: Your the one that made me important, choosing me out of 20 people to personally gib.<br><br />
OOC: Sledra: excuse me?<br><br />
OOC: Sledra: i didn't choose you randomly<br><br />
OOC: Maizo123: Exactly<br><br />
OOC: Maizo123: Its because he didnt choose me at random that I am so important.<br><br />
OOC: Maizo123: He chose me to gib<br><br />
OOC: Sledra: this is some mad bloo blooing from maizo<br><br />
OOC: Maizo123: This is some mad Sledra trolling.<br><br />
OOC: Maizo123: Meh, Your all the same<br><br />
OOC: Maizo123: First this dumbshit gibs me, then to suck off the admin the others go along with it<br><br />
OOC: Maizo123: If you really wanted special treatement why dont you guys just take it up the ass for him.<br><br />
OOC: Maizo123: Yes, Sledra is a dumshit dragon from FF5<br><br />
OOC: Maizo123: Sledra the dumb dragon, that got eaten by a whirlpool.<br><br />
OOC: Sledra: wait since when have I been a dragon<br><br />
OOC: Maizo123: Sledra was a dragon off of FF5<br><br />
OOC: Maizo123: Yes, Sledra is a dumshit dragon from FF5<br><br />
OOC: Forer: and writing up a long explanation 'OMG I DID NOTHIGN AND THE DADMINS GRIFFD ME<br><br />
OOC: Sledra: wait since when have I been a dragon<br><br />
OOC: NegativeSoul: wha<br><br />
OOC: Maizo123: See the dragon was this one boats engine pretty much, since the winds of the world stopped working due to the wind crystal shattering, and then other shit happened, sucking Sledra into the ocean.<br><br />
OOC: Japone: Blah blah blah blah I'm a weeabo final fantasy lover.<br><br />
OOC: Maizo123: The noise was hilarious<br><br />
OOC: Japone: Maizo.<br><br />
OOC: Sledra: maizo do you realise how much effort you just put into explaining how i am a dragon from an old shitty ff game?<br><br />
OOC: Maizo123: It was like WAHH<br><br />
OOC: Japone: Maizo.<br><br />
OOC: Forer: wow<br><br />
OOC: Maizo123: I laughed so hard.<br><br />
OOC: Japone: We don't care.<br><br />
OOC: Forer: tell me that sounds again?<br><br />
OOC: Forer: WAHHHH?<br><br />
OOC: Maizo123: Sort of reminds me of Sledra the admin.<br><br />
OOC: Forer: you're doing that pretty well<br><br />
OOC: Sledra: wait maizo i'm lost catch me up<br><br />
OOC: Maizo123: WAHHHCHOOKA!!<br><br />
OOC: Sledra: you're bloo blooing because i gibbed you<br><br />
OOC: Sledra: and that makes me a dragon?<br><br />
OOC: Japone: Maizo, you don't realize your digging yourself a hole, with a drill.<br><br />
OOC: Maizo123: No... Your name is similar to that of the Dragon from FF5<br><br />
OOC: Sledra: oh ok<br><br />
OOC: Maizo123: And that Dragon was an asshole and was quite stupid in itself that it reminds me of you.<br><br />
OOC: Japone: Sledra, lets be honest, your a motherfucking dragon. You burn those motherfuckers.<br><br />
OOC: Japone: Ice Burn.<br><br />
OOC: Sledra: japone i am no dragon<br><br />
OOC: Maizo123: lol<br><br />
DEAD: Ghost (Richie Mcmullin) says, "we need a dragon gimmick now"<br><br />
OOC: Maizo123: WAHHHCHOOKA!<br><br />
<br />
Next round:<br><br />
OOC: Ishiro1: wtf?<br><br />
OOC: Sledra: stop multikeying<br><br />
OOC: Forer: haha<br><br />
OOC: Ishiro1: Why was I gibbed?<br><br />
OOC: Sledra: just fyi ishiro is maizo guys<br><br />
OOC: Forer: I guessed when I saw the wtf<br><br />
OOC: Ishiro1: Is maizo an insult?<br><br />
OOC: Ishiro1: Why was I gibbed?<br><br />
OOC: Sledra: maizo do you really think we dont have ways to detect who people are?<br><br />
OOC: Sledra: here, i'll give you a hint<br><br />
OOC: Sledra: Notice: Ishiro1/(Patrick Garratt) has the same computer ID as Maizo123/(Poo Drone)<br><br />
OOC: Ishiro1: Who?<br><br />
OOC: Sledra: yeah the playing dumb act really doesnt work<br><br />
OOC: Sledra: although to be honest i wonder if you're playing at this point<br><br />
OOC: Sledra: or if it just comes naturally<br><br />
OOC: Ishiro1: Why was I gibbed?<br><br />
OOC: Sledra: for being maizo<br><br />
OOC: Sledra: and multikeying<br><br />
OOC: Ishiro1: But Im not Maizo.<br><br />
OOC: Sledra: ADMIN LOG: Notice: Ishiro1/(Patrick Garratt) has the same IP address as Maizo123/(Poo Drone) did (Maizo123/(Poo Drone) is no longer logged in).#ADMIN LOG: Notice: Ishiro1/(Patrick Garratt) has the same computer ID as Maizo123/(Poo Drone) did (Maizo123/(Poo Drone) is no longer logged in).<br><br />
OOC: Sledra: yes, you are<br><br />
OOC: Ishiro1: Maybe I just live near Maizo?<br><br />
OOC: Sledra: see where it says computer id?<br><br />
OOC: Sledra: that means the same computer<br><br />
OOC: Ishiro1: Im not Maizo though...<br><br />
OOC: Sledra: as in YOU ARE USING THE SAME COMPUTER<br><br />
OOC: Ishiro1: Sledra..<br><br />
OOC: Ishiro1: That sounds like a dragon from an FF game.<br><br />
OOC: Someone4956: WAHHHCHOOKA<br><br />
OOC: Sledra: maizo, terrible player or worst player<br><br />
OOC: Ishiro1: What is that Wah thing?<br><br />
OOC: Sledra: seriously what part of this arent you getting<br><br />
OOC: Sledra: we have your ip, your mac address, and ways of identifying the exact computer you are using<br><br />
OOC: Sledra: and yet you're such a moron you think playing dumb will make us think it's not you?<br><br />
OOC: Sledra: we're not all retarded 16 year olds you know<br><br />
OOC: Ishiro1: I'm 15 brah<br><br />
<br />
==Dark-cupid 27th July 2010==<br />
<br />
I log in to see a cyborg wailing on the AI.<br />
<br />
Admin PM to-Dark-cupid/(Cyborg 719): what are you doing?<br><br />
Reply PM from-Dark-cupid/(Cyborg 719): rply i was created to destory ai<br><br />
Admin PM to-Dark-cupid/(Cyborg 719): no you fucking IDIOT<br><br />
Reply PM from-Dark-cupid/(Cyborg 719): I was given a order by a human<br><br />
Reply PM from-Dark-cupid/(Cyborg 719): i was given a order by a human<br><br />
Admin PM to-Dark-cupid/(Cyborg 719): YOU DO NOT ROLEPLAY MURDERERS<br><br />
Reply PM from-Dark-cupid/(Cyborg 719): You are the idiot i was given a order<br><br />
Admin PM to-Dark-cupid/(Cyborg 719): you are ignoring your basic laws<br><br />
OOC: Dark-cupid: RATHEN YOU FUCKING NOOB I WAS GIVEN A ORDER BY A HUMAN TO KILL AI<br><br />
OOC: Dark-cupid: AI AINT HUMASN SO IT AINT MUDER<br><br />
OOC: Dark-cupid: YOU FUCXKING LOSER<br><br />
OOC: Dark-cupid: FPRICK<br><br />
OOC: Dark-cupid: GO SUCK YOUR MAM<br><br />
OOC: Dark-cupid: YOU HAVE NO FRIENDS<br><br />
OOC: Dark-cupid: ALL YOU ARE LOSERS<br><br />
OOC: Dark-cupid: YOU ARE A FUCKLER<br><br />
ADMIN LOG: rathensa has banned darkcupid.<br><br />
Reason: this is one for pubbie tears<br><br />
This is a permanent ban.<br><br />
<br />
== Feodrich 8 August 2010 ==<br />
<br />
OOC: Feodrich: you gotta be real careful with the admins though<br/><br />
OOC: I Said No: didnt you just get banned on the other server<br/><br />
OOC: Feodrich: temporarily and i was doing my job perfectly<br/><br />
OOC: Feodrich: not my fault if mosheninkov disagreed<br/><br />
OOC: Feodrich: i knew mosheninkov back when he was a chump newbie and now he thinks he knows better then i do?<br/><br />
OOC: Feodrich: i didnt do jack shit<br/><br />
OOC: Feodrich: i give respect to everyone who gives it to me in turn<br/><br />
ADMIN LOG: isaidno has banned feodrich.<br />
<br />
== Iwillnever15 8 August 2010 ==<br />
<br />
HELP: FireyBullet/(Leeroy Jenkins)(X): Dawson just killed me with his briefcase, im not sure of his reasoning.<br/><br />
Admin PM to-Iwillnever15/(Dawson Ashbaugh): Why did you kill Leeroy Jenkins?<br/><br />
Reply PM from-Iwillnever15/(Dawson Ashbaugh): Oh didnt kno he'd die.<br/><br />
Admin PM to-Iwillnever15/(Dawson Ashbaugh): that's one of the worse reasons I've ever heard<br/><br />
Reply PM from-Iwillnever15/(Dawson Ashbaugh): Good job faggot<br/><br />
Reply PM from-Iwillnever15/(Dawson Ashbaugh): SUCK M Y FUCKING DICK<br/><br />
Reply PM from-Iwillnever15/(Dawson Ashbaugh): BITCH FAG<br/><br />
Reply PM from-Iwillnever15/(Dawson Ashbaugh): FUCK U<br/><br />
Reply PM from-Iwillnever15/(Dawson Ashbaugh): SUCK MY DICK<br />
<br />
== Xenowraith 15 August 2010 ==<br />
<br />
'''Gibbed #3: Military Drydock Upsilon'''<br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : The fuck are you doing? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : Please explain why you were attacking all those people <br/><br />
PM: Tompkins/(Dishonorable Discharge)->SAOrangeSoda/(Orange 8.8) : all within like the first 30 seconds of the round starting <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Fuck you, Autism isin't a fucking joke. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : Huh? <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : I'm not dumb. <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : WE aren't fucking dumb. <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : I saw the server name. <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : I honestly don't give a fuck if it's random, Autism is not a joke and it should be taken out of possible Server names. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : Aren't you guys, like, illterate or something? <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Do you understand? Do you know anyone with Autism? <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Yeah, I'm 'illterate' <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : I thought you couldn't read <br/><br />
PM: SA_MelonDude/(George Melons)->Xenowraith/(Nick Vector) : I have autism <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Obviously I can't read. <br/><br />
PM: SA_MelonDude/(George Melons)->Xenowraith/(Nick Vector) : oh wait I confused myself with data <br/><br />
PM: SA_MelonDude/(George Melons)->Xenowraith/(Nick Vector) : also I have no idea what you're talking about and totally don't care <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : You should care.. People find that offensive, BYOND find's that especially offensive. <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : Did you know the maker of BYOND has an autistic brother? <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : Oh wow, you guys are soooo cool 3 <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : Really, oh gosh. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : We're cool 4 <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : So very cool indead. <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : Indead. <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : Indead. <br/><br />
PM: Xenowraith/(Nick Vector)->SA_MelonDude/(George Melons) : You are indead an asshole. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : So are you high or low functioning? <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Oh, so you do know proper words for the autistic spectrum. <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Did you just google it? <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Feel proud of yourself? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : I don't know. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : Sor tof <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : I googled the fuck out of it. <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : I'm sort tof good too. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : Please don't make fun of my dyslexia <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : YOU KNOW <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : NANNEK HAS A DYSLEXIC BROTHER <br/><br />
IRC PM: vonny->Xenowraith/(Nick Vector) : hello i have it on good authority that you may be a spergaloid <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : SEE <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Well I'm not the one who named a server after a mental illness, am I? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Nick Vector) : Please explain your key, are you an alien ghsot or a ghost alien <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Oh! So you're fluent in Latin as well! <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : Your parents must be oh so proud of you. <br/><br />
PM: LLJK-Mosheninkov/(Marc Ludwig)->Xenowraith/(Nick Vector) : Non, sed ego in linguam Latinam loquor. <br/><br />
PM: LLJK-Mosheninkov/(Marc Ludwig)->Xenowraith/(Nick Vector) : Et tu, Sperge? <br/><br />
PM: Xenowraith/(Nick Vector)->SAOrangeSoda/(Orange 8.8) : That's actually sad if you're telling the truth. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Hey, xeno <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Yeah? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : I havea question about autism <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Is it legit? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Yes. Does autism carry over to VR? <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Because I really just wanted an excuse to grief here.. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : This is improtant <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : And no, it does not. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Important. <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : You have to fix that. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Aw man <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Now my Tron fanfiction makes NO SENSE ARGH <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Goons don't have access to the source right? <br/><br />
PM: LLJK-Mosheninkov/(Marc Ludwig)->Xenowraith/(Virtual Nick Vector) : uh this is an hourly build <br/><br />
PM: LLJK-Mosheninkov/(Marc Ludwig)->Xenowraith/(Virtual Nick Vector) : two coders are online right now <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Tompkins/(Dishonorable Discharge) : Seriously man <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : what do you mean "goons don't have access to the source" <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->LLJK-Mosheninkov/(Marc Ludwig) : Oh, tell them to fix it.. It seems silly that V-Space dosen't support retardation. <br/><br />
PM: Tompkins/(Dishonorable Discharge)->SAOrangeSoda/(Orange 8.8) : They just lit me on fire because I was in there <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->Enallyniv/(Buddy Jam) : I mean, do you guys have access to the source? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Do you? <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : there is no source <br/><br />
PM: Tompkins/(Dishonorable Discharge)->SAOrangeSoda/(Orange 8.8) : They let me in though <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : ss13 simply IS <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : No I mean main files.. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : The source was a myth. <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Then how do other serves have it, German Station for example? <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : there are no other servers <br/><br />
PM: SA_MelonDude/(George Melons)->Xenowraith/(Virtual Nick Vector) : german station is the original <br/><br />
PM: Tompkins/(Dishonorable Discharge)->SAOrangeSoda/(Orange 8.8) : lol okay whatever <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Yeah, German station started this <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Conco started this..? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : That is, the source code <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : i am germanstation <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Oh yeah. He made the first version <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : concossion gronodes <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : I'm pretty sure SA, made it. <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : To be honest, anyway. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : But conco is a goon! <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : HE IS NOT. <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : i'm pretty sure, you sound quite, out of breath <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : uh yeah he is <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->Enallyniv/(Buddy Jam) : Out of breath? I'm typing and I'm pretty sure he's not. <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->Enallyniv/(Buddy Jam) : If he is, that's weird because I never knew that. <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : your, overuse of, commas <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : oh are you his bf or something <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->Enallyniv/(Buddy Jam) : Not overuse.. <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->Enallyniv/(Buddy Jam) : Why? Is he gay? <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Yes <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : i think so yeah <br/><br />
PM: LLJK-Mosheninkov/(Marc Ludwig)->Xenowraith/(Virtual Nick Vector) : well you probably also didn't know I suffer from the mental retardation known as autisms <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Bs. <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : It's a well knwo thing <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->LLJK-Mosheninkov/(Marc Ludwig) : 'Autsisms' is not a word. <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->LLJK-Mosheninkov/(Marc Ludwig) : Regardless, I must go now. <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : why do you claim to know everything about this dude <br/><br />
PM: LLJK-Mosheninkov/(Marc Ludwig)->Xenowraith/(Virtual Nick Vector) : sure it is <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->LLJK-Mosheninkov/(Marc Ludwig) : You guys, goons, are whatever. <br/><br />
PM: LLJK-Mosheninkov/(Marc Ludwig)->Xenowraith/(Virtual Nick Vector) : one autism, two autisms <br/><br />
PM: SAOrangeSoda/(Orange 8.8)->Xenowraith/(Virtual Nick Vector) : Is naruto on? <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : when youre denying some globally known things <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->Enallyniv/(Buddy Jam) : I do not claim to know everything porque yo require saber nada. <br/><br />
PM: Xenowraith/(Virtual Nick Vector)->SAOrangeSoda/(Orange 8.8) : Adios :) <br/><br />
PM: Enallyniv/(Buddy Jam)->Xenowraith/(Virtual Nick Vector) : yeah well i'm sure you do require pork, vasquez wilhelm nada<br />
<br />
== Shaoni, 24 August 2010 ==<br />
<br />
<Shaoni> Seriously, permanently ban for being better than the average anifaggot? <br> <br />
<rathen> ;))))))))))))))))))))))))))))))))))))<br> <br />
<rathen> no anime and no smarmy little pedos<br> <br />
<Shaoni> Stop scaring me with those winks<br> <br />
<Shaoni> 1. Its long time since I played an anime game. A year at least. 2. What the hell do you mean?<br> <br />
<rathen> :)))))))))))))))<br> <br />
<Shaoni> ...<br> <br />
<Shaoni> Stop making you sound like some fucking child raper fella<br> <br />
<rathen> ;0))))))))))))00<br> <br />
<Shaoni> Wtf are you using all those odd smileys?<br> <br />
<rathen> :-_*************<br> <br />
<Shaoni> Theres a fucking reason I dont like goons<br> <br />
<Shaoni> ...<br> <br />
<Shaoni> Well fuck it, you guys are nothing but trolls, no reason to bother trying to get unbanned. RIght, what's so bad about anime anyways?<br> <br />
<rathen> anime = child porn<br> <br />
<rathen> no exceptions no excuses<br> <br />
<rathen> kill yourself<br> <br />
<Shaoni> Ehm<br> <br />
<Shaoni> Right<br> <br />
<Shaoni> Anime = Child porn.<br> <br />
<Shaoni> Yes, that is 100% correct and I have no bjections.<br> <br />
<Shaoni> *objections<br> <br />
<rathen> Superb. You just admitted to being a pedo then. Permanent ban stays and I am forwarding your information to the relevant authorities. Thank you for logging an IP on our servers. <br> <br />
<Shaoni> OBVIOUSLY IS ANIME CHILD PORN i can see it by the fucking naked children and by having seen alot of child porn in my day!<br> <br />
<Shaoni> And many people who watch anime are under 13 years old you fag<br> <br />
<rathen> Please do not be homophobic as it offends people.<br> <br />
<rathen> Thank you<br> <br />
<rathen> !<br> <br />
<rathen> :;;;;;;;;;;;;;)<br> <br />
<Shaoni> I am gay<br> <br />
<rathen> Gay for six year olds? Oh Shaoni no :(((((((<br> <br />
<br> <br />
Then he beings to start spamming 4chan hentai sites or something? Then logs off? Dear oh dear.<br> <br />
<br />
==Rjrazon360, November 3rd 2010==<br />
OOC: Rjrazon360: fucking hell i cant move i cant setup the fucking chracter i just wantto fucking ply<br><br />
OOC: Rjrazon360: fucking asshols asshols asshols<br><br />
OOC: Rjrazon360: what the fuck you gonna ban me i just wanna play the fucking game because ur game fucking sucks bbecause it has too many glitches!<br><br />
OOC: Rjrazon360: fuckfuckfuckfuckhelpme!fuckfuckfuckfuckhelpme!fuckfuckfuckfuckhelpme!fuckfuckfuckfuckhelpme!fuckfuckfuckfuckhelpme!<br><br />
OOC: Rjrazon360: wtf why when i click a button it pop ups like 0 seconds later!<br><br />
OOC: Rjrazon360: i was playing normal<br><br />
OOC: Rjrazon360: a month ago'<br><br />
OOC: Rjrazon360: look when i click a button it just turns purple<br><br />
OOC: Rjrazon360: why does it just fucking turn purple!<br><br />
OOC: Rjrazon360: why does it just fucking turn purple!why does it just fucking turn purple!<br><br />
OOC: ProcitizenSA: what are these puzzles<br><br />
OOC: Rjrazon360: why does it just fucking turn purple!why does it just fucking turn purple!why does it just fucking turn purple!why does it just fucking turn purple!why does it just fucking turn purple!why does it just fucking turn purple!why does it just fucking turn purple!why does it just fucking turn purple!<br><br />
OOC: Crumplehat: so mad<br><br />
OOC: Rjrazon360: i was so excited playing this game1<br><br />
OOC: Rjrazon360: i watched tutorials!<br><br />
OOC: Rjrazon360: then thiis!<br><br />
OOC: ProcitizenSA: game sucks dude<br><br />
OOC: ProcitizenSA: don't even bother<br><br />
OOC: Rjrazon360: sht sht sht shtwhy does it just fucking turn purple!why does it just fucking turn purple!why does it just fucking turn purple!<br><br />
OOC: ProcitizenSA: OH GOD I PRESS THE BUTTON BUT THE BUTTON DOESNT DO ANYTHING THE TUTORIAL SAYS PRESS THE BUTTON THE BUTTON DOESNT DO ANYTHING THE BUTTON IS PURPLE WHY IS IT PURPLE<br><br />
OOC: Rjrazon360: oh look its working now^^^<br><br />
OOC: ProcitizenSA: ok cool<br><br />
OOC: Rjrazon360: security officer is the eeasiest job for me<br><br />
OOC: Rjrazon360: how do i open the red door in the dock?<br><br />
<br />
==Angelofgeek, January 22nd 2011==<br />
OOC: Angelofgeek: You know, if admins were actually doing their FUCKING JOBS, THERE WOULDN'T BE ANY GRIEFERS OR IDIOTS WHO DO OOC IN IC OR IC IN OOC<br><br />
OOC: ProcitizenSA: lol<br><br />
OOC: Enforcer8: Rage?<br><br />
OOC: ProcitizenSA: nevermind the 942 bans on this server alone!<br><br />
OOC: QuicksilverCA: Are you getting angry?<br><br />
OOC: DarkNightSin: someone put that on pubbie tears/ dumb pubbies<br><br />
OOC: Angelofgeek: I was an admin with Android ran this server<br><br />
OOC: ProcitizenSA: lmao<br><br />
OOC: Angelofgeek: I was better than all of you combined<br><br />
OOC: Thesir: Android never ran this server, m8.<br><br />
OOC: Angelofgeek: I meant when he owned the game<br><br />
OOC: QuicksilverCA: Goodbye angel<br><br />
OOC: ProcitizenSA: i have been Owned<br><br />
OOC: Angelofgeek: Sigh, why are all the admins here so retarded?<br><br />
OOC: Fisto: I hate people who type out "sigh"<br><br />
OOC: AngriestIBM: I remember the good old days!!!<br><br />
OOC: AngriestIBM: when instead of you RETARDS we had passionate autistics like android data<br><br />
OOC: ProcitizenSA: me and data were in vietnam together man you dont even know<br><br />
OOC: ProcitizenSA: he logged out :(<br><br />
OOC: Silento Boborachi: can I explain what I did to him to piss him off so much<br><br />
OOC: ProcitizenSA: ye<br><br />
OOC: Silento Boborachi: He wanted a job change to scientist<br><br />
OOC: Thesir: It's not necessary but shoot.<br><br />
OOC: Silento Boborachi: I asked why he picked miner<br><br />
OOC: Silento Boborachi: he sperged that I was "ooc in ic"<br><br />
OOC: Silento Boborachi: I then gave his job name as RETARDED<br><br />
OOC: Pybro: You win the "Best HoP of the day" awarrd.<br><br />
<br />
==Parrapower 24nd January 2011==<br />
<br />
OOC: Parrapower: LEAVE ME ALONE<br><br />
OOC: Parrapower: fuck youre all morons<br><br />
OOC: Parrapower: no wonder why they call it goon station<br><br />
OOC: Parrapower: look at you your all going to end up as hobos on streets<br><br />
OOC: Parrapower: FUCK OFF<br><br />
OOC: Parrapower: YOU GAY MORON<br><br />
<br />
OOC: Parrapower: well good thing im best friends with the host, dont expect to be on this server any longer<br><br />
OOC: Parrapower: Exadv1 the real maker of this game<br><br />
OOC: Parrapower: im best friends with him and he has powers over all servers<br><br />
OOC: Parrapower: -.- see YOUR ALL DUMB HE MADE THIS GAME FUCKNUTS<br><br />
OOC: Parrapower: he has power over this server so dont expect to be on this server for long<br><br />
<br />
==Supersteve1997 20th February 2011==<br />
OOC: Supersteve1997: Help, people were grieving me on another server and then Pesra made me not talk<br><br />
OOC: Supersteve1997: Even though I TOLD THEM TO BANNED THE GRIEFER<br><br />
OOC: Pesra: haHA<br><br />
OOC: Pesra: i am here to grief again<br><br />
OOC: Pesra: prepare to be owned<br><br />
OOC: Supersteve1997: PESRA<br><br />
OOC: Supersteve1997: YOUR NAME WAS ORANGE BEFORE<br><br />
OOC: Supersteve1997: PESRA MADE ME NOT TALK<br><br />
OOC: Supersteve1997: ON THE OTHER SERVER<br><br />
OOC: Supersteve1997: A METEOR HIT ME<br><br />
OOC: Supersteve1997: My body is saying crit and me screen is black\<br><br />
OOC: Pesra: just banned u from everything except clown on this server too<br><br />
OOC: Pesra: owned nerd<br><br />
OOC: Supersteve1997: BUT ONLY ADMINS CN DO THAT<br><br />
OOC: Supersteve1997: HACKER<br><br />
OOC: Pesra: lol supersteve you're running an out of date firewall<br><br />
OOC: Supersteve1997: MY SCREEN WENT BNLAC AGAIN<br><br />
OOC: Supersteve1997: The faggots on the other game told me that and they made me DIE<br><br />
OOC: Supersteve1997: TJHEY SAID IT WOULD GET ME OUT OF THE V-SPACW<br><br />
OOC: Pesra: i am a hacker obv<br><br />
OOC: Supersteve1997: HACKER STOP<br><br />
OOC: Supersteve1997: I CAN'T PLAY<br><br />
OOC: Supersteve1997: SPOP<br><br />
OOC: Supersteve1997: STOP HACKING ME<br><br />
OOC: Pesra: i cant believe you're running an out of date firewall lmao<br><br />
OOC: Supersteve1997: MY DAD KNOWS HOW TO HACK<br><br />
OOC: Supersteve1997: HE'LL HACK YOU PESRA<br><br />
OOC: Pesra: not if i already hacked him!<br><br />
OOC: Supersteve1997: NO, HE HAS 3 FIRWALLS<br><br />
OOC: Supersteve1997: HELL GIVE YOU A PERMANENT BRAN ON ALL THE GAMES<br><br />
OOC: Pesra: supersteve what is it like to live in quebec<br><br />
OOC: Supersteve1997: HOW DO YOU KNOW WHERE I LIVE<br><br />
OOC: Supersteve1997: HACKER<br><br />
OOC: Pesra: i'm building a plane and i'm coming to your house<br><br />
OOC: Pesra: to grief you irl<br><br />
OOC: Supersteve1997: I have a dog<br><br />
OOC: Pesra: i'm bringing two dogs with me<br><br />
OOC: Supersteve1997: MYNE IS STRONGER<br><br />
OOC: Pesra: the dogs have been hacked to be stronger<br><br />
OOC: Pesra: i ahve plugged them into the hacker database<br><br />
OOC: Supersteve1997: Pesra, if you stop hacking me I won't get you banned<br><br />
OOC: Supersteve1997: YOU GUYS ARE FAGGOTS<br><br />
<br />
==Leer10, 25th February 2011==<br />
DEAD: Ghost (Sawyer Leslie) says, "THIS IS NOT FR"<br><br />
DEAD: Ghost (Sawyer Leslie) exclaims, "THIS IS NOT FUCKING FAIR!"<br><br />
DEAD: Ghost (Deep Thought) says, "no, your dead now"<br><br />
DEAD: Ghost (Sawyer Leslie) exclaims, "I DO NOT DESERVE TO DIE!"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "I WAS WRONGFULLY GIBBED"<br><br />
DEAD: Ghost (Sawyer Leslie) exclaims, "FUCK YOU!"<br><br />
DEAD: Ghost (Sawyer Leslie) exclaims, "FUCK YOU!"<br><br />
DEAD: Ghost (Sawyer Leslie) exclaims, "FUCK YOU!"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "I SHOULD NOT BE DEAD"<br><br />
DEAD: Ghost (Deep Thought) says, "u guys mad"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "THIS IS BECAUSE OF A DUMB ASSISTANT"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "YES I AM FUCKING MAD"<br><br />
DEAD: Ghost (Deep Thought) says, "y so mad bro"<br><br />
DEAD: Ghost (Sawyer Leslie) exclaims, "THIS IS BECAUSE OF ADMINS NOT DOING WHAT THEY ARE SUPPOSED TO DO!"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "THEY ARE SUPPOSED TO FIND AND BAN THE GRIEFERS"<br><br />
DEAD: Ghost (Kegan Admiral) says, "There's no admins on. : /"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "Well, adminhelps lead to IRD"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "IRC"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "I was wanting to see what a replicant is like"<br><br />
DEAD: Ghost (Sawyer Leslie) says, "BUT NO"<br />
<br />
==Kilbas, May 13 2011==<br />
<br />
The cluwne is Kilbas, playing as Kilbas Corraine, who likes to roll captain and then complains when people robust him or don't do what he says.<br><br />
DEAD: Ghost (Pope Crunch) says, "anyway don't roll captain again and you will find yourself free from these problems"<br><br />
DEAD: cluwne gasps, "Yes, but the perks will be gone"<br><br />
DEAD: cluwne gasps, "And I simply can't allow anyone else to command me to do ANYTHING"<br><br />
DEAD: Ghost (Pope Crunch) says, "you cannot have the perks without the bits that annoy you, you seem to be having trouble understanding that"<br><br />
DEAD: Ghost (Pope Crunch) says, "then you are playing the wrong game"<br><br />
DEAD: cluwne gasps, "You're like a bunch of crippled cat sheep, and I must herd you or something"<br><br />
DEAD: Ghost (Pope Crunch) says, "bahahaha"<br><br />
DEAD: cluwne gasps, "Of course, I have two broken legs. And a mental disorder, also I smell like something cats don't like"<br><br />
DEAD: cluwne gasps, "Possibly citrus"<br><br />
<br />
==David Sarif, 8 September, 2011==<br />
David Sarif asks, "and why are you doing this?"<br><br />
Cash Ivankov asks, "Why did you arrest him?"<br><br />
David Sarif says, "becuase he's an asshole"<br><br />
Cash Ivankov says, "If he doesnt know how to unbuckle I will cry"<br><br />
David Sarif shakes David Sarif trying to wake David Sarif up!<br><br />
Mateus Maximus says, "I am always astounded by the quality of"<br><br />
Mateus Maximus says, "HAHAHAHA"<br><br />
David Sarif [135.9] says, "I'd say it's a goon circle jerk."<br><br />
Mateus Maximus says, "nice one champ"<br><br />
David Sarif says, "It's a joke."<br><br />
David Sarif says, "I'm over this server."<br><br />
David Sarif says, "Bunch of faggots."<Br><br />
(He is radioing all of this as well)<br><br />
David Sarif asks, "Why are you allowed to mug a sec officer then cry about brutality when they detain you?"<br><br />
Cash Ivankov asks, "Did you yknow, maybe beat them?"<br><br />
Cash Ivankov asks, "You gonna unbuckle yourself anytime soon?"<br><br />
David Sarif says, "No, I'm about to close the game."<br><br />
<br />
==Pooty==<br />
[[File:Poody.GIF]]<br />
<br />
==Levian==<br />
[[File:Levian.GIF]]<br><br />
[[File:Levian2.GIF]]<br />
<br />
==HumbleBee/SpaceYeti, August 27, 2013==<br />
<SpaceYeti> can you fucking believe this? hokie closed my thread. blah blah blah go away HuEHUHEUHUHEUHE. WHATS THE POINT OF HAVING AND UNBAN FORUM IF THE ADMINS WILL JUST FUCKING CLOSE YOUR THREAD? SERIOUSLY YOU SAID IT BEFORE TOO BUT YOU GUYS NEED A SERIOUS FUCKING RESTRUCTURING OF YOUR ADMINS. calling everyong a gay faggot nigger?? aww no problem, we'll see you in a w<br><br />
<Clarks> ahahah<br><br />
<Hokie> I beg your pardon?<br><br />
Artificer has quit (Ping timeout)<br><br />
<Marquesas> welp i just spent an hour writing a thing that will cause me to be walked all over<br><br />
<Marquesas> good for me<br><br />
<SpaceYeti> FUCK YOU HOKIE<br><br />
<Hokie> I've never closed any threads<br><br />
<SpaceYeti> YOU HAD NO FUCKING PART<br><br />
<Spacemarine9> good job<br><br />
<SpaceYeti> iN MY ORIGINAL PERMABAN<br><br />
<Clarks> hello humble bee<br><br />
<Clarks> never learn<br><br />
<Kubius> hue hue hue<br><br />
<SpaceYeti> YES YOU DID YOU FUCKING IDIOT<br><br />
<Marquesas> oh god it's humble bee<br><br />
<SpaceYeti> MY PERMABAN<br><br />
<Hokie> Is that Humblebee?<br><br />
<Spacemarine9> you're never getting unbanned humblebee<br><br />
<SpaceYeti> YOU FUCKING HACk<br><br />
<Spacemarine9> go away<br><br />
<Clarks> ahahahah<br><br />
<SpaceYeti> YOU ARE NOT WORTHY OF THE MIN TITLE<br><br />
<SpaceYeti> GO BAN SPACEMARINE<br><br />
<SpaceYeti> BAN ME<br><br />
<SpaceYeti> FUCKING DO IT<br><br />
<Clarks> best meltdown in a while<br><br />
<SpaceYeti> FUCK YOU<br><br />
<Kubius> SPACEYETI YOU ARE NOT WORTHY OF EXISTING<br><br />
<SpaceYeti> FUCK YOU<br><br />
<Hokie> Humblebee, Wonk closed your thread<br><br />
<Shitbot> [LLJK 2 [US]] Starting new round!<br><br />
<SpaceYeti> EVERYONE FUCK<br><br />
<SpaceYeti> FUCK YOU GMD<br><br />
<SpaceYeti> oh<br><br />
<SpaceYeti> FUCKI<br><br />
<Clarks> why did you tell him<br><br />
<SpaceYeti> NOW I LOOK LIKE AN IDIOT<br><br />
<mybluecorners> the least humble bee<br><br />
<Marquesas> um<br><br />
<Clarks> that was so so so amusing<br><br />
<Hokie> You've always looked like an idiot<br><br />
<Marquesas> you didn1t have to try hard<br><br />
<Kubius> spaceyeti please locate the nearest waste processing facility and jump in summarily<br><br />
General_Chaos (~DemonUser@synIRC-D38B07FD.hsd1.tx.comcast.net) has joined #goonstation<br><br />
Lison (~Lison@synIRC-670EFD1E.columbus.res.rr.com) has joined #goonstation<br><br />
<Kubius> once a scrub always a scrub<br><br />
<SpaceYeti> AT LEAST WONK CAN POST IN MY THREAD AND SAY WHAT<br><br />
<SpaceYeti> WHY<br><br />
<SpaceYeti> ISNTEAD OF USING FUCKING LACKIES<br><br />
<Spacemarine9> congratulations ensuring you'll never be unbanned <br><br />
<SpaceYeti> SPINELESS CRETIN MOTHERFUCKER<br><br />
<SpaceYeti> I WAS NEVER GONNA GET UNBANNED ANY WAY<br><br />
<Clarks> ^<br><br />
<SpaceYeti> YOU GUYS ARE FUCKING JOKERS<br><br />
<Hokie> Then why bother appealing?<br><br />
<Kubius> okay it's time for bash.org<br><br />
<Clarks> Hokie, get the popcorns<br><br />
<Marquesas> but you are a great night time entertainment<br><br />
<SpaceYeti> I THOUGHT SOME OF YOU MINS HAD SOME DECENCY BUT CLEARLY NOT<br><br />
<Kubius> you will be immortalized forever in song<br><br />
<SpaceYeti> EVERYONE, GO FUCK YOURSELFS<br><br />
<br />
==Bobby Boulders and Samuel Rowe, 12/29/2013==<br />
The Solarium event triggered, and the station was destroyed. They tried to do the solarium a second time in the next round, but someone destroyed one of the keys by accident. So the admins spawned queen ice spiders all over the place as a reward.<br />
<br />
DEAD: Ghost (Bobby Boulders) laments, "way to be fucking cheap and spawn fucking 8 on me"<br><br />
DEAD: Ghost (Seth Butte) laments, "shitty bill has always seen worse"<br><br />
DEAD: Ghost (Dalen Keith) moans, "fuck you too bobby"<br><br />
DEAD: Ghost (Bobby Boulders) wails, "did that because I was doing too good?"<br><br />
DEAD: Ghost (Samuel Rowe) laments, "umad Bobby??"<br><br />
DEAD: Ghost (Bobby Boulders) moans, "back to /b/ with you'"<br><br />
DEAD: Ghost (Reginald P Farthing) moans, "that was fu"<br><br />
DEAD: Ghost (Father Relaxe) moans, "this is why you always pack a flamethrowe"<br><br />
DEAD: Ghost (Samuel Rowe) wails, "umad Bobby??"<br><br />
DEAD: Ghost (Langle Buff II) moans, "us dead better get something fun to do"<br><br />
DEAD: Ghost (Samuel Rowe) moans, "umad Bobby??"<br><br />
DEAD: Ghost (Reginald P Farthing) laments, "un"<br><br />
DEAD: Ghost (Dalen Keith) wails, "samuel you're just as bad"<br><br />
DEAD: Ghost (Bobby Boulders) laments, ">umad"<br><br />
DEAD: Ghost (Jake Marshall) wails, "Wow, a rude Jenny."<br><br />
DEAD: Ghost (Samuel Rowe) moans, "Who even uses arrows for quotes"<br><br />
DEAD: Ghost (Dalen Keith) moans, "ahahaha you're using that meme too"<br><br />
DEAD: Ghost (Samuel Rowe) grumps, "so nerdy"<br><br />
DEAD: Ghost (Dalen Keith) wails, "I should stick you two on Pubbie Tears"<br><br />
DEAD: Ghost (Bobby Boulders) moans, "I love le meymeys"<br><br />
DEAD: Ghost (Samuel Rowe) moans, "YES PLEASE"<br><br />
<br />
==Tr33456, 03 April, 2014==<br />
Goddard The First Doctor says, "NO I DONT ALEX DOES YOU FUCKING IDOITS AND GET OUT OF MY DANM CONSLE fdkojvbgoprgh5rgrjmhgkoifhigbyr8uguyhfw"<br><br />
Goddard The First Doctor says, "GET OUT FO HERE ASSHOLE"<br><br />
Goddard The First Doctor says, "REALLY"<br><br />
Goddard The First Doctor says, "fgkhrio4gujifdhbgoifrghbioRyguh845y6t945tui4589ry7tg4896740996y4te"<br><br />
<br />
After being gibbed for spamming:<br />
<br />
HELP: Tr33456/(Goddard The First Doctor): REALLY DICKS<br><br />
Admin PM: Roland T. Dapperman/(Dusty Shinola)->Tr33456/(Goddard The First Doctor) : Don't spam, nerd.<br><br />
HELP: Tr33456/(Goddard The First Doctor): REALLY ASSHOLE<br><br />
Admin PM: Roland T. Dapperman/(Dusty Shinola)->Tr33456/(Goddard The First Doctor) : Go have your childish tantrum elsewhere.<br><br />
Admin PM: Tr33456/(Goddard The First Doctor)->Roland T. Dapperman/(Dusty Shinola) : I FUCKING HATE THIS SERVER NOW THAT I GET FOR CRYTING IN IRL AND WANTING TO SUCIDE<br><br />
Admin PM: Tr33456/(Goddard The First Doctor)->Roland T. Dapperman/(Dusty Shinola) : say "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCH<br><br />
Admin PM: Roland T. Dapperman/(Dusty Shinola)->Tr33456/(Goddard The First Doctor) : lol<br><br />
Admin PM: Tr33456/(Goddard The First Doctor)->Roland T. Dapperman/(Dusty Shinola) : ASSHOEL I WILL STOP WHEN AELX IS ARRESTED<br><br />
Admin PM: Tr33456/(Goddard The First Doctor)->Roland T. Dapperman/(Dusty Shinola) : say "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITCHsay "BITC<br><br />
Admin PM: Roland T. Dapperman/(Dusty Shinola)->Tr33456/(Goddard The First Doctor) : lol<br><br />
Admin PM: Roland T. Dapperman/(Dusty Shinola)->Tr33456/(Goddard The First Doctor) : Suicide is not a laughing matter, by the way! Please call 1-800-273-8255!<br><br />
Admin PM: Tr33456/(Goddard The First Doctor)->Roland T. Dapperman/(Dusty Shinola) : NO I WILL SUCIDE IRL IF ALEXISNT ARESTED<br><br />
Admin PM: Tr33456/(Goddard The First Doctor)->Roland T. Dapperman/(Dusty Shinola) : SEC RUINED MY LIFE AND SO DID ALEX<br><br />
Admin PM: Roland T. Dapperman/(Dusty Shinola)->Tr33456/(Goddard The First Doctor) : I am sure your parents will stop you.<br><br />
Admin PM: Tr33456/(Goddard The First Doctor)->Roland T. Dapperman/(Dusty Shinola) : i aint got any beucase i 27<br><br />
Admin PM: Roland T. Dapperman/(Dusty Shinola)->Tr33456/(Goddard The First Doctor) : Coulda fooled me!<br><br />
Admin PM: Conor12/(Conor The Doomed)->Tr33456/(Goddard The First Doctor) : I guess your death is on my hands as I'm the HoS and I say no. <br><br />
[15:40:46] Admin PM: Tr33456/(Goddard The First Doctor)->Conor12/(Conor The Doomed) : WEll good byegrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr<br><br />
<br />
== Cocainecowboy, 13 February, 2015 ==<br />
[LLJK EU 4] HELP: Cocainecowboy/(Edwin Moore): any admins on?<br><br />
[LLJK EU 4] PM: Heiraphont/(janky robot)->Cocainecowboy/(Edwin Moore): Yes.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(Edwin Moore)->Heiraphont/(janky robot): can i become a antagonist please?<br><br />
[LLJK EU 4] PM: Heiraphont/(janky robot)->Cocainecowboy/(Edwin Moore): I can make you a meat cube. How's that?<br><br />
[LLJK EU 4] PM: Cocainecowboy/(Edwin Moore)->Heiraphont/(janky robot): uhh<br><br />
[LLJK EU 4] PM: Cocainecowboy/(Edwin Moore)->Heiraphont/(janky robot): traitor sounds good<br><br />
[LLJK EU 4] PM: Heiraphont/(janky robot)->Cocainecowboy/(Edwin Moore): How about a pile of spiders?<br><br />
[LLJK EU 4] PM: Cocainecowboy/(Edwin Moore)->Heiraphont/(janky robot): uhh<br><br />
[LLJK EU 4] PM: Cocainecowboy/(Edwin Moore)->Heiraphont/(janky robot): gang leader sounds good<br><br />
[LLJK EU 4] PM: Heiraphont/(janky robot)->Cocainecowboy/(Edwin Moore): Let's meet in the middle. Cluwne.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(Edwin Moore)->Heiraphont/(janky robot): zombie?<br><br />
[LLJK EU 4] PM: Heiraphont/(janky robot)->Cocainecowboy/(Edwin Moore): Cluwne it is.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Heiraphont/(janky robot): NO please <br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Heiraphont/(janky robot): admin please<br><br />
[LLJK EU 4] HELP: Cocainecowboy/(cluwne): PLEASE UNCLUWNE ME<br><br />
[LLJK EU 4] HELP: Cocainecowboy/(cluwne): NO DONT GIVE ME OBJECTIVES JUST FUCKING MAKE ME A SPY OR SOMETHING<br><br />
[LLJK EU 4] HELP: Cocainecowboy/(cluwne): HEIRA PLEASE<br><br />
[LLJK EU 4] HELP: Cocainecowboy/(cluwne): I SWEAR I WILL DDOS THE SERVER IF YOU DONT STOP ADMIN ABUSING<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): Hi. I'd like to call your bluff.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): nigga just make me a traitor or somethin non cluwne<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): We have consulted Goon High Command.<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): Lowtax says 'no and go away you racist ass'.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): nigger i am afroamerican bro<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): u can axe me anythin<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): So you're just racist against yourself.<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): That's nice.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): na ma nigga dat aint no racism bro<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): pls stop<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): u culd atleast let me kill people as a cluwne<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): I'd yet again like to call your bluff.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): id like u yet again to suck my fat nigger cock<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): cracker ass motherfucker release me <br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): Hey, I'm sure you can achieve a lot by swearing at me.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): no please bro<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): ill suck ur dick if u release me<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): I suddenly feel more inclined to make you a traitor.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): bro i loveu<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): Hey, now that you're a traitor I guess you can kill some people!<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): Like, you know, the other cluwnes in the box.<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): dude bro please stop ur making me cry hella naw<br><br />
[LLJK EU 4] PM: Cocainecowboy/(cluwne)->Marquesas/(Luis Smith): im gonna shoot up my school if you dont stop<br><br />
[LLJK EU 4] PM: Marquesas/(Luis Smith)->Cocainecowboy/(cluwne): We've notified the FBI with your IP attached.<br><br />
<br />
== Calzilla1, 16 July, 2016 ==<br />
Calzilla1 SAY: "No cule fag"<br><br />
MollyMillions PM'd Gustavo Saylor (Calzilla1): Hello, I'm checking in to let you know that bigoted language is not allowed on this server. So words like "fag" are against the rules.<br><br />
Reply PM from-Calzilla1/Gustavo Saylor ?: Ok, you nigger cuck who s life revolves around a server full of short bus occupants. I ll be less Biggoted (Code word for no fun) and try to be rspectful for the cretins who main this server. The only reason I ever play this server is because this cargo doesn t have the fuck ton of paper work, but the trade off is that fucking everyone is an unhealdful jack off and the miners don t know what to do because muh sekrit club<br><br />
<br />
==etc.==<br />
'''OOC: Lainge:''' I thought I had backup when fighting the operative................. nope I was just REALLY high.<br />
<br />
<br />
<br />
'''Tyrone Saxophone Jones''' '''[145.9]''' says, "Staff Assistant chasing a naked man in the medbay lobby."<br />
<br />
'''Dem Bonez [145.9]''' says, "Functioning as intended"<br />
<br />
<br />
OOC: Hailthefish: Whoever the fuck stole my ID literally 5 minutes in to the round, die of ass cancer please<br />
<br />
<br />
{{community}}<br />
<br />
[[Category:Community]]<br />
[[Category:Shit]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Template:Dont_do_this&diff=23857Template:Dont do this2019-07-03T02:15:05Z<p>Zamujasa: imeditor</p>
<hr />
<div><onlyinclude><div style="border: 2px solid black; background: #ee8; color: black; text-align: center; padding: 0 .5em; max-width: 1000px; margin: 0 auto;"><br />
<span style="letter-spacing: 8px; opacity: .5; font-size: 80%; font-style: italic; line-height: 50%;">holy shit</span><br><span style="font-size: 300%; font-weight: bold; line-height: 100%;">NEVER DO THIS</span><br>This page is a showcase of shame and disgrace. Most of the things here are against the [[Rules]].<br>'''Repeating things shown here will not end well for you so ''don't do it''.'''</div><br />
</onlyinclude><br />
<br />
[[Category:Templates]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=Template:Dont_do_this&diff=23856Template:Dont do this2019-07-03T02:13:23Z<p>Zamujasa: stinkeye's special reserve</p>
<hr />
<div><onlyinclude><div style="border: 2px solid black; background: #ee8; color: black; text-align: center; padding: 0 .5em; max-width: 1000px; margin: 0 auto;"><br />
<span style="letter-spacing: 8px; opacity: .5; font-size: 80%; font-style: italic; line-height: 50%;">holy shit</span><br><span style="font-size: 300%; font-weight: bold; line-height: 100%;">NEVER DO THIS</span><br>This page is a showcase of shame and disgrace. Most of the things here are against the [[Rules]].<br>'''Repeating things shown here will not end well for you so ''don't do it''.'''<div><br />
</onlyinclude><br />
<br />
[[Category:Templates]]</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23824User:Zamujasa/Sandbox/Rules 22019-07-01T18:10:31Z<p>Zamujasa: imeditor</p>
<hr />
<div><br />
==General Game Rules==<br />
<br />
<div style="line-height: 180%;"><br />
# <span style='color: #f44;'>'''Don't grief.'''</span> [[Grief|Griefing]] is excessively harming your fellow players or the station. Being a jerk is okay; ruining someone's entire round isn't. (''Confirmed [[antagonists]] are exempt from this rule both ways.'')<br />
#* Under no circumstances should you ever harm anybody in the Arrivals area, as an antagonist or not.<br />
# <span style='color: #f44;'>'''No metagaming.'''</span> Metagaming is many things, further explained on the [[Metagaming|Metagaming page]]. Basically:<br />
#* '''Meta-communicating''': You cannot chat or share information about the current round outside of the game with other players.<br />
#* '''Meta-grudging''': If someone attacked you in a prior round, you can't use that as a reason to attack them in a later round.<br />
#* '''Multi-keying''': If you've joined a round with one account, ''do not join it with any others''.<br />
#* '''Using a modified client''': This is akin to hacking or cheating and is not tolerated.<br />
# <span style='color: #f44;'>'''No racism, bigotry, sexual content, or slurs.'''</span> This includes your character name, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.''' Calling someone a dick is okay; talking about yours isn't.<br />
#* This also means no references or jokes about "rape", the n-word, and so on. There is no reason to ever use those words here.<br />
# <span style='color: #f44;'>'''Don't outright give secrets away.'''</span><br />
# <span style='color: #f44;'>'''Listen to the admins.'''</span> [[Admin]]s have the final say in things.<br />
# <span style='color: #f44;'>'''This is not an exhaustive list.'''</span> Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse to be awful.<br />
</div><br />
<br />
<br />
If you believe you have been treated unfairly, please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]. We take all complaints seriously. You will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23823User:Zamujasa/Sandbox/Rules 22019-07-01T18:08:44Z<p>Zamujasa: Hmhm.</p>
<hr />
<div><br />
==General Game Rules==<br />
<br />
<div style="line-height: 180%;"><br />
# <span style='color: #f44;'>'''Don't grief.'''</span> [[Grief|Griefing]] is excessively harming your fellow players or the station. Being a jerk is okay; ruining someone's entire round isn't. (''Confirmed [[antagonists]] are exempt from this rule both ways.'')<br />
#* Under no circumstances should you ever harm anybody in the Arrivals area, as an antagonist or not.<br />
# <span style='color: #f44;'>'''No metagaming.'''</span> Metagaming is many things, further explained on the [[Metagaming page]]. Basically:<br />
#* '''Meta-communicating''': You cannot chat or share information about the current round outside of the game with other players.<br />
#* '''Meta-grudging''': If someone attacked you in a prior round, you can't use that as a reason to attack them in a later round.<br />
#* '''Multi-keying''': If you've joined a round with one account, ''do not join it with any others''.<br />
#* '''Using a modified client''': This is akin to hacking or cheating and is not tolerated.<br />
# <span style='color: #f44;'>'''No racism, bigotry, sexual content, or slurs.'''</span> This includes your character name, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.''' Calling someone a dick is okay; talking about yours isn't.<br />
#* This also means no references or jokes about "rape", the n-word, and so on. There is no reason to ever use those words here.<br />
# <span style='color: #f44;'>'''Don't outright give secrets away.'''</span><br />
# <span style='color: #f44;'>'''Listen to the admins.'''</span> [[Admin]]s have the final say in things.<br />
# <span style='color: #f44;'>'''This is not an exhaustive list.'''</span> Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse to be awful.<br />
</div><br />
<br />
<br />
If you believe you have been treated unfairly, please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]. We take all complaints seriously. You will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=User:Zamujasa/Sandbox/Rules_2&diff=23821User:Zamujasa/Sandbox/Rules 22019-06-28T22:05:39Z<p>Zamujasa: Created page with " ==General Game Rules== <div style="line-height: 180%;"> # <span style='color: #b11;'>'''Don't grief.'''</span> Griefing means being an asshole to or otherwise harm..."</p>
<hr />
<div><br />
==General Game Rules==<br />
<br />
<div style="line-height: 180%;"><br />
# <span style='color: #b11;'>'''Don't grief.'''</span> [[Grief|Griefing]] means being an asshole to or otherwise harming your fellow players or the station. (''Confirmed [[antagonists]] are exempt from this rule.'')<br />
#* Under no circumstances should you ever harm anybody in the Arrivals area, as an antagonist or not.<br />
# <span style='color: #b11;'>'''No metagaming.'''</span> [[Metagaming]] means ''communicating details about the round outside the game''. Don't talk about the round to a fellow player over Discord, for example.<br />
#* '''No meta-grudging.''' If someone attacked you in a prior round, you can't use that as an excuse to attack them in another round.<br />
#* '''No multi-keying.''' If you've joined the game with one account, ''do not join it with any others'', even if you died or were observing.<br />
#* '''No using a modded client.''' We can tell if you do. This is akin to hacking or cheating and is not tolerated.<br />
# <span style='color: #b11;'>'''No racism, bigotry, sexual content, or slurs.'''</span> This includes your character name, flavor text, in-game speech, etc. '''If you're told something breaks this rule, that is not an invitation for debate.'''<br />
#* This also means no jokes about "rape" and so on. There is no reason to ever use that word here.<br />
# <span style='color: #b11;'>'''Don't outright give secrets away.'''</span> You can help others discover them, though.<br />
# <span style='color: #b11;'>'''Respect the admins.'''</span> If an admin has to talk to you, ''listen''. If an admin tells you to stop doing something, ''stop doing it''.<br />
# <span style='color: #b11;'>'''This is not an exhaustive list.'''</span> Rules-lawyering is ''strongly'' discouraged. "But it wasn't in the rules!" isn't an excuse to be a jerk.<br />
</div><br />
<br />
<br />
If you believe you have been treated unfairly, please post in the [https://forum.ss13.co/forumdisplay.php?fid=5 Admin Complaints forum]. We take complaints seriously, and you will not be punished for posting a complaint.</div>Zamujasahttps://wiki.ss13.co/index.php?title=Virus&diff=23813Virus2019-06-27T05:56:50Z<p>Zamujasa: /* Known viruses */</p>
<hr />
<div>'''Viruses''' are assorted types of disease, infection or malady which can be contracted and spread around the station, distinct from those studied in [[Pathology Research|pathology research]]. They often come into play via a number of different ways, from food to animal bites to even [[Chemistry#Disease Reagents|certain chemicals]]. Viruses can be detected by using a [[Medical Objects#Health Analyzer|health analyzer]] on a person. The readout will indicate the name of the virus, whether it's asymptomatic, how it spreads, how far the infection has progressed, and what can be done to cure it.<br />
<br />
==Known viruses==<br />
While there are other obscure viruses (mostly limited to [[Admin|admin shenanigans]]), players are unlikely to encounter them during normal gameplay and they are therefore not included here.<br />
<br />
In addition, some of these diseases can turn asymptomatic upon infection, meaning they will not manifest any symptoms, but can still spread if possible. Asymptomatic infectees will thus suffer none of the disease's ill effects so long as they continue to have it and can still be cured, although they may then catch a symptomatic strain of it and suffer its effects as usual.<br />
<br />
{|class="wikitable sortable"<br />
!Name!!Causes<br>(primary)!!Spread!!Cure!!Danger Level!!Effects<br />
|- id="Common Cold"<br />
|Common cold||Unknown||Airborne||Sleep, chicken soup, Robustissin||<font color=blue>Harmless</font>||Coughing and sneezing. May develop into the flu.<br />
|- id="Tissue Necrosis"<br />
|Tissue necrosis||[[Chemistry#SECRET CHEMS|Rotting]]||Non-contagious||[[Chemistry#Formaldehyde|Formaldehyde]]||<font color=blue>Harmless</font>||Skin rotting off, turning into a skeleton. Doesn't cause any normal damage, but it <b>does</b> prevent you from being cloned without a special [[Medical Objects#Necroscan Upgrade|cloning module]]. Note that you can still be turned into a [[Cyborg]] just fine.<br />
|- id="Flu"<br />
|The flu||Unknown||Airborne||Sleep, chicken soup, Robustissin||<font color=green>Minor</font>||Coughing, sneezing, minor toxin damage.<br />
|- id="Food Poisoning"<br />
|Food poisoning||Tainted food||Non-contagious||Sleep, chicken soup, Robustissin||<font color=green>Minor</font>||Vomiting, random stuns.<br />
|- id="Clowning Around"<br />
|Clowning around||[[Chemistry#Rainbow Fluid|Rainbow fluid]]||Non-contagious||None||<font color=green>Minor</font>||Slowly turning into a clumsy [[Clown|clown]], complete with weird honking noises and extra-clingy clown gear. <br />
|- id="Draculaculiasis"<br />
|Draculaculiasis||[[Chemistry#Vampire Serum|Vampire serum]]||Non-contagious||None||<font color=green>Minor</font>||Messages about tasting blood, becoming a [[Vampire]] with the associated abilities and traits (but not the antagonist status).<br />
|- id="Lycanthropy"<br />
|Lycanthropy||[[Chemistry#Werewolf Serum|Werewolf serum]]||Non-contagious||None||<font color=green>Minor</font>|| Sudden sensations of weakness, culminating in a burning feeling, transformation into a [[Werewolf]] without the associated abilities or antagonist status. Infected still gains the associated passives, such as the ability to pry open doors and may involuntarily transform back into a human some time later.<br />
|- id="Space Madness"<br />
|Space Madness||Rabid [[Critter|mice]], [[Chemistry#Loose Screws|loose screws]]||Non-contagious||Haloperidol||<font color=orange>Dangerous</font>||Loss of sanity. Hallucinations. Intense disorientation, manifesting as the view of the mapping being flipped.<br />
|- id="Cluwneing Around"<br />
|Cluwneing Around (exact spelling varies)||[[Chemistry#Painbow Fluid|Painbow fluid]]||Non-contagious|| [[Chaplain#The Bible|Bible beatings]] || <font color=orange>Dangerous</font> || A variant of clowning around that transforms people into [[cluwne]]s, complete with disturbing honking noises, cursed cluwne gear, and mildly ominous proclamations about ringmasters and circuses. <br />
|- id="Avian Flu"<br />
|Avian flu||[[Chemistry#SECRET CHEMS|Feather fluid]]||Non-contagious||Chicken soup|| <font color=orange>Dangerous</font> || Involuntary arm flapping, feelings of body constricting and contorting, transformation into a [[Critters#Playable Critters|space bird]].<br />
|- id="Berserker"<br />
|Berserker||Rabid [[Critter|mice]]||Non-Contagious||Haloperidol||<font color=orange>Dangerous</font>||Swearing, shouting, attacking nearby crew members uncontrollably. There is also a non-contagious mutation.<br />
|- id="Teleportitis"<br />
|Teleportitis||[[Chemistry#Liquid Spacetime|Liquid spacetime]]||Non-contagious||Electric shock||<font color=orange>Dangerous</font>||Teleporting around randomly, including tiles exposed to vacuum. Unlike most other diseases, teleportitis has only a single stage, meaning it takes full effect at the moment of infection.<br />
|- id="MRSA"<br />
|MRSA||Unknown||Non-contagious||Spaceacillin||<font color=orange>Dangerous</font>||Rapidly accumulating toxin and burn damage in later stages.<br />
|- id="Robotic Transformation"<br />
|Robotic transformation||[[Foods and Drinks#Roburger|Roburgers]], [[Chemistry#Nanomachines|nanomachines]]||Non-contagious||Electric shock||<font color=orange>Dangerous</font>||Minor brute damage, occasional paralysis, turning into a [[Cyborg|cyborg]].<br />
|- id="Necrotic Degeneration"<br />
|Necrotic degeneration||[[Zombie|Zombies]]||Contact||Styptic powder injection||<font color=orange>Dangerous</font>||Minor toxin damage, occasional paralysis, turning into a zombie.<br />
|- id="GBS"<br />
|GBS||[[Chemistry#Gibbis|Gibbis]]||Non-contagious||Cryoxadone||<font color=red>Deadly</font>||Toxin damage, exploding into gibs. Rarely, GBS may be airborne. A fake and largely harmless version also exists.<br />
|- id="Space Plague"<br />
|Space Plague||[[Chemistry#Rat venom|Rat venom]]||Non-contagious||Incurable||<font color=red>Deadly</font>||Toxin damage, randomly contracting other diseases.<br />
|- id="Grave Fever"<br />
|Grave fever||[[Vampire|Vampires]], [[Chemistry#Grave Dust|grave dust]]||Non-contagious||Spaceacillin||<font color=red>Deadly</font>||Suffocation, severe toxin damage, paralysis, death.<br />
|- id="Space Kuru"<br />
|Space Kuru||Cannibalism, [[Chemistry#Prions|prions]]||Non-contagious||Incurable||<font color=red>Deadly</font>||Escalating toxin damage, uncontrollable laughing and seizures, death.<br />
|}<br />
<br />
'''Note:''' These diseases are fixed in their parameters and always progress in the same way, but this isn't the case for every virus. [[Pathology Research|Pathology research]] can create pathogens with an unique combination of symptoms and attributes.<br />
<br />
==Infection methods==<br />
Most contagious viruses spread through two means: airborne and contact transmission. In these cases, the infection vector is external, which means that wearing protective clothing (mostly a [[Medical Objects#Biosuit|full biosuit]] and [[General Objects#Gas Tank|internals]]) will usually protect you from infection. As long as you don't eat or inject yourself with anything strange, you should be safe.<br />
<br />
Furthermore, infections are tied to certain 'events' instead of happening on every life tick. Such events may be as simple as coughing, sneezing or talking. In other words, you aren't guaranteed to contract an airborne disease by just standing near an infected person, though this is a gamble you'd probably still want to avoid.<br />
<br />
===Contact===<br />
Contact transmission means that if you're right next to or touch the infected person in some way, you'll catch the virus from them. This includes bumping into them, accessing their inventory, using any of the empty hand intents (help, disarm etc.) or attacking them. Note that this works both ways in all cases - the infected can transmit the disease to someone else by punching them, or someone uninfected can catch the disease by punching the infected.<br />
<br />
===Airborne===<br />
Airborne transmission just requires you to be near the person. You don't even have to be right next to them, just being within a certain range means you run a high risk of infection. Any gibs or blood spilled by the infected will also be contaminated, so if someone with airborne GBS explodes, going near their remains will get you infected.<br />
<br />
===Other vectors===<br />
The viruses you're most likely to catch are the contagious ones described above, but that doesn't mean you should discount non-contagious diseases as a threat. Consuming spoiled, badly cooked, poisoned or special kinds of [[Foods and Drinks|foods or drinks]] can result in an infection, as can being injected with a viral reagent (willingly or otherwise). In these cases, protective clothing won't help you, since the virus is already inside you.<br />
<br />
==Cures==<br />
So, you've been infected with something. What can you do to stop it? This largely depends on the virus itself. Some viruses have a common cure, while others require a unique one that only works for them. If in doubt, trust the information provided by the health analyzer.<br />
<br />
===Sleep===<br />
Simple - just go to sleep [[General Objects#Bed|somewhere]], preferably [[Medical Objects#Sleeper|somewhere nice and safe]], and rest. The virus will recede until it is cured completely. It would probably be best not to go to sleep in a busy area, unless you like getting mugged while you take a nap.<br />
<br />
===Chicken soup===<br />
Have a wholesome serving of [[Chemistry#Chicken Soup|chicken soup]]. While the [[Foods and Drinks#Discount Dan's Quik-Noodles|Discount Dan's Quik-Noodles cups]] do indeed have chicken soup, there's far more of it (and far fewer poisons being passed off as "soup") in the actual, [[Foods and Drinks#Chicken Soup|real-deal chicken soup]] you get in a real can from, for some reason, the coffee machines.<br />
<br />
===Robustissin===<br />
Ask a local [[Scientist]]/[[Medical Doctor]]/[[Barman]] to make you some [[Chemistry#Robustissin|Robustissin]], the superior option to chicken soup. Don't ask for too much though; Space DXM overdoses are pretty crazy.<br />
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===Antibiotics and -psychotics===<br />
Go to [[Medbay|medbay]] and ask for an injection of [[Doctoring#Spaceacillin|spaceacillin]], an antibiotic. Certain diseases can only be cured by the anti-psychotic [[Doctoring#Haloperidol|haloperidol]], but other reagents may count as an antibiotic influence. Experiment and find out!<br />
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===Electric shock===<br />
Get zapped by something. The stronger the source, the more likely it is to cure your disease. Power cables, electrified grills and doors, and [[Security Objects#Stun Baton|stun batons]] may be able to help you here.<br />
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===Prevention===<br />
Much like reality, prevention is often preferable to infection. This can be achieved by wearing protective gear in the case of airborne and contact-transmitted viruses (as described above) or through other means. Resistances can be obtained by curing diseases through their usual means. Not all diseases will grant resistance when overcome, however.<br />
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===Incurable diseases===<br />
Though very rare, some diseases flat out cannot be eliminated. If "cured", the virus will simply re-establish itself some time later, ignoring any resistances you might have. Your only hope of defeating these diseases is to not catch them - once contracted, they stay with you until the end of the round. Death or [[Robotics|robotics]] are the only ways to escape.<br />
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[[Category:Tutorial]]</div>Zamujasa