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Tried that, both with seperated superheated regeants that mix into gunpowder on detonation, and preheated gunpowder with superheated inert chems in the second beaker to push the average way over 474k. Both ways trigger the gunpowder sparking, which gives a red warning text and should explode several seconds later if it was still in a beaker, except that it no longer seems to exist in-game by then when it comes from a chemical grenade.
Man that's weird. Something must have gotten changed in how the chemical works, or how grenades handle internal chems. I'll try and test it out myself at some point to see what's up.
 
Man that's weird. Something must have gotten changed in how the chemical works, or how grenades handle internal chems. I'll try and test it out myself at some point to see what's up.
The only other things I can think of to try later are adding a water-potassium reaction to try and detonate the payload, or adding a smoking agent alongside Ch3F or superheated inert chems to keep the gunpowder 'in game' long enough to pass ignition temp. Another alternative might be to make, say, RDX and then leach the stabilizing agent away in a reaction but the only suitable reaction for that requires a temperature of >200k.

Overall I'm starting to think the code is fucked, because even if I'm doing it wrong it shouldn't be this complicated.
 
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Okay how the hell do I make a conventional chemical bomb?

- The 'pipe frame' the wiki suggests for making pipebombs doesn't seem to exist on our codebase
- A beaker of gunpowder in a grenade casing does nothing
- A beaker of gunpowder preheated to just under ignition does nothing
- A beaker of gunpowder and a second beaker of pyrophoric (Ch3F) makes a weak Ch3F firebomb and the gunpowder doesn't react
- Attaching an igniter to the grenade changes nothing
- Making an ignition-timer assembly set to 1 second repeating will not attach to the grenade or to a beaker
- Gunpowder preheated to just under ignition and a second beaker of superheated chemicals does cause a red 'the gunpowder sparks' message but then does nothing
- The constituent chemicals of gunpowder split into two beakers and heated above the ignition point causes a red 'the gunpowder sparks' message but then does nothing
- Hitting a preheated beaker of gunpowder with the igniter turns me into a red mist of giblets still in the lab

All the guides are focused around making those thermobaric oxygen-plasma bombs in toxins. How on earth do I make a conventional bomb out of gunpowder, nitro, RDX or TaTP?
You seem to be using a wiki for a codebase other than TG, goon perhaps? Don't do that, you'll just get confused.
Grenades function more or less by mixing the two beakers and then removing themselves from the game shortly afterwards. Gunpowder is meant to be heated in a beaker, dropped, and then ran away from AFAIK. For a simple grenade bomb, the meta chem is meth.

The only other things I can think of to try later are adding a water-potassium reaction to try and detonate the payload, or adding a smoking agent alongside Ch3F or superheated inert chems to keep the gunpowder 'in game' long enough to pass ignition temp. Another alternative might be to make, say, RDX and then leach the stabilizing agent away in a reaction but the only suitable reaction for that requires a temperature of >200k.

Overall I'm starting to think the code is fucked, because even if I'm doing it wrong it shouldn't be this complicated.
That's not how stabilizing agent works on the tg codebase. Once the explosives are stablized you can just remove it with a chemmaster.
 
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Why would you make a gunpowder bomb when you can make one full of bees

While jannying is cringe I think slightly more enforcement of mRP and not self-antagging might be a good idea. I've had people talk about controls, the forum, and all kinds of ooc stuff in ic, and places like the kitchen rarely see any use because everyone's powergamin with vending machine food and getting back to their shenanigans.
 
Dissauding furries and scalies from playing on this server. I don't want to log in one day and see that the server's name is now "Feeder Station", and a large contigent of players are OwOing one another and talking about how creamy their coffee is.
The fact that you're worried this might happen is adorable. Welcome to Kiwi Farms.
 
I just found a FOSS rip-off of this game called Space Station 14. Josh might like it because it uses its own engine and is customizable in YAML and C# instead of BYOND's own scripting language. Us irredeemable Mac and Linux faggots will like it because there are ports for us too. It's still in a "pre-alpha" state according to its site, but it might be worth keeping an eye on.
 
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Grenades function more or less by mixing the two beakers and then removing themselves from the game shortly afterwards. Gunpowder is meant to be heated in a beaker, dropped, and then ran away from AFAIK. For a simple grenade bomb, the meta chem is meth.
Thanks, got it working with meth and RDX now. RDX is spicy.
 
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The important question here is what kind of porn was it and can I rock my socks off to it?
 
View attachment 1732871View attachment 1732875

Renault has been replaced with Slobbermutt in Captain's Quarters.
He will attack carbons with the Nuke Disk that are not mindshielded and not command staff.
Quick question, how do you even revive animals? You can't use a defib on them, you can place surgical drapes but the moment you pull out a scalpel you stab them. I once saw somebody revive one pet, so I'm curious as to how they did it.
 
Quick question, how do you even revive animals? You can't use a defib on them, you can place surgical drapes but the moment you pull out a scalpel you stab them. I once saw somebody revive one pet, so I'm curious as to how they did it.
Strange Reagent works on pets I think.
 
Yes. In fact, there's no reagent datum on the mob so I don't think they can ingest anything.
/tg/ must have fucked something up pretty recently then, maybe when chems were redone. I'm gonna check on the git to see what they did with Reagent.

@Null In the code here it says you should be able to splash it on the mob to revive them.
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if pets had reagents could you make them taste like certain things?
 
I haven't tried it out yet but one of the mining point purchases you can get is a reviver gun for lavaland hostiles. The tgstation wiki also states it works on pets and you can use it on Ian to become the hero of the station.

It might be neat to have random departmental supply boxes delivered that could speed up other parts of the station. Something like: every 10 minutes the QM can request a "package delivery shuttle" that's filled with random unopenable packages. Delivering one to the correct department allows someone with a departmental ID or emag to open the mailbox and get out a cardboard box with random helpful items for that department, from an array of sets relevant to different jobs (sort of like how the chef can have an "American food box" or an "Italian food box" delivered to him at roundstart).

There might even be a way to prioritize boxes for departments with less ability to collect their resources, so the chef doesn't suffer for lack of veggies if there's no botanist or robo gets metal if there are no miners or whatever.

I kinda like a mailman like task, especially as a cover for antag. A unibomber style mailing crate bombs and poison envelopes.
 
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