Difference between revisions of "User:Zamujasa"
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* Cyro is really underused. As long as someone is stable, i.e. not currently taking non-suffocation damage, you can shove them in there and they'll heal up quickly with little resource usage. No need to waste patches or antitox meds! (Just be sure to remove their exosuit and hat first.) | * Cyro is really underused. As long as someone is stable, i.e. not currently taking non-suffocation damage, you can shove them in there and they'll heal up quickly with little resource usage. No need to waste patches or antitox meds! (Just be sure to remove their exosuit and hat first.) | ||
* Keep a syringe on you, as well as a bottle of saline (treats shock) and atropine (stabilizes heavy-crit, fixes heart issues). Combined with epinepherene, you'll be able to stabilize most types of crit and work on bringing the patient back out of it. | * Keep a syringe on you, as well as a bottle of saline (treats shock) and atropine (stabilizes heavy-crit, fixes heart issues). Combined with epinepherene, you'll be able to stabilize most types of crit and work on bringing the patient back out of it. | ||
=== [[Roboticist]] === | === [[Roboticist]] === |
Revision as of 17:00, 28 December 2015
See also the station network, an in-depth dissection. Or at least an attempt at one. Fart.
Advanced job tips
Cyborg
need). Be aware that a bug means you'll lose your PDA.
- Pull out your PDA and Flashlight and turn the lights on both, then put them away! The lights stay active, so you're a permanent light even without the tools deployed.
- No power? You can still enter a docking station by right clicking it and choosing Enter from the menu.
Engineering & Construction
- Don't bother with the RCD for placing floor tiles in space; just mash the "Use" key (C) when you have floor tiles active and you'll lay one down. Great for repairing breaches in a hurry, but the floors are kind of ugly.
- The first thing you should do if you want to really be useful: Go hotwire the solars. You'll provide power all round!
- Engineering borgs have a device scanner and soldering item! You can go set up an alternate cloning station or chem dispenser! (Though you'll need a human to make the cloning computer I guess)
- RCD sparks are great for clearing out freshly-grown kudzu, but it won't work so well against the thicker, dense kudzu.
Mining
- Make sure you set up a fabricator making you a Optical Meson upgrade, because you only get the Propulsion one by default and not being able to see inside asteroids is bad.
- Though you should probably just go use a mining pod, since it's a hell of a lot faster than drilling yourself.
Medical Doctor
- Go read Doctoring.
- Pills from the Med vendors are usually full of a lot more than you actually need. Drop a pill into a beaker, shove the beaker into the Chemmaster, make a new pill bottle with a much smaller reagent amount. Works great for Calomel, so you can purge the really bad stuff with as little extra damage and time as needed.
- Cyro is really underused. As long as someone is stable, i.e. not currently taking non-suffocation damage, you can shove them in there and they'll heal up quickly with little resource usage. No need to waste patches or antitox meds! (Just be sure to remove their exosuit and hat first.)
- Keep a syringe on you, as well as a bottle of saline (treats shock) and atropine (stabilizes heavy-crit, fixes heart issues). Combined with epinepherene, you'll be able to stabilize most types of crit and work on bringing the patient back out of it.
Roboticist
- Learn how to repair Cyborgs. When they inevitably blow up and turn into a torso, they'll thank you.
- A destroyed borg might not be a total loss! If their body blows apart but the head is still there, examine it and see if it still has their brain inside -- if it does, you can extract it with a wrench or put it onto a new borg and bring back your blown-up buddy.
- Fabricate a module and load it into the rewriter. That way borgs can adjust to the situation as needed. Maybe even fabricate more than one and leave them in the docking stations!
- Borging people isn't just about brains and butts. Strip those limbs off and ship them to the Quartermaster -- there's a space trader that'll love them. Send along the brains of the braindead, too, they're worth a pretty penny.
- Speaking of, borged people don't need their IDs any more. Nor do they need money. Use a credit transfer device to relieve them of their worldly possessions. There's one in the Pharmacy for easy access.
- Building Medibots is easy and fast, and you can leave a few around Medbay to help patch people up. The parts vendor in Robotics Storage will come in really handy.
- If a Cyborg comes back for recharging, you can eject their dead power cell and insert a freshly charged one to make the process near-instant. Just be sure to eject the old one out of the station and charge it up for the next time!
Geneticist
- If you have a large backlog, use the Morgue. Put the bodies on the trays and close them up, they'll stay fresh until it's cloning time. Injecting embalming fluid also helps.
- You can add reagents to the cloning tank with a beaker! Add 5 units of charcoal to it to patch up the standard 10 TOX damage clones start with, or other things. The fun never ends!
- That corpse you got too rotted to clone? Gray, unclonable husk silently mocking you? Surgery time! Grab a donor monkey and drag him and your rotten guy to the morgue. Remove both brains, stick the human brain in the monkey, and clone the monkey. They'll pop out human and with the monkey's name, but at least they'll be alive!
- Want to be really devious? Inject a dead body with embalming fluid and stick it in the morgue so it stays fresh. Cut out the brain of the freshly departed and stuff it into your dead guy, then scan and clone your little science abomination. Now you're really cloning people. Just be sure to remove the brain again when you're done so you're ready for the next corpse! (One circular saw on the head will remove it.) (Doing this as a non-antagonist may be unwise.)
- Like the Roboticist, you don't have to do work for free. After you've stripped a body down post-cloning, swipe their ID card through the device on the table and collect your fee for cloning.
Barman & Chef
- Making foods and drinks that will horribly disfigure their consumers is A-OK as long as you let your customers know that it's lethal, and you aren't trying to force-feed it to anyone. Caveat emptor!
- You can add reagents to foods with the deep frier or a bunch of other ways. Make drinks full of healing chems!
- Food heals Brute damage as long as it's not critically high. Making better food heals more. Become a small-time Medbay! Combine this with the above tip and you can probably create an entire first-aid kit out of edibles.
Staff Assistant
- Learn how to make and break shit.
- Breaking in is easy. Breaking in without making it obvious you've done so is a little harder. False walls are your friend.
- No mechanical toolbox? General Manufacturers can make all of the tools in one, with very little use in the way of resources.
- There's a lot you can do -- your access to Tool Storage and Tech Storage are your keys to the station!
Security
- Stay together. People who are attracting the attention of officers are probably going to be prepared for you. Coming in with backup helps tip the odds in your favor, and means that even if they manage to stun or incapacitate one of you, there's still one left for them to deal with.
- Always try to keep in touch with fellow officers about your whereabouts over your secure channel. That way if you go missing, they'll have a place to start looking... just hope they took a buddy.
- Handcuffs fit into your internals box. Save the space in your backpack for more important things.
- Donuts heal you twice as much as they do anybody else, and frosted ones heal you even more. Consider carrying one or two on your person.
- For the love of god, only carry your Stun Baton/Taser in your hands when you need to! It's an invitation to get disarmed, pushed down, and farted on.
Engineer
- Station low on power? Swipe your card on the APC, unlock the cover, crowbar it open, and swap the cell out with a fully-charged 15,000 power cell. It'll give you plenty of time to fix the power issues. Great places to do this are the primary hallways and Medbay.
- If you want to experiment with the engine, be sure to hotwire the solar panels first. That way, even if you fuck up, things will still be powered.
Mechanic
- There's a place on the Mining Z-level that has a copy of all the main Mechanic items. If you want to practice learning the tools or just fuck around in peace, it's a great place to stop
- Also good if you're not a Mechanic but you want to play with the toys anyway. Breaking into the Tech Outpost is a lot less likely to end with a toolbox in your face.
- Scan everything! You might never know when you'll want or need a new copy of it.
- You can deploy items from inside your backpack or even in boxes inside your backpack! Large items (e.g. Zoldorf) will be placed where you're standing. No need to drop them and risk someone running off with it!
- Doing this with a Crusher is probably a bad idea.
- Pressure plates don't quite trigger instantaneously. If you need the effect right away, consider putting something in front of it to make people stop, e.g. an airlock or glass pane.
Scientist
Telescience for people who love typing
You'll need su
access. The first thing you should (probably) do is copy teleman
out of the /sys/srv
folder into one you make yourself. Then run these wherever you copied it:
echo #!|nteleman coords $arg0 $arg1 $arg2|nteleman scan ^ scan echo #!|nteleman coords $arg0 $arg1 $arg2|nteleman receive ^ recv echo #!|nteleman coords $arg0 $arg1 $arg2|nteleman send ^ send echo #!|nteleman coords $arg0 $arg1 $arg2|nteleman portal ^ portal echo #!|nteleman relay $arg0 $arg1 $arg2 $arg3 $arg4 $arg5 ^ relay
These will combine the "set coordinates" and "do a thing" commands into one, simplifying things a great deal. The copy of teleman
also means you won't need su to access it again.
As an AI or Cyborg, terminal windows will stay with you and update, making it much more effective to use than trying to use the telescience computer itself, since the interface for that doesn't update if you aren't near it (and people can modify the numbers you input). As a human, if you can make a copy of this, you can use it anywhere a wireless computer can reach the mainframe! (Or if you're REALLY into it, PDA messages...)
Artifact research for people who hate typing
This will make a copy of the artlab utilities in the event some dummy breaks the tape drive or it goes offline or whatever, and provide a list of very handy shortcuts to make everything much easier.
mkdir /artlab cp /mnt/artlab/gptio /artlab cd /artlab echo #!|ngptio activate $arg0 ^ a echo #!|ngptio deactivate $arg0 ^ d echo #!|ngptio sense $arg0|ngptio read $arg0 ^ r echo #!|ngptio info $arg0 ^ i echo #!|ngptio poke heater temptarget 200 ^ cold echo #!|ngptio poke heater temptarget 400 ^ hot echo #!|ngptio poke impactpad stand 1 ^ raise echo #!|ngptio poke impactpad stand 0 ^ lower echo #!|ngptio poke xray radstrength $arg0 ^ radstrength
Now just use a heater
to start something up, d heater
to turn it off, r xray
to automatically sense shit and print it out.
Hell, get creative and do this didn't seem to work, have to try again later
a x_ray ^ /mnt/lp-whatever/butt
to automatically print out info! wow
Bonus: You don't need to type the underscores in device names. impactpad
works for impact_pad
, xray
works for x_ray
, etc.
Oops the mainframe died, now what
When the mainframe is restored (e.g. from a temporary power outage/APC tomfoolery), gptio
will helpfully forget all of the device names -- they'll all show up as UNKNOWN
, so you can't refer to them by name.
To get their names back, use gptio info address
, which will update its name and allow you to use it as a shortcut again.
The goddamn RD deleted prman
There's a backup ThinkTape in the RD's office you can insert into the databank. It contains a copy of everything in /mnt/control
, and when inserted into the RD's databank will show up at /mnt/rd
. Be sure to let your local RD know that he is very mean.
Scanning paper and other junk
Put piece of paper or other doodad onto a scanner. Go to your local DWAINE terminal and look for /mnt/sc-location
. Run cat /mnt/sc-location/document
to take a look at it (or copy it or whatever). Note that half-broken HTML and other garbage comes along for the ride. Welp!
Nuclear Operative
- Your headset has a special frequency, :h. The main frequency also defaults to that frequency. Once you're sure you won't blow your cover (e.g. DNA Scrambler + appropriate Agent Card), set the main frequency to 145.9 so you can keep track of the station radio proper.
- The uniform manufacturer on the Syndicate station is good if you're planning on taking a quieter route. Break into the station, put your space suit and jetpack in a locker, and wander around as a "Staff Assistant". Then join the vigilante squad as they rush to "protect" the Captain!
Misc.
Cloning pod
While being cloned, you're constantly filled with various reagents. For example, shortly after finishing:
- perfluorodecalin - 4.79999
- epinephrine - 9.40001
- saline-glucose solution - 10.8
- synthetic flesh - 50.7999
In theory you could add other healing chems to speed up the cloning process. Or maybe not! Who knows!
Talking over radios / special channels
Prefix what you want to say with the following:
:in
: Talk over a nearby intercom:lh
: Talk through the item in your left hand:rh
: Talk through the item in your right hand:s
: Robotic Talk (AIs, Cyborgs, Humans with a Machine Translator Implant):h
: General way to talk over extra headset channels- etc. Command headsets have multiple channels, examine them to see
Note that, as AI, using :<letter>
(except s
) will broadcast on your main frequency, e.g. ":tButt
" will act as if you had just typed "Butt
". (maybe this is/could be used for talking over the primary/secondary/tertiary radio channels?)