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  1. Today
  2. https://youtu.be/vDUYLDtC5Qw?t=8
  3. THIS IS SO CUTE AAAA! I love this
  4. You can probably guess what I've been playing lately.
  5. The battle of the two Phoebe's
  6. Happy Autism Awareness Month
  7. Yesterday
  8. Me and Danne discussing to command why Vamps deserve better rights. Think the captain did some weird stuff trying to free us later but i died to a heart attack so i will never know..
  9. A rare second post in here on the same day. But little do people know that April 5, 2015 was the day I first started playing SS13 and this art thread. (though I've known about SS13 for a while cause my Boyfriend was playing a year or more before me) SO, I was going to redraw my first drawing in here again but I just left it as a sketch cause I'm not feeling up finishing it ^^ Here's the first one which is still on the first page. I did redraw this once before- Jan 5, 2018
  10. A drawing of my pretty blue Skrell, Aurcel. Drew my Spidersona, this is Webdrifter and her little robotic spider companion who's being controlled by her boyfriend. More DnD stuff, here's Auriel being a hot mess. Also some holy action I drew my brother and I as JoJo characters. We'd probably be the early encounter enemies that were pretty wacky and didn't last long. Then probably show up a few times as background characters. Nick, with Too Much Time On My Hands has the ability to drag people into a timeless void with these 15 hands. However he claims he can only do this ability when it's 15 after (the hour) and only for 15 minutes. Al, with Garfunkel has the ability to conjure things out of her shadowy-blob looking stand. However she needs to draw it up first. Here's an encounter with Nick and Jotaro.
  11. Yep! The times I put in my post were the times to get to at least DAC, or higher. So, obviously, /E../, /F../, /D[B-F]./ all count as well as /DA[C-F]/
  12. He may have lost the beret ...due to someone taking it back but he has not lost his spirit and he is looking more colorful as well !
  13. Interesting enough, you don't actually have to set it to DAC to work, it just needs to be higher than or equal to DAC to work. If the first subblock is F or E, you are done, since F or E ranks higher on Hexadecimal than D,. You could also do DB - which works because B is higher than A.
  14. ELODIE DELECOR P O R T R A I T
  15. Nokko's Speed Strats for Genetics! So, you want to hulk out, see through walls, toss spears and stunbatons at Security, and eat the bolas and flashbangs they toss back. Bad news - completing Genetics takes forever, and is *very* boring. Lots of people want a genetics rework on Paradise, which is fair: staring at a menu all shift and only getting to use your powers on the escape shuttle sucks. Fortunately, Nokko is here with a new strategy for completing Genetics research much faster! (There is some informational prelude to the actual strategy. For a list of steps, scroll to the bottom of this post.) Why is Genetics so slow? At the start of a shift, there are 1-2 Geneticists working in the Genetics Lab. There are 54 unknown DNA blocks that may contain either powers or disabilities. (This means each geneticist must test 27 genes each shift, if they divide the work evenly.) There is a cooldown of at least 2 seconds between each block you irradiate, because the minimum irradiation time is 2 seconds. There is a cooldown of 25 seconds between each DNA injector you print (per console). I timed myself getting a monkey's first 12 DNA blocks to DAC (or higher), here are the results: 50sec, 76sec, 103sec, 17sec, 78sec, 7sec, 79sec, 10sec, 23sec, 80sec, 31sec, 1sec Lowest: 1sec, Highest: 103sec, Median: 40.5sec, Mean: 46.25sec This means that, if it takes 25-103 seconds to get a block to DAC, an optimal geneticist checking 27 blocks, uninterrupted, will spend anywhere from 675-2781 seconds just getting injectors. (11-46 minutes) Plus, however long it takes to test each injector, clean any unwanted disabilities, label the mutations you discover, give Chemistry monkeys, etc. All in all, a geneticist working solo, on one console, can unlock every mutation in ~28 minutes on average, meaning flipping every block except 55 to DAC or higher, and printing injectors for each. However, a geneticist's time might be taken up by other things. SSD, handing out mutations to Security, fighting off randos who want Hulk 5 minutes into the round, cloning people when the coroner is dead, getting killed by traitors, etc. TL;DR: It's slow because of the injector cooldown, the time it takes to get a block to DAC, and the time it takes to test each injector. How can we make Genetics faster? To solve the problems listed on our earlier list, we can: 1. Get more Geneticists working at the same time, or more DNA Scanners per Geneticist, 2. Reduce the search space from 54 genes to a lower number, 3. Don't go SSD, 4. Reduce the cooldown on the time it takes to irradiate a block, 5. Reduce the cooldown of 25 seconds between each DNA injector you print (per console), 1 and 3 are possible in-game already if you have a cooperative Research Director and can coerce a few Scientists into helping you out - the speed increase is obvious. 4 and 5 seem impossible from looking at the code. This guide is about one approach to tackling option 2, reducing the search space. Genes To understand how to find what we are looking for, we must first understand what there is. In the code, there are two lists of genes: GLOB.bad_blocks is the list of all the disabilities (except for the Incendiary Mitochondria power), and GLOB.good_blocks is the list of all the powers. There are 24 genes in the good list, and 30 in the bad. Sources of mutation There are several ways for lifeforms with DNA to get mutations. Radiation storms - Every time a radstorm mutates you, there is a ~95% chance to get a bad mutation. Rad storms are not guaranteed to occur every round - not easily accessible. Radiation (from nuclear reactors, uranium, uranium golems, etc.) - I believe that radiation in itself does not give you mutations, it only gives you radiation damage. Do correct me if I'm wrong, though, I only looked through the code briefly. Somewhat easily accessible if you get R&D to print SUPERPACMAN generator boards+components. The "Pulse Radiation" function of the DNA Modifier access console - 93.25% chance of bad mutation, cooldown 2 seconds. Greater radiation strength does not increase the amount or likelihood of good/bad mutation. Easily accessible. Unstable Mutagen - Only gives bad mutations, if ingested. Easily accessible if SciChem and MedChem aren't being total nerds. You need about 2-6 beakers to get to 24-30 mutations.** Unstable Mutagen seems to be the best source of bad mutation. Why do we use a chemical that generates 100% bad mutations? Because, of course, once you know the list of bad chemicals, you know the list of good chemicals too - the ones that aren't bad. Synthesis (What the hell is the strat, nokko!?) Get like 4-6 beakers of unstable mutagen. Get 3 bottles of potassium iodide, which heals radiation damage. Get 2 radiation suits, one for you and one for your geneticicist buddy. Feed a monkey all of the mutagen. (You can also use yourself as the monkey, but then you need a cooperative colleague to get you back to normal once you get epilepsy, tourettes, etc.) Count how many mutations the monkey has - if it's around 25-30, that's pretty much all of the disabilities! Feed the monkey more mutagen as needed to discover more disabilities. Scan in all the disabilities, feed the monkey potassium iodide and mutadone to cure the mutations and radiation damage. Do genetics as normal! Now you have about 45% the amount of genes to check, and all of them are powers! ((54-30)/54 = ~44.44..%)
  16. Apr 4: SkyPing has returned to staff as a Game Admin.
  17. Last week
  18. I mean considering you were only 44% correct, no. But even THEN the answer is still no
  19. Very cool! Always nice to see folks sharing their art on the forums. Be prepared for a million requests.
  20. WORK IN PROGRESS CHARACTER SKETCHES My character contributions to the Paradise crew, from left to right: Elodie (Chef), Novah (Medical) & Squib (Botany/Bar). WIPs at present, still need to line and color, but in the meantime... ... who's your favourite?
  21. Probably would be a good idea. Though he may have a few sleepless nights.
  22. From left to right, Azul, unsure, unsure, Danne, Henk, Pheobe and Fred, unsure, and last one is Matt. Is there a thing called too much Spess?
  23. Auriel best sleep with one eye open, and possibly wear a helmet to protect his precious locks
  24. I must also remind you about the “incident”. it is canon god damn it
  25. Cute! I adore seeing characters life off station.
  26. Oh, wow! Some nice stuff you've got here, I like the idea of an IPC interested in organic psychology. I also like the PAI edition of A.M.A . I notice there's a Commendations and Reprimands section, a special place all for ME? Oh, but you're too kind. Time to keep a close eye on A.M.A to see if they are doing GOOD or BAD. (I'm sure they'll be fine <3)
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