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How to not suck ass at science

Discussion in 'Tutorials & Information' started by BEAN, Aug 11, 2019.

  1. BEAN

    BEAN Bartender

    SCIENCE: WHY TO DO IT
    Spaceman is a game with many obscure features and much mechanical depth. Sci gives you the perfect playground to experiment and delve into these systems. As a scientist you have access to basically every subsystem in the game besides mechs and the engine. Atmos is slightly limited to you because of how shitty the Petrov is but I can still pull off five-minute max-or-near-max caps just fine. That little-known doorcode setting mechanic is also off-limits to you because it requires engineering access. There's really not much a determined sci player can't do. This makes science probably the best job for learning the game, as well as exploring weird shit in the game since you have few responsibilities and can essentially fuck around all day. If you aren't a smoothbrain and don't need constant direction, science is a good place for you. There's a marked lack of impetus-- Medbay rushes to help when people die. Engineering has shit to do when things break. Sec for crime mans. Nothing equivalent really exists for science. You need initiative or you'll eventually devolve into a le epic space drugs pill science man.

    SCIENCE: HOW NOT TO DO IT
    This section could also be titled, 'Why gunsci is garbage.' Don't be le epic space drugs pill science man. Don't be gun sci. Do play with guns, test them on monkeys, make notes, commit atrocities in the name of science, distribute them to whoever you please. Do not make and backpack a gun at the start of every round for """""self defense."""""" Scientists who do that are the equivalent of tweenagers who carry knives around to show off how tough they are.
    >Tch, yeah, I carry a blade around in case anyone tries to mess with me.
    >mfw
    Guns are fun and cool, yes, but they are also a crutch. If you cling inflexibly to that crutch, or you only play sci to hold onto the fleeting, ephemeral power a lasergun gives you, you will always be garbage. Explore, learn, and don't stick to the same old tricks just because they work. One day, that trick might go away. See: stungloves.

    SCIENCE: HOW TO DO IT: fabrication edition
    CREDITS: big thank u to LOLA, who published the first not shit r&d guide. prometheus bringing fire to ancient spacemen
    Lolapath forever. Neerti guide sucks ass and has caused several entire generations of spacemen to be shit at r&d :fire:
    >he advocated asking robotics for syringe guns to get weapons tech lmfao
    >written actual years after lola
    >mfw
    Begin:
    Spawn and open every O2 locker along the way. Grab an emergency toolbox + an emergency O2 kit, or just the pouch. Alternatively use a blue box and get the injectors from sci's medcloset / your own internalsbox. Throw that shit in the fab lab and run to material storage. Grab one stack of steel and switch hands to save time. Stuff one stack glass, plastic, alum in your backpack. Plasteel can stay in the garbage where it belongs. Get a multitool and put it in your blue toolbox, and take that with you. Your backpack should be big enough to carry all this in one trip.
    Feeding the lathes:
    Click autolathe with steel, then click proto. 38 sheets into auto -> 12 into proto. Get glass. Click auto with glass and split 15 sheets off for the proto. Drop the rest. Fill autolathe with plastic. Ten sheets each for proto/CP. Fill auto with aluminium. Split 6 sheets and feed into proto; remaining 6 sheets go to CP. Everything is loaded with the minimum possible effort now.

    Deconstruct from lab in no particular order:
    Gas scanner from blue toolbox (eng 1->2 magnets 1->2)
    Micro manip from table (data 1->2)
    2x autoinjectors (mat 2->3 bio 2->3)
    Red toolbox (weapons 1->2)
    Capacitor or shitty cell (pow 1->2)

    Next: print one adv matter bin (mat 3->4) and deconstruct it.
    Deconstruct your nanopaste (mat 4->5) from the table now. Print two pico manipulators and navigate to resync devices / fill the CP with acid while you wait. Screwdriver the proto and click it with the 2 picos. New machine parts change makes this upgrade painless and you hit max speed with just 2 picos. Screw closed and resync devices so you can use your proto again.
    Print and kill:
    3x supercap cells (pow 5->6)
    Mesons (magnet 2->3 engineering 2->3)
    Mmi (bio 3->4)
    Tracking beacon (blue 1->2)
    Decon all of that and then print and decon:
    Material scanners (mag 3->4 eng 3->4)
    Radio MMI (bio 4->5)
    Relay positioning device (data 2->3 blue 2->3)
    Inducer (pow 6->7)
    Stasis clamp (eng 4->5 magnets 4->5)
    Now we do some multi track drifting. Your speed and ability to multimanage the CP/protolathe will heavily affect your time here.
    Circuitprint 2x cryo cell boards (Bio 6->7 data 3->4)
    Tcomms relay board (blue 3->4)
    Kill and print and then kill:
    3x mech advanced weapons boards (weapons 2->6)
    Disease splicer (data 5->6)
    While you wait for the CP to finish, print and kill:
    RIG matter decompiler (mat 5->6 eng 5->6)
    RIG anomaly scanner (blue 4->5 eng 6->7)
    RIG maneuvering jets (mat 6->7 eng 7->8)

    Sync and then post best time. Max in 8 mins.

    Extra tryhard shit no one will love you for doing:
    Feed plasma into protolathe, and put
    one sheet plasma in DA. (Plas 2->3)
    You can decon single sheets 2x for some reason.
    Circuitprint a PACMAN (plas 3->4)
    Proto a plasman pistol (plas 4->5)

    Put 2 sheets uranium from misc into proto.
    Print the uranium microlaser (magnets 5->6)
    RIG NVG (magnets 6->7)
    one advanced energy gun (to shoot yourself)

    Illegal tech:
    Get enough illegal shit to unlock illegal items.
    Decon a binary thing or whatever to go from 3->4 it doesn't matter
    Print 3x chameleon kit and decon the chamgun for illegal 8->9.
    Or you can just deconstruct one since the last illegal item gained pops out at illegal 6 so whatever.

    Post-materials:
    SMES coil (mat 7->8 pow 7->8)
    Prototype SMG (Weapons 6->7)
    Ask cargo for a bullpup to get weapons 7->8.

    how to speedrun:
    When you first open the deconstructive analyzer, hold enter as you spamclick the deconstruct button. You will hear a lot of clicky keyboard sounds and many deconstruct this item popups will be queued for you. This lets you decon shit without renavigating to the DA menu every time, which adds up to big speed gains. Other than that, move fast and maximize your time. You can begin circuit printing after deconning the relay positioning device.
    why to speedrun:
    You win R&D by spending the least possible amount of time on it because it's shit and sucks ass.

    HOW TO XENOBIO WITHOUT BEING EATEN BY A SLIME (ONE SIMPLE TRICK)
    [​IMG]
    This has a picture because xenobiologists are braindead. You stand at U. Monkey at monkey. Open door. Slime hops on to eat. Close door. Slimes can't glomp or kill you while they eat so you're free to move it to a different pen or kill it. Even nibbles from a pen of 4 (that you execute) won't degrade the monkey so far that you can't use it to grow a small slime to adulthood. This way you never stand next to a slime. You never get glomped or eaten. 0% risk.

    how to get slime types:
    read the wiki bitch

    how to chemistry:
    recipes:
    https://github.com/Baystation12/Bay...a2/code/modules/reagents/Chemistry-Recipes.dm
    what they do:
    https://github.com/Baystation12/Bay...36e0/code/modules/reagents/Chemistry-Reagents

    Xenoflora, xenoarch, circuits guide coming if/when I feel like it.
     
    Last edited: Aug 14, 2019
  2. thebest_player757

    thebest_player757 Bartender

    Thanks carson johnson, very cool!
     
  3. BEAN

    BEAN Bartender

    don't touch me slave

    XENOFLORA GUIDE: HOW TO PLANTS
    how to floral somatoray:
    As far as I know there is no somatoray guide anywhere, and most people are unaware of how it works at all.
    The floral somatoray is a gun you can print from fabrications that makes being a plant slave almost enjoyable. You'll want to print an inducer with it for easy recharging because it's a janky piece of shit and some coder decided long ago that only every couple of shots would have any effect so you have to shoot the shit out of your plant like ten times before it mutates sometimes. This shitty feature was, however, something made by the /tg/ coders who first implemented the somatoray, so it's not anyone here's fault.

    The somatoray can help you very quickly determine genes, and alter them. If you use it you switch firemodes. Set it to induce specific mutations and flip off the safety. Don't forget to have some botany skill so your plants don't instantly die. If you right click the somatoray you can open a popup selecting which gene you want to target. These genes are the same genes you get out of the flowerman computers, except you can actually change things around without guess and checking like an asshole for an hour. Select gene, shoot plant. When the plant quivers, a mutation has registered. Scan it and note which stats change.

    You can see the codepage for which statchanges correspond to which geneblock here:
    https://github.com/Baystation12/Bay...add/code/modules/hydroponics/seed_gene_mut.dm

    Note that the structure gene and pigmentation gene have no somatoray effect and will fail to produce any effects. Note that the atmosphere and hardiness genes have the same mutations when zapped, so you can't differentiate which is which (but you can mark them both down). There are special interactions you need the computer for, but we'll get to that in our next section.

    HOW TO XENOFLORA MACHINES:
    read the wiki bitch

    How to make 200 potency vines:
    First isolate the genes. Pick a good plant base for your vine, like death nettle or cyanide apples or a mystery plant with hellish properties. Use the somatoray and zap diet until your plant is carnivorous 2, which should read something about how it's a danger to everything around it when scanned. Next zap its fruit gene until it becomes spiny and stings. You can also make its fruit explosive here, which you might as well do if you're going the distance. You'll have to use the computer to steal vigor from kudzu seeds, which is easy enough since vigor has a special message when you zap it (shifts visibly in its tray). Do vigor last since you won't be able to modify it after it vines up.

    Now find the potency gene and prepare to suffer. Zapping the potency gene has a random chance to +/- 20 potency on your plant, which in practice means you will be eating shit for a long time. The trick to skyrocketing potency is making use of the wirecutter snip function. You zap until your plant goes up a potency chunk, then snip a sample. There's a 30% chance the plant cannot be snipped again every time you snip it. Every time your potency goes up significantly, snip that bitch like a mohel in a baby factory. If you cannot snip anymore, wait for it to fruit and turn its fruit into more plants or just execute it. If your potency goes down, execute it. Take a new snip every time you replant a seedpack so you always have a baseline to fall back on.

    Like this: plant seed, snip sample. Zap with somatoray -> potency up, snip / potency down, EXECUTE. Repeat until plant dies and then plant your highest potency sample. Snip. I maxed out in about half an hour, but I wasn't going for a record or anything and times can vary depending on RNG luck / technique.

    Vines do brute damage based on potency and inject their reagents into people if they have thorns (% based on potency). They also have an entangle chance based on potency-- at even 100 potency you'll have a 150% chance of entangle if anyone steps in. At 200 potency it's just as assured. Damage at 200 potency is 30 brute, sharp and edged, plus its injection. At 100 potency it deals 15 brute. Between is between.

    All in all xenoflora kind of sucks, but it's a fun way to kill time once in a while.. You can figure out or wiki the rest.
     
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  4. Korusho

    Korusho Chef

    Ancestors praise this post.
     
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  5. Loaf

    Loaf THE SIGNAL THE SIGNAL THE SIGNAL Developer Ascent Species Maintainer Deputy Vox Maintainer

    Nice guides. Appreciate that you derided gunscience.

    Xenoflora is on my endless fractal todo list so if you have concrete ideas for improving it, throw them at me on Discord or in a PM or something please.
     
  6. BEAN

    BEAN Bartender

    thx
    Update: fixed some things I overlooked. Now has weapons tech 6->7->8 covered.
    I'm not sure how to improve xenoflora. It'd be nice if there was a trait for smacking people with again, or if thorny fruit let you do that without chucking it. Reliable products that can help the crew would be a big one. Anything unreliable people learn not to ask for, which is part of why fabrications works even if it's dull. Random seed shit is too hit and miss to really participate outside xenoflora with.

    Also, remove cloaker when. As soon as I see someone print a cloaker I get cancer.
     
    Last edited: Aug 14, 2019
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