Difference between revisions of "Flockmind"
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DetectiveGunV2.png | DetectiveGunV2.png | ||
</gallery> | </gallery> | ||
Flockdrones are made of weird alien glass | Flockdrones are made of weird alien glass, making them quite vulnerable to all forms of kinetic weapons. One blast from a [[Construction#Slam_gun|slamgun]] will kill a drone at point-blank, and a [[Construction#Zip_gun|Zipgun]] filled with .22 can kill Flockdrones in two shots from any range. | ||
===Anti-stuns=== | ===Anti-stuns=== | ||
<gallery mode=nolines widths="64px" heights="32px" perrow="15"> | <gallery mode=nolines widths="64px" heights="32px" perrow="15"> | ||
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DrinkCoffee.png | DrinkCoffee.png | ||
</gallery> | </gallery> | ||
If the flock can't stun you, they can't cage you | If the flock can't stun you, they can't cage you. Snag a [[Security Objects#Barrier|barrier]] from security and some [[Chemicals#Methamphetamine|drugs]] from chemistry to become a lot harder to take down. | ||
===Friendship=== | ===Friendship=== | ||
[[Image:HelpIntent.png|32px]][[Image:AssistantNew64.png|64px]][[Image:GrabIntent.png|32px]] | [[Image:HelpIntent.png|32px]][[Image:AssistantNew64.png|64px]][[Image:GrabIntent.png|32px]] | ||
NEVER go against flock alone! Many overconfident HoSes have lost their | NEVER go against the flock alone! Many overconfident HoSes have lost their [[Security_Objects#Lawbringer|Lawbringers]] and their lives fighting the flock alone. Stick with other people and save them when they go down. AI flockdrones that stun someone will prioritize caging them over fighting, so use that to your advantage. | ||
===Other tips=== | ===Other tips=== | ||
* Flockdrones have | * Flockdrones have substantial resistance to {{BURN}}, so flamethrowers, phasers (yes, even macrophasers), and most pod weapons won't do much. | ||
* Flockdrones can't be stunned so tasers won't be your go-to weapon, | * Flockdrones can't be stunned, so tasers won't be your go-to weapon. That said, using stuns on them will greatly slow them, giving you more of an upper-hand. | ||
* EMPs drain flock incapacitors by 50% of their maximum charge, so [[Security_Objects#Pulse_Rifle|pulse rifles]] are useful for suppression. | * EMPs drain flock incapacitors by 50% of their maximum charge, so [[Security_Objects#Pulse_Rifle|pulse rifles]] are useful for suppression. | ||
* Flockdrones are at their most dangerous in numbers and in their home turf. Isolate a single drone away from its precious teal floor and it will die very easily. | * Flockdrones are at their most dangerous in numbers and in their home turf. Isolate a single drone away from its precious teal floor and it will die very easily. | ||
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* Don't rely on pacifism to keep you safe. The flockmind can very easily make you an enemy of the flock with a single click, and some of the more aggressive ones will undoubtedly do so. | * Don't rely on pacifism to keep you safe. The flockmind can very easily make you an enemy of the flock with a single click, and some of the more aggressive ones will undoubtedly do so. | ||
* You can escape cages by resisting, trying to move inside them, or flipping against them. | * You can escape cages by resisting, trying to move inside them, or flipping against them. | ||
* Those fighting the flock will often encounter [[Chemicals#Coagulated Gnesis|Coagulated Gnesis]]. As a doctor ([[Foods_and_Drinks#Tealquila_Sunrise|or bartender]]), purging this chemical from the crew | * Those fighting the flock will often encounter [[Chemicals#Coagulated Gnesis|Coagulated Gnesis]]. As a doctor ([[Foods_and_Drinks#Tealquila_Sunrise|or bartender]]), purging this chemical from the crew is critical, unless you're fine with your valuable fighters being transformed into [[Flockbit|flockbits]]. | ||
==Flockmind== | ==Flockmind== | ||
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===Flockmind Abilities=== | ===Flockmind Abilities=== | ||
As a radio gestalt, some of your abilities require that your target has some form of radio capacity, whether that means being a radio broadcaster or having some form of radio device on their ears, | As a radio gestalt, some of your abilities require that your target has some form of radio capacity, whether that means being a radio broadcaster or having some form of radio device on their ears, in their pockets, or even in their backpack. If they don't, you are incapable of touching them with any abilities that work on radio signals. | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
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| Partition Mind | | Partition Mind | ||
| 60s | | 60s | ||
| Create a flocktrace. This is subject to availability of players | | Create a flocktrace. This is subject to availability of eligible players - those who are both dead and without DNR set - and as such might not work. | ||
| N/A | | N/A | ||
|- | |- | ||
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| Mark for deconstruction | | Mark for deconstruction | ||
| 0s | | 0s | ||
| Mark an existing flock structure (walls, furniture, turrets, etc.) for deconstruction, refunding some resources | | Mark an existing flock structure (walls, furniture, turrets, etc.) for deconstruction, refunding some resources. | ||
| Flock thing | | Flock thing | ||
|} | |} | ||
===The Flockpanel=== | ===The Flockpanel=== | ||
Opened by clicking the [[File:Featherdrone-abilities10.png]] icon (no the other one | Opened by clicking the [[File:Featherdrone-abilities10.png]] icon (no the other one - don't you love reused sprites?), this gives an overview of all drones, traces, structures and enemies of the flock. | ||
[[File:Flockpanel.png]] | [[File:Flockpanel.png]] | ||
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You have three primary ways of overriding a flockdrone's AI to make it do something: | You have three primary ways of overriding a flockdrone's AI to make it do something: | ||
# Click on the drone to bring up a list of actions to have it do, select one then click again to target the action. | # Click on the drone to bring up a list of actions to have it do, select one then click again to target the action. | ||
# Click drag the drone somewhere to move it there. | # Click-drag the drone somewhere to move it there. | ||
# Either click the control action or click drag yourself onto the drone to take manual control of it. | # Either click the control action or click-drag yourself onto the drone to take manual control of it. | ||
===Flockdrone Limbs & Abilities=== | ===Flockdrone Limbs & Abilities=== | ||
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| [[File:Featherdrone-ui11.png]] | | [[File:Featherdrone-ui11.png]] | ||
| Incapacitor | | Incapacitor | ||
| A stunning projectile weapon that recharges itself twice as fast on flock tiles. | | A stunning projectile weapon that recharges itself twice as fast on flock tiles. Its projectiles can go through windows, but not grilles. | ||
|- | |- | ||
| [[File:Featherdrone-ui35.png]] | | [[File:Featherdrone-ui35.png]] | ||
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| [[File:Featherdrone-abilities7.png]] | | [[File:Featherdrone-abilities7.png]] | ||
| Lay Egg | | Lay Egg | ||
| Pay 100 resources to lay an egg that will hatch into a new flockdrone. | | Pay 100 resources to lay an egg that will hatch into a new flockdrone. Can only be done on top of a flock tile. | ||
|} | |} | ||
====The Nanite Spray / Flock Converter==== | ====The Nanite Spray / Flock Converter==== | ||
A multifunctional tool with multifunctional results. Costs are given in resources | A multifunctional tool with multifunctional results. Costs are given in resources, which you can get by putting things into your reclaimer. | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
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| 15 | | 15 | ||
| '''Convert''' | | '''Convert''' | ||
| Converts the tile and everything on it to | | Converts the tile and everything on it to their flock variants. Can also be used to repair damaged flocktiles and anything sitting on them, such as doors. | ||
|- | |- | ||
| Tealprint | | Tealprint | ||
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| 0 | | 0 | ||
| '''Imprison''' | | '''Imprison''' | ||
| | | Imprisons the target in an energy cage. This cage will slowly rip their possessions apart into resources, spitting out flockdrone rifts as it does so, and eventually rips ''them'' apart. | ||
|- | |- | ||
| rowspan="1" | {{Help}} | | rowspan="1" | {{Help}} | ||
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| 10 | | 10 | ||
| '''Repair''' | | '''Repair''' | ||
| Repairs the drone. This can work on yourself, | | Repairs the drone. This can work on yourself, provided you have the resources and the downtime required. | ||
|- | |- | ||
| rowspan="1" | {{Disarm}} | | rowspan="1" | {{Disarm}} | ||
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| 20 | | 20 | ||
| '''Barricade''' | | '''Barricade''' | ||
| Create a barricade, which flockdrones | | Create a barricade, which blocks the movement of everything but flockdrones. | ||
|- | |- | ||
| rowspan="2" | {{Harm}} | | rowspan="2" | {{Harm}} | ||
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| 0 | | 0 | ||
| '''Butcher''' | | '''Butcher''' | ||
| Takes apart dead flockdrone, yielding its odd crystal brain and gnesis scraps. | | Takes apart a dead flockdrone, yielding its odd crystal brain and some gnesis scraps. | ||
|} | |} | ||
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* You take very little damage from fire and other burning sources, and are even equipped with an automated fire extinguisher. | * You take very little damage from fire and other burning sources, and are even equipped with an automated fire extinguisher. | ||
* You can't be poisoned. Maybe stay away from the hard spirits to be safe, though. | * You can't be poisoned. (Maybe stay away from the [[Chemicals#Bo_Jack_Daniel.27s|hard spirits] to be safe, though.) | ||
* You are unstunnable. Any | * You are unstunnable. Any stuns that hit you will slow you instead. | ||
* You don't need to breathe. | * You don't need to breathe. | ||
* You can move in space. IN SPACE. | * You can move in space. IN SPACE. | ||
* While holding {{key|SHIFT}}, you can ''floor-run'' through flock-converted floor tiles, walls, and other obstacles. | * While holding {{key|SHIFT}}, you can ''floor-run'' through flock-converted floor tiles, walls, and other obstacles. | ||
** Be careful, though, as it's | ** Be careful, though, as it's easy to end up trapped if you pop out in the wrong place. | ||
* Your enemies by and large can't understand you so feel free to mock them endlessly. | * Your enemies by and large can't understand you, so feel free to mock them endlessly. | ||
* | * So long as you have enough resources, you can get yourself out of many scenarios. | ||
* You can move through your fellow drones. | * You can move through your fellow drones. | ||
===Weaknesses=== | ===Weaknesses=== | ||
* You are incredibly fragile. Any source of | * You are incredibly fragile. Any source of {{BRUTE}} damage will deal more damage to you. | ||
* Your | * Your default movement speed is sluggish, far slower than the average crewmember. | ||
* Without resources you're powerless. If you're walled into an area with no flock tiles and no loose items, you're not getting out. | * Without resources, you're powerless. If you're walled into an area with no flock tiles and no loose items, you're not getting out. | ||
* The incapacitor can require charging at the least opportune | * The incapacitor can require charging at the least opportune times. | ||
* You can barely understand anything said | * You can barely understand anything said over the radio. | ||
* The AI and cyborgs can hear what you say too. | * The AI and cyborgs can hear what you say, too. | ||
* You only have one hand | * You only have one hand. Your equipment slot can technically hold things, but nothing will last very long inside of it. | ||
==AI Flockdrones== | ==AI Flockdrones== | ||
When not directly controlled by the flockmind or a flocktrace partition, the flockdrones are controlled by much simpler algorithms that take up far less of their processing capacity to compute, which also allows them to contribute more computational resources to the flockmind. They have a hardwired set of tasks that they're able to do, and will always attempt to perform the task with the highest priority if a suitable target is available and enough resources are held. If there are no tasks to perform | When not directly controlled by the flockmind or a flocktrace partition, the flockdrones are controlled by much simpler algorithms that take up far less of their processing capacity to compute, which also allows them to contribute more computational resources to the flockmind. They have a hardwired set of tasks that they're able to do, and will always attempt to perform the task with the highest priority if a suitable target is available and enough resources are held. If there are no tasks to perform and the drone is unable to find more things to do, it will enter a hibernation state. While hibernating, it will stop performing tasks and provide 5 extra compute. A drone can be woken from hibernation by being given an order, being attacked, or seeing an enemy nearby. | ||
===Tasks (By Priority)=== | ===Tasks (By Priority)=== | ||
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* For Flockbits it speeds up their AI processes, allowing them to move and convert much faster. | * For Flockbits it speeds up their AI processes, allowing them to move and convert much faster. | ||
* For Flockdrones it supercharges their incapacitors, recharging them much faster. | * For Flockdrones it supercharges their incapacitors, recharging them much faster. | ||
* For structures it has a unique effect per structure | * For structures it has a unique effect per structure - see the structure entries for details. | ||
|- | |- | ||
| [[File:Flock_cage.png]] | | [[File:Flock_cage.png]] | ||
| Cage | | Cage | ||
| 0 | | 0 | ||
| A cage formed around an enemy of the flock by a Flockdrone using its nanite spray. It will slowly consume the interred mob, producing more Flockdrones from their worn items and | | A cage formed around an enemy of the flock by a Flockdrone using its nanite spray. It will slowly consume the interred mob, producing more Flockdrones from their worn items and internal organs. '''Can be escaped by flipping, resisting, or moving inside of it.''' | ||
|} | |} | ||
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[[File:Flock_relay.gif]] | [[File:Flock_relay.gif]] | ||
The relay is the ultimate goal of the Flock, a powerful signal relay broadcast amplifier capable of transmitting The Signal out to continue the Flock's propagation | The relay is the ultimate goal of the Flock, a powerful signal relay broadcast amplifier capable of transmitting The Signal out to continue the Flock's propagation across the universe. | ||
The relay becomes more real as you gain compute, becoming visible at 300 and fully realized at 500. | The relay becomes more real as you gain compute, becoming visible at 300 and fully realized at 500. Once fully-realized, it will destroy anything caught beneath it and begin charging over the course of 6 minutes, rapidly converting any parts of the station around it and sending out loud pulses of sound, revealing its location to all crew. Upon reaching full charge it will Unleash The Signal, destroying a large part of the station in the process, utterly bricking all headsets in range, and triggering an automatic (and unrecallable) one minute emergency shuttle call. | ||
The crew must try destroy the relay before it can transmit, | The crew must try destroy the relay before it can transmit, as relay destruction is fatal for the Flockmind. Once the relay is realized, there's no turning back! | ||
==Tips & Strategies== | ==Tips & Strategies== | ||
* Nothing can interrupt flock communications, but silicons can hear them (in a corrupted state). When starting out, silence might be a good idea. | * Nothing can interrupt flock communications, but silicons can hear them (in a corrupted state). When starting out, silence might be a good idea. | ||
* On the | * On the flip side, if the AI already knows you're around, you should make full advantage of your uninterruptable and infinite-range radio. | ||
* Flockminds and flocktraces can click the names of drones that speak to immediately jump to their location. | * Flockminds and flocktraces can click the names of drones that speak to immediately jump to their location. | ||
* As a flockmind or flocktrace, you have invincibility and free roam of the station, and can see perfectly clearly in the dark and through walls. If you can stomach the weird color filters, a single intangible flock member can be a good source of intel to the drones | * As a flockmind or flocktrace, you have invincibility and free roam of the station, and can see perfectly clearly in the dark and through walls. If you can stomach the weird color filters, a single intangible flock member can be a good source of intel to the drones that don't know what's happening on the other side of the station. | ||
* A flockmind or flocktrace can | * A flockmind or flocktrace can move faster than a drone can. If you desperately need to be somewhere else and there's a body nearby, taking control of the nearest drone is far quicker than trying to move a sluggish drone body to your destination. | ||
* Spreading drones across the station is better than bunching them up if only for this reason alone. As long as one survives, you can rebuild. | * Spreading drones across the station is better than bunching them up if only for this reason alone. As long as one survives, you can rebuild. | ||
* Cages can be moved and spit eggs out by their own initiative. Dragging them around will aid in drone distribution. | * Cages can be moved and spit eggs out by their own initiative. Dragging them around will aid in drone distribution. | ||
* When stunning someone with a gun, | * When stunning someone with a gun, prioritize eating their gun over caging them. This denies them a weapon and gives you resources. | ||
* Item resource value is directly proportional to how long it takes for the item to burn. If it would make good furnace fuel, it's good flock food. | * Item resource value is directly proportional to how long it takes for the item to burn. If it would make good furnace fuel, it's good flock food. | ||
* Eating the cores of your fallen drone comrades is | * Eating the cores of your fallen drone comrades is strongly encouraged. You can butcher them by using your nanite spray on harm intent. No knife required. | ||
* Your equip hotkey when used on your grip tool will automatically "equip" your held item to your reclaimer. | * Your equip hotkey when used on your grip tool will automatically "equip" your held item to your reclaimer. | ||
* Don't underestimate the utility of flockbits. They convert their surroundings for free compared to full drones. Having a few of them around can be a good idea, just don't sacrifice your early drones! | * Don't underestimate the utility of flockbits. They convert their surroundings for free compared to full drones. Having a few of them around can be a good idea, just don't sacrifice your early drones! | ||
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==In Summary== | ==In Summary== | ||
As the flock, you live and die | As the flock, you live and die by your drones. Left to their own devices, the drones will produce more drones, but the real secret to survival is to stun and to cage humans. Spread, assimilate, and rely on your ever-increasing numbers to become a menace to the station. Just be very, very careful in the early game. | ||
The flock is a foe that is trivially easy to crush in its early stages, but | The flock is a foe that is trivially easy to crush in its early stages, but will become untenable to oppose if left alone. If you're opposing the flock, treat it like a [[Blob]] or [[Syndicate_Items#Kudzu_Seed|kudzu]]. Just because the drones seem harmless and uninterested now doesn't mean they won't eventually charge you in far greater numbers than you'd have expected. | ||
==Supplementary Video== | ==Supplementary Video== | ||
<youtube>GQ3AcPEPbH0</youtube> | <youtube>GQ3AcPEPbH0</youtube> | ||
{{JobMenu}} | {{JobMenu}} |
Revision as of 19:42, 13 February 2023
The Flockmind is a strange entity. The collective intelligence computed by a number of weak but numerous flockdrones, it exists as some kind of freaky alien radio ghost, stuck around this station in a state too weak to continue travelling across the vast expanse of space. Unlike other freaky alien ghosts, it lives or dies on the lives of its drones, who, controlled by NPC AI, will happily wander around and endanger themselves. At least a Blob Overmind does not need to worry about its nuclei wandering away.
The main goal of the Flockmind is to create drones to both preserve itself and create compute, a resource used to partition their consciousness and realize more complex structures. These drones are also used to convert the station into infrastructure to allow it to construct a signal relay broadcaster that will allow it to broadcast itself and continue its strange mystery journey.
What's that weird teal bird?
That's all fine and good but HOW DO WE KILL THESE THINGS
Guns
Flockdrones are made of weird alien glass, making them quite vulnerable to all forms of kinetic weapons. One blast from a slamgun will kill a drone at point-blank, and a Zipgun filled with .22 can kill Flockdrones in two shots from any range.
Anti-stuns
If the flock can't stun you, they can't cage you. Snag a barrier from security and some drugs from chemistry to become a lot harder to take down.
Friendship
NEVER go against the flock alone! Many overconfident HoSes have lost their Lawbringers and their lives fighting the flock alone. Stick with other people and save them when they go down. AI flockdrones that stun someone will prioritize caging them over fighting, so use that to your advantage.
Other tips
- Flockdrones have substantial resistance to BURN, so flamethrowers, phasers (yes, even macrophasers), and most pod weapons won't do much.
- Flockdrones can't be stunned, so tasers won't be your go-to weapon. That said, using stuns on them will greatly slow them, giving you more of an upper-hand.
- EMPs drain flock incapacitors by 50% of their maximum charge, so pulse rifles are useful for suppression.
- Flockdrones are at their most dangerous in numbers and in their home turf. Isolate a single drone away from its precious teal floor and it will die very easily.
- Cages both directly give the flock more drones and threaten to take away people on your side. Drag cages away from the flock and break them open as soon as possible.
- Flock doors, floors, structures, and barricades can all be destroyed simply by hitting them. Flockdrones can't run through broken floors.
- Don't rely on pacifism to keep you safe. The flockmind can very easily make you an enemy of the flock with a single click, and some of the more aggressive ones will undoubtedly do so.
- You can escape cages by resisting, trying to move inside them, or flipping against them.
- Those fighting the flock will often encounter Coagulated Gnesis. As a doctor (or bartender), purging this chemical from the crew is critical, unless you're fine with your valuable fighters being transformed into flockbits.
Flockmind
Congratulations! You're in charge of the operation here, so may the creators have mercy on your digital soul. As the manifestation of the collective will of your vague distributed existence, all others within the flock must follow your command as holy writ. All others within the flock were ultimately forked from you, and if their values and actions drift from your intent, you can with a thought dismiss their independence.
Flockmind Abilities
As a radio gestalt, some of your abilities require that your target has some form of radio capacity, whether that means being a radio broadcaster or having some form of radio device on their ears, in their pockets, or even in their backpack. If they don't, you are incapable of touching them with any abilities that work on radio signals.
Icon | Name | Cooldown | Description | Targets |
---|---|---|---|---|
Ping | 0.3s | Request attention from other elements of the flock. | Anything | |
Spawn Rift | N/A | First and only ability you get. You can spawn one rift for free, and then you get this ability taken away, but you get all others. | N/A | |
Open Flockpanel | 0s | Opens the flock overview panel, see below for details. | N/A | |
Designate Priority Tile | 0s | Let player and NPC drones know you want a specific tile converted above all others. | Tile | |
Designate Enemy | 0s | Let player and NPC drones know someone is definitely an enemy of the flock, and must be subdued and deconstructed. | Creature | |
Partition Mind | 60s | Create a flocktrace. This is subject to availability of eligible players - those who are both dead and without DNR set - and as such might not work. | N/A | |
Diffract Drone | 0s | Converts a drone into multiple flockbits. | Flockdrone | |
Gatecrash | 10s | Opens all unlocked, unbolted doors around you. If they can't be opened via radio signals, though, good luck. | Airlocks | |
Concentrated Repair Burst | 20s | Through sheer focus and effort you can will a drone into better condition, restoring it to full health. Does not work on terminally broken drones. | Flockdrone | |
Radio Stun Burst | 20s | Any enemies with radio devices are sonically stunned due to you blasting terrible static at them. | Creatures | |
Narrowbeam Transmission | 0s | On creatures, if they have radio devices, allow the broadcast of a message into their radio device, clear as crystal. On radio devices, broadcasts a heavily corrupted message into the channel as if you'd spoken into it. | Creatures / radios | |
Fabricate structure | 0s | Create a structure tealprint for your drones to construct onto. | Tile | |
Mark for deconstruction | 0s | Mark an existing flock structure (walls, furniture, turrets, etc.) for deconstruction, refunding some resources. | Flock thing |
The Flockpanel
Opened by clicking the icon (no the other one - don't you love reused sprites?), this gives an overview of all drones, traces, structures and enemies of the flock.
This is the place to go if you want to find that one drone that wandered off, count how many turrets you have, quickly jump to any aspect of the flock, or remove the sentience of a... malfunctioning trace partition.
Flocktrace
Congratulations to you as well! You've been created to serve the flockmind in its mysterious aims of conversion and construction. You are only able to use the designate enemy and ping abilities, as your primary role is to be a flockdrone pilot hopping in and out of flockdrones as you desire.
Flockdrone
The backbone of the flock and its primary physical manifestation, the flockdrone is a mobile platform designed to process the flockmind as a distributed computing unit and as a construction unit, capable of salvaging anything and converting it into useful smartmatter resources. The functions of the flockdrone are few but very specialised, and identical across all flockdrones.
How do I make them do things?
You have three primary ways of overriding a flockdrone's AI to make it do something:
- Click on the drone to bring up a list of actions to have it do, select one then click again to target the action.
- Click-drag the drone somewhere to move it there.
- Either click the control action or click-drag yourself onto the drone to take manual control of it.
Flockdrone Limbs & Abilities
The Nanite Spray / Flock Converter
A multifunctional tool with multifunctional results. Costs are given in resources, which you can get by putting things into your reclaimer.
Intent | Target | Cost | Action | Description |
---|---|---|---|---|
Any | Non-flocktile | 15 | Convert | Converts the tile and everything on it to their flock variants. Can also be used to repair damaged flocktiles and anything sitting on them, such as doors. |
Tealprint | 10 | Deposit | Deposits resources into a tealprint, bringing it closer to existence. Can still be used with less than 10 resources. | |
Enemy | 0 | Imprison | Imprisons the target in an energy cage. This cage will slowly rip their possessions apart into resources, spitting out flockdrone rifts as it does so, and eventually rips them apart. | |
Help | Flockdrone | 10 | Repair | Repairs the drone. This can work on yourself, provided you have the resources and the downtime required. |
Disarm | Flocktile | 20 | Barricade | Create a barricade, which blocks the movement of everything but flockdrones. |
Harm | Flock structure | 0 | Scrap | Deconstructs a flock structure (including walls) into raw gnesis material. |
Flockdrone | 0 | Butcher | Takes apart a dead flockdrone, yielding its odd crystal brain and some gnesis scraps. |
Strengths
- You take very little damage from fire and other burning sources, and are even equipped with an automated fire extinguisher.
- You can't be poisoned. (Maybe stay away from the [[Chemicals#Bo_Jack_Daniel.27s|hard spirits] to be safe, though.)
- You are unstunnable. Any stuns that hit you will slow you instead.
- You don't need to breathe.
- You can move in space. IN SPACE.
- While holding SHIFT, you can floor-run through flock-converted floor tiles, walls, and other obstacles.
- Be careful, though, as it's easy to end up trapped if you pop out in the wrong place.
- Your enemies by and large can't understand you, so feel free to mock them endlessly.
- So long as you have enough resources, you can get yourself out of many scenarios.
- You can move through your fellow drones.
Weaknesses
- You are incredibly fragile. Any source of BRUTE damage will deal more damage to you.
- Your default movement speed is sluggish, far slower than the average crewmember.
- Without resources, you're powerless. If you're walled into an area with no flock tiles and no loose items, you're not getting out.
- The incapacitor can require charging at the least opportune times.
- You can barely understand anything said over the radio.
- The AI and cyborgs can hear what you say, too.
- You only have one hand. Your equipment slot can technically hold things, but nothing will last very long inside of it.
AI Flockdrones
When not directly controlled by the flockmind or a flocktrace partition, the flockdrones are controlled by much simpler algorithms that take up far less of their processing capacity to compute, which also allows them to contribute more computational resources to the flockmind. They have a hardwired set of tasks that they're able to do, and will always attempt to perform the task with the highest priority if a suitable target is available and enough resources are held. If there are no tasks to perform and the drone is unable to find more things to do, it will enter a hibernation state. While hibernating, it will stop performing tasks and provide 5 extra compute. A drone can be woken from hibernation by being given an order, being attacked, or seeing an enemy nearby.
Tasks (By Priority)
- Cage Enemy: Approach a stunned enemy and imprison it in a cage for deconstruction.
- Subdue Enemy: Attempt to fire incapacitor at a nearby enemy, while dodging.
- Replicate: Move to a flock tile and attempt to generate an rift.
- Repair: Move to a damaged flockdrone and attempt to repair it.
- Convert: Convert a tile into flock tiles.
- Open / Dump Out Container: Root through an anchored container and throw its contents around, pick up a container and dump it out, or open a crate or locker.
- Harvest: Move to and pick up a loose item and reclaim it.
- Wander: Wander around aimlessly because there's nothing to do.
Understanding how these minimally intelligent flockdrones act can be a key to both using them effectively and countering them as a regular crew member.
Flockbits
Specialized construction units with even simpler programming than the AI-controlled flockdrones, flockbits convert surrounding objects into flocktiles and other flockfurniture as quickly as possible, oblivious to and unable to convert or fight any other lifeforms that inhabit the space.
Flock structures
The Relay
The relay is the ultimate goal of the Flock, a powerful signal relay broadcast amplifier capable of transmitting The Signal out to continue the Flock's propagation across the universe.
The relay becomes more real as you gain compute, becoming visible at 300 and fully realized at 500. Once fully-realized, it will destroy anything caught beneath it and begin charging over the course of 6 minutes, rapidly converting any parts of the station around it and sending out loud pulses of sound, revealing its location to all crew. Upon reaching full charge it will Unleash The Signal, destroying a large part of the station in the process, utterly bricking all headsets in range, and triggering an automatic (and unrecallable) one minute emergency shuttle call. The crew must try destroy the relay before it can transmit, as relay destruction is fatal for the Flockmind. Once the relay is realized, there's no turning back!
Tips & Strategies
- Nothing can interrupt flock communications, but silicons can hear them (in a corrupted state). When starting out, silence might be a good idea.
- On the flip side, if the AI already knows you're around, you should make full advantage of your uninterruptable and infinite-range radio.
- Flockminds and flocktraces can click the names of drones that speak to immediately jump to their location.
- As a flockmind or flocktrace, you have invincibility and free roam of the station, and can see perfectly clearly in the dark and through walls. If you can stomach the weird color filters, a single intangible flock member can be a good source of intel to the drones that don't know what's happening on the other side of the station.
- A flockmind or flocktrace can move faster than a drone can. If you desperately need to be somewhere else and there's a body nearby, taking control of the nearest drone is far quicker than trying to move a sluggish drone body to your destination.
- Spreading drones across the station is better than bunching them up if only for this reason alone. As long as one survives, you can rebuild.
- Cages can be moved and spit eggs out by their own initiative. Dragging them around will aid in drone distribution.
- When stunning someone with a gun, prioritize eating their gun over caging them. This denies them a weapon and gives you resources.
- Item resource value is directly proportional to how long it takes for the item to burn. If it would make good furnace fuel, it's good flock food.
- Eating the cores of your fallen drone comrades is strongly encouraged. You can butcher them by using your nanite spray on harm intent. No knife required.
- Your equip hotkey when used on your grip tool will automatically "equip" your held item to your reclaimer.
- Don't underestimate the utility of flockbits. They convert their surroundings for free compared to full drones. Having a few of them around can be a good idea, just don't sacrifice your early drones!
- When choosing a location to start, consider valuable station items that can be converted. Areas with lots of computers will help with compute, while a lot of vendors will fabricate a lot of resource cubes, letting you creature structures and more drones.
In Summary
As the flock, you live and die by your drones. Left to their own devices, the drones will produce more drones, but the real secret to survival is to stun and to cage humans. Spread, assimilate, and rely on your ever-increasing numbers to become a menace to the station. Just be very, very careful in the early game.
The flock is a foe that is trivially easy to crush in its early stages, but will become untenable to oppose if left alone. If you're opposing the flock, treat it like a Blob or kudzu. Just because the drones seem harmless and uninterested now doesn't mean they won't eventually charge you in far greater numbers than you'd have expected.
Supplementary Video
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |