Alright, here's some illustrated shots showing you the way around the interface.
When you first start the game, and have picked your character traits
(don't pick disabilities unless you want to die quickly), this is what you'll see:
Confusing, huh? Now, double-click on the (very) thin grey buttons I'm pointing to with big green lasery lines.
You should now be looking at this:
I bet you're feeling very intimidated now, so lets do a basic rundown of everything.
Starting with the inventory slots in the bottom-left corner:
There are...
1: Your current active hand - shows what hand you're using to interact with stuff.
2: Face. For masks, such as ones that will protect you from deadly gas.
3: Backpack. Find a backpack and wear it here.
4: Right hand - what you're holding.
5: Interior clothing - jumpsuits and the like.
6: Left hand - what you're holding
7: ID slot - only usable when wearing a jumpsuit. You can tuck your ID card here.
8: Exterior clothing. Spacesuits, armor and such.
9: Headset. You'll want to wear your personal radio here.
10: Gloves. Obvious enough
11: Shoes. Same.
12: Eyes. If you find some cool shades, wear here!
13: Head. Helmets go here.
14: Belt. You can tuck stuff here like walkie talkies and (possibly) guns.
15: Ears. For earmuffs.
16 & 16: Pockets. If you're wearing clothes, you can fit tiny objects like pens in here.
Dizzy yet? Lets start on the intent, movement and called shots panels in the top-right corner.
1: Grab. Select this to grab, grapple or strangle someone when you interact (double-click) with them.
2: Help. Do nice things - wake people up, pick them up, perform CPR, etc.
3: Disarm. The default. You'll fight, albeit defensively, with an intent to knock down, push back and remove weapons.
4: Harm. Attack to do maximum damage.
5: Run. Makes you move faster - easy to overshoot doorways this way though.
6: Walk (default). You.. err.. walk.
7: Face. Face a direction - good if you want to throw an object, but otherwise pointless.
8: Target area. Click areas on this picture to target attacks on this body part. Targettables are: Eyes, mouth, head, neck, L-Arm, R-Arm, torso, crotch, L-Leg and R-Leg.
9: Internal - Shows whether you're running off an internal airtank, in cases such as wearing a spacesuit. It'll change colour to show if you've got one equipped.
Don't worry. It'll all make sense soon enough. Just a bit more to go. Now the nice obvious red buttons in the bottom-center.
1: Dump. Drops what you're carrying in the selected hand.
2: Throw. Like dump, but throws what you're carrying in the direction faced/last moved in.
3: Hand. Changes active hand between left and right.
4: Resist. Someone grappling you? Double-click to fight back.
And now your status readout:
1: Oxygen. Blue if good, changes colour if there's less than their should be. Obviously, without this you'll die.
2: Toxins. If you think you're being poisoned, this'll tell you. Poison = bad.
3: Fire. Blue means you're not on fire. Other colours mean you are - which is bad.
4: Health. Shows you just how badly beat up you are.
5: Sleep. Click this to fall asleep, click again to wake up - it takes a while to wake up.
6: Rest. Lie down but don't sleep.
7: Pull. If you're pulling someone or something along, click this to let go.
That's a full interface rundown. Basically, almost everything is interacted with by double-clicking. DC to open a locker, DC on the suit to take it in your hand, DC on your clothes slot to wear, etc etc. Some things like ID cards and doors have right-click context menus associated, and you can select to pull stuff from that menu as well.
Complicated objects often have to be used (double-click) in your hand to activate them. Stuff like welders, boxes, syringes and the like.
One other less-than intuitive thing - to take items off an unconcious/dead body, click and drag from them to you - a dialogue box will open, letting you take their stuff.
Arrow keys move you around. To talk, type 'say *words*' and to talk to everyone on the server - unless it's in full RP mode - type 'OOC *words*'. To broadcast to everyone via radio headset (once you're wearing one), type 'say [h]*words*'
If you die and want to respawn, type (or use the 'commands' panel, not shown above) 'abandon mob'.
Oh, and as was mentioned, to start the game, move to the grey panels just above your starting location, and type 'ready' and then 'enter'.
Good luck. Try not to get killed by astro-ninjas. Oh, and if you blow something up, I want it blown up GOOD. I accept no half-measures!
Posts
edit: You might wanna add this link to the OP, unless I somehow missed the link. Its the map of Space Station 13 its insanely helpful to have.
SS13 Rules Post
I am standing by to help once you get in.
At night, the ice weasels come."
Seriously, I need my sleep.
SS13 Rules Post
I won't stay long this morning, have some stuff to finish.
Hope to relearn the interface quick enough to railgun one of you bastards into space, though.
I have the day off tomorrow, so in between my Six Feet Under marathon, and Trauma Center Wii session, I'll dig right in to this.
Thanks for the game, Jam! We'll have to resolve the love triangle some other time. That slut Stormy is going down. :evil:
This is by far the best game on byond hands down.
I never asked for this!
D=
This had better be here tomorrow.
My target was stormy and he spawned in the same room as me. But we had to restart.
SS13 Rules Post
This game must be revived. I shall be there tomorrow, albeit later on since I have work.
Also, I now have access to the controls that let me make sure we have a traitor, etc.
To sum up: We are in goddamned business.
I am leaving the server on extended mode overnight (and until tomorrow morning) so that people can play and learn.
I never asked for this!
I load it up, and type in my account and PW, and then i cant get anywhere
no hub button, no where to put in the IP
How to do lots of things in SS13, including bombs, electric chairs, destroying walls, and the general wreaking of havok.
DNA machine stuff:
NA GUIDE
Okay, first off:
SE= Structural enzymes. Diseases.
SI = Species identifier. There are two, human and monkey
UE = Unique Enzymes. No known function
UI = Unique Identifier. Appearance, gender.
Trunicate: Limits DNA to the number on the target disk (meaning it cuts off from the DNA to make it the length of the one on the disk, or the number on the disk.
Add: Adds sequence from the target disk directly onto DNA sequence
Replace: Replaces DNA sequence base by base with target disk. If the DNA sequence isn't long enough, the target sequence is truncated.
That's really all you need to know about DNA function, now for the gritty stuff.
TRANSFORMING/REVIVING
First Machine-
--Insert SI-Trunicate CD
--Upload
--Take out SI-Trunicate CD
--Put in Data Disk
--Upload
--Take out Data Disk
--Execute
When all units converted....
--CLEAR DATA ((Don't forget to!))
--Insert SI-Add CD
--Upload
--Take out SI-Add CD
--If converting human to monkey
Insert SI-Monkey
Upload
Take out SI-Monkey
Execute
--If converting monkey to human
Insert SI-Human
Upload
Take out SI-Human
Execute
When all units replaced....
Second Machine-
--Move subject inside
--Operate (this is where most people mess up. All you have to do is right click on hit operate)
--Eject
(To revive someone, convert human to monkey then monkey to human)
--STEALING A CREW MEMBERS NAME/LOOKS--
First Machine-
--Insert subject into the DNA Scanner/Implanter
--Insert UI-Scan
--Upload
--Take out UI-Scan
--Insert blank Data Disk
--Execute
--Take out Data Disk
--Take out subject out of the into DNA Scanner/Implanter
--Insert Anomonious into the DNA Scanner/Implanter
--Insert UI-Replace
--Uploade
--Take out UI-Replace
--Insert Data Disk (the previus one you used)
--Upload
--Execute
--Take out Data Disk
Second Machine-
--Move subject inside
--Operate (this is where most people mess up. All you have to do is right click on hit operate)
--Eject
Alright, figure out how the thing works from this guide. Now for the experimental stuff.
Sample normal strand
AFF375C9A6C25A7DBDA50EC05AC6CEB63
This is the one you have for reference (SE Human DNA):
CDE375C9A6C25A7DBDA50EC05AC6CEB63
Deaf:
AFF375(DBA instead of C9A)---same
(If this doesn't work try putting DBA in 375 instead)
Needs glasses:
AFFC9AC9A6C2(626 instead of 5A7)---same
Blind:
AFFC9AC9A6C2(345 instead of 5A7)---same
Stutter:
AFFC9AC9A6C25A7DBD(2AD instead of A50)---same
Chronic cough
AFFC9AC9A6C25A7DBDA50(0CD instead of EC0)---same
(If 0CD doesn't work try CD5)
Mute
AFFC9AC9A6C25A7DBDA50(FEE instead of EC0)---same
(If FEE doesn't work try EFE)
Tourette's Syndrome
AFFC9AC9A6C25A7DBDA50EC0(123 instead of 5AC)---same
(If this doesn't work try substituting B63 with 123)
Epilepsy: This is doubtful, but:
AFFC9AC9A6C25A7DBDA50EC05AC(0CE instead of 6CE)---same
(If the subject has epilepsy with 6CE, that means I mixed them up)
What you do is, go to the DNA operations terminal, put in the data input disk, upload and eject, and a data disk (upload and eject) and execute. Type in the DNA sequence with the disease modifications. Then take the data disk over to the other computer and do a DNA (SE) replace function. Then take the person in the chamber over to the operation chamber, right click operate, and right click eject him out; voila, disease.
If my codes don't work, use their positions as guides to try out new ones - the positions are chromosomes and are the base of all changes.
FOR MORE SPECIFIC INFORMATION (Especially on UI)
go to http://www.ss13.net and download the DNA helper. With the knowledge you currently have, you will be able to understand it.
Bombs 101
Bombs 101 - here are the absolute basics you need to make one of these bottles of joy.
Stage 1: The Assembly
Materials - 2 remote signaler devices, 1 igniter, 1 screwdriver
-Equip the screwdriver and one of the RSDs. Use the screwdriver on it. You should get a message saying the RSD can now be attatched. (IMPORTANT: Don't mix up the two RSDs!)
-Same as before, but this time replace the RSD with the igniter. It should now be able to be attached as well.
-Equip the modified RSD and the ingiter. Use the RSD on the igniter, it won't work the other way. You should now have a Radio/Igniter Assembly.
-Use the screwdriver on the Assembly. You should get a message saying it can now be ignited.
-(Optional) You'll probably want to set the Assembly and your RSD to a new frequency. Otherwise any random yahoo could ignite your bomb at a bad time. Double-click the RSD and then the Assembly and set them to the same frequency.
Stage 2: The Tank
Materials - 1 plasma tank (filled), 1 heater
(A heater can be found in the toxin research area, as well as on the engine)
(A plasma tank can be found in a tank dispenser. Simply double-click it and select the tank you want)
-Equip the plasma tank, and insert it into the heater by double-clicking on it.
-Open up the heater's control panel by double-clicking on it. You want to SIPHON all the gas into the heater, and then HEAT it to 500 degrees. Anything less than 450 degrees is just a glorified firecracker. This should take a few minutes, so just have some fun.
-(Optional) While the gas is heating, click the plasma tank on the heater control panel to eject it, then hide it somewhere. It makes it harder for your actions to be discovered.
-When the gas has been heated to your liking, ensure the plasma tank is in the heater again, and RELEASE the gas. Then eject the tank and take it.
Stage 3: The Bomb
Materials - 1 Radio/Igniter Assembly, 1 plasma tank (heated), 1 welder
-Equip the Assembly and the plasma tank. Use the Assembly on the tank to get a Radio/Igniter/Plasma Assembly.
-We're almost done. Now just use the welder on the Assembly. It should say a pressure hole has been created.
How to Use the Bomb:
1) Place in an area you feel a large hole could help improve.
2) Double-click the unmodified RSD.
3) Select "Send Signal".
4) Get out of the area first (ha, ha).
A Note on Gases:
Depending on the type and amount of gas you put in the tank, you can have a multitude of different types of bombs. However, if you just want a big boom, simply use pure plasma (the tank should start full of plasma when you get it).
A good place to get this kind of information would be http://ss13grief.proboards57.com/index.cgi. Doesn't seem to be active anymore, but the information is still applicable.
Dwarf Bombing -- blow up the entire station!
Dwarf Bombing Guide - The absolute basics for making the largest bomb possible
Use the above guide on how to make the bomb, you'll heat the plasma while setting it up. It's crucial that you be an engineer for this, and having a partner makes it a lot quicker.
Step 1:
Make the bomb as usual, heating to 500. While it's heating, do the rest of the steps.
Step 2:
Open up plasma storage and start dragging all the plasma tanks into the actual engine, it helps if you break the windows open that way you can fit them in there easier. Push the plasma tanks all the way to the back. They'll be right up next to each other and will fill up the entire engine. Leave a passage way to the center empty so you can put the bomb there.
Step 3:
By the time the plasma is done heating, the engine should be about full of plasma tanks. Make the bomb and drop it in the center of the plasma tanks. Fill in the little passage you made with the rest of the plasma tanks.
Step 4:
Take an escape pod away from the station to CC (Set speed to 8 and just keep going until you hit something). Then detonate your bomb. Enjoy the drama and possible banning that will occur while still being alive.
Construction and Deconstruction
Opening Airlocks
Required Materials:
Screw Driver
Wire Cutters
Crow Bar
First find the/an airlock you wish to open. Next take your screw driver out and double click the airlock. Then double click the airlock with an open hand to bring a menu up. Leave the menu up and equip the wire cutters in your active hand and cut the following wires:
Cut Red wire
Cut Green Wire
Cut Black Wire
Finally equip the crowbar in your hand and double click the door. It should now be open.
For Firedoors(airlocks that active when the alarm has been actived) simply use the crowbar on them, also note that you can weld any airlock shut with a welder.
Taking apart Regular Walls
Required Materials:
Welder
Wrench
First use the welder on the wall you want to take apart, then after you see a change in the walls apperence, use the wrench on the wall. It's that simple!
Reinforced Walls
Creating a Reinforced Wall
Required Materials:
4 Sheets of metal
Create a regular wall with two of the reinforced metal (by double clicking on the metal in your active hand), then use the rest of the metal to create a reinforced metal. Use the reinforced Metal on the unfinished wall. That should make a Reinforced Wall
Taking Apart a Reinforced wall
Required Materials:
Screwdriver
Welder
Wrench
Crowbar
Simply use the follwing items in this order on the reinforced wall that you wish to take apart, but be patient, it takes a while for some of the effects to be seen:
screwdriver
welder
crowbar
wrench
welder
crowbar
wrench
Creating a Secert Door
Required Materials:
2 Sheets of Metal
Screw Driver
Create a wall with the two peices of metal, then use a screw driver on the unfinished wall. Wait alittle while for it to take effect, and you should have a peice of metal on the ground and an item called "Dislodged Girders" use the piece of metal on the dislodged girders. You should now have a secert door that looks like a wall. To get it to open every time you double click, simply have any non-tool item in your active hand.
Making an Electric Chair
Making an Electric Chair
You will need:
1 helmet (obtained in security, prison security, safe room and warden's room)
1 electro-pack (inside the animal control locker in the DNA lab)
A screwdriver (from any toolbox)
A remote signaler (you start with one but there are also some in the supply room)
A chair (found all over the ship)
1.) Take out the electro-pack and the screwdriver.
2.) Use the screwdriver on the electro-pack.
3.) Put the screwdriver away and get out the helmet.
4.) While the hand with the helmet is selected click on the electro-pack.
5.) This produces a shock kit.
6.) Use the screwdriver to make it secure.
7.) Set the freq and code to whatever you want.
8.) Attach it to a chair.
Done!
Use the remote signaler to set it off. There are variations on this, different assemblies can be used as long as they contain a signaler. Trip lines and timers will work in place of the remote signaler, I think.
Fixing broken airlocks
How to fix broken airlocks!
1. Use a screwdriver on the airlock to open the panel.
2. Make sure all the wires are not cut.
3. Use a wrench on the door.
4. Use a screwdriver to close the airlock's panel.
And you've got a functional airlock!
Remember, you can open firedoors with just a crowbar, wield it and double click the firedoor and it opens.
Fire Alarms and Security Cams
You can disable/repair security cameras by using wirecutters on them.
You can also disable the automatic detectors on fire alarms with wirecutters should you be planning any arson. As usual, you can reconnect with the same method.
Electro-Packs
Electro-packs! Not just for executions!
If you want to torture someone or put them at your mercy simply grab an electropack, pick a frequency and turn it on. Then choose a victim. Once you get them stunned or otherwise at your mercy, remove anything they have on their back and strap the electropack to it. When they come to, you'll be able to shock them at will with a radio signaler tuned to the same frequency and they won't be able to remove the pack without assistance! The shocks seem to be harmless and stun them much like a taser would, but with more freedom and range!
Miscellaneous stuff
Misc. Item Data and Guides
This may seem like obvious stuff
but just incase it is fairly useful to know if your just starting.
What does a flash do?
A flash is a handheld weapon which will temporarily blind and floor the person when used.
To use - simply equip in hand and double-click on the person next to you. If the person is wearing sunglasses however they are immune to the effect. It may not
be as effective as a taser but you can stun someone into submission without bashing the shit out of them.
I'm the Prison Doc - and there's nobody here to help me out!
Don't fret - In the medical bay simply open the 2nd locker at the back ( Anaesthetic)
Take the N20 tank and leave the bay. Luckily - the construction of the prison ship is such that almost every area (except for prisoner cells) is incased only with window / grille / window sandwich - meaning that you can smash your way to the bottom of the ship that contains the airlock to the prison shuttle. The frustrating part is smashing through grilles - these can take a fair few hits before breaking. For a bonus you can smash your way into the warden's office and take the helmet and armour that are out in the open there.
Easy guide to getting off the station and to the CC with minimal notice
I'm sure most people know this but I've used this alot on pubbie servers and haven't drawn much attention when doing so (as opposed to the spacesuit / SB muckery). This guide assumes you have zero access privileges.
First off: When you spawn in quickly find a toolbox and backpack. Return back to
the spawn area and go south until you hit a room with an airlock ( should be 1
room) - Move to the airlock.
1st phase: Go to the right until the sight view is just you in the room ( doesn't really matter but just for concealment.) Use the welder to open a wall to the south. After it is finished use the screwdriver to dislodge the girders. Once
complete - take the metal from the open area until you see the girders [+] -
Create a secret wall. You may have some left over metal - this is to be used
later.
2nd phase: Enter the room and close the wall behind you. Put a firesuit and mask on; also take a ox tank from the dispensor. If you have your backpack equipped
take it off and put the tank in ( with flow going)instead.
It'll make things easier.
Go the the south wall where there is a table with two toolkits.
Using the wrench - convert the table where the 1st kit is to metal; convert the wall below there to a secret wall.
Below you should see a grille - equip the wirecutters and cut the grille open. Take the metal and go through - closing the wall behind you.
3rd phase: With all the spare metal - equip it and convert to floor tiles - these are vital. Ideally have two tiles in your backpack and one in your hand. Now - cut your way to the west - until you reach the hand-tele - take it and using the welder open the wall west. You will notice space beyond and the metal from the wall might slip out into space. No matter - unless for concealment you want to create a secret wall here as well.
Using the wrench, disassemble the wall and grab the metal - converting some of it into tiles. Have one tileset in hand - you should be one step off going into space. Now usually you could do a running jump and fly through here.
4th phase: Instead - with tile in-hand double-click infront of you - creating a floortile. Go on the floortile and move straight north - using any spare tiles you have until you have moved about three tilespaces above a slight groove in the station to the right.
Now take the leap of faith west and sail through space - it takes about 8 screens
but by creating the "diving board" you should smack straight into the front of
emergency shuttle. Using the tiles in your pack or from spare create a path
to the north until you hit the window/grille sandwich. Cut or unfasten it to get
into the CC.
Note: Double-click on yourself while having a tile in the equipped hand will create a tile beneath you. This is handy to know if your flailing through space or have slipped and will stop you.
Removing Oxygen and making tanks lethal
"Here's how you do it, it's surprisingly simple! Make sure you're wearing gloves so there are no prints! You get a wrench, put it in your pocket (Don't use backpack, people notice when you put something away there), then walk up to an air filter or regulator. Use the wrench on it to unlock it, then click on it with an empty hand. Set it to "STOP", then set it to siphon at maximum speed. Instant oxygen loss. It's pretty simple and devastating."
Pretty good way to kill some people. They never expect to walk into an undamaged room and suddenly have trouble breathing. Bonus points for deoxygenizing most, if not all of the rooms on the station without getting caught.
Enjoy
Try File: Open Location or CTRL+O and putting the IP in directly.
69.115.78.123:6000
Thanks for the guide Ein, I never figured out how to do the revive thing with the DNA device.
Holy. Crap.
And I thought dwarf fortress was annoying, this is...well.
Hah dude no problem. I was one of the cops yelling at you. We told the Captain you had taken cyanide then dragged you to the morgue. Shoulda been more welcoming.
SS13 Rules Post
EDIT: Okay, crisis over.
PS4: Voranth
I was waiting for something to happen, because I didn't know the mechanics yet (of course I was the traitor the first round I've ever played), so someone else acted as traitor
It was pretty cool
Assuming windows, try finding it in your bottom right tray, next to the clock. Right click the icon, then click OPEN BYOND
Damnit, I can't believe I dropped out of that one -- the storm murdered my internet. I was playing 'Rick Deckard', one of the three Security Guards. Great game. I'll be on for more later today.
Edit: Never even occured to me that it was Luke.
SS13 Rules Post
PS4: Voranth
Sealed locker of death FTW.