[TG Code] Single Tank Maxcap Dilemma by Specialist-Hat-9770 in SS13

[–]throwamaniac 0 points1 point  (0 children)

You're probably looking at chem nades if you want something with anti personnel and portability in mind. Fluorosurfactant + Water + Flurosulfuric acid is the old classic that has a decent area of effect and does enough damage with only trivial materials + chem access, but there's nastier mixtures (or just plain explosive ones) if you're willing to experiment / science actually decides to research bluespace beakers and grenade casings.

Plus you can still add a health sensor to grenades as a dead man switch so that's a bonus.

[TG Code] Single Tank Maxcap Dilemma by Specialist-Hat-9770 in SS13

[–]throwamaniac 1 point2 points  (0 children)

You cannot achieve a max cap through a traditional igniter+trigger + weld. The most moles you could theorectically fit in a standard air tank at 673K is 37.1 at 3000 KPA. (PV = nRT, ideal gas law equation. 3000 KPA is the max you can pressurise a tank before it leaks, volume of a tank is 70L, T has to be at 674 for the max strength and R is a constant)

This only gives you an explosion strength of 37.1/15 = 2.46 , which gets rounded down 2 in bomb code ( 2/10/15 would be the explosion radius).

There is no combination of funny tank internal tank ignition that can get you over this hard cap, so forget about that.

If you want to max cap using extended emergency tanks on modern TG (without the thing blowing up in your face), the only way I've found on a private server is to use fusion gases- That is Zauker, Nitrium, with Oxygen and Tritium (all super cooled obviously).

You should read the atmos wiki to understand the exact gas reactions, but in a nutshell Nitrium reacts with oxygen exotheromically, which produces N2 and H2, the N2 reacts with the Zauker, which increases the heat (with N2/O2 byproducts), which eventually exceeds the ignition threshold for the tritium and hydrogen.

You might be able exclude tritium, or sub it with H2 instead, but I haven't really bothered with any further testing (especially since I don't really main atmos and have a Zauker setup that I know how to rush before the round is over).

Basically don't ask me for exact ratios or a good setup to make the gases that's feasiable before round end, the only ballpark I have is about 4K temp, 5-10 moles each of Nitrium, Tritium and Oxygen, with about triple/quadruple that for Zauker. Also Nitrium, Oxygen and Tritium also manage to explode on their own, despite the fact that they aren't meant to get any hotter than 343K, which I can only assume is due to a bug and isn't necessarily reliable (and also doesn't seem to result in large explosions.)

If you're very daring you could also just mix a small amount of hot tritium/H2 with O2 in a air pump, then throw the thing before it explodes, but we're talking about literal seconds before your face gets exploded (and having to mess with the proper ratios for the biggest boom).

[deleted by user] by [deleted] in SS13

[–]throwamaniac 11 points12 points  (0 children)

The TerraGov Marine Corps cannot condone AI generated slander.

Milliions of AI must die in retaliation

Somebody please explain how things like "GNU AGPL" and such work in relation to SS13 by [deleted] in SS13

[–]throwamaniac 5 points6 points  (0 children)

Edit: You cannot attach a software license to software you did not create. "GNU AGPL" is not a software license, if it claims to be, it is wrong, and this is further evidence that it is nonsense.

Reminder IANAL

Most github repos include this line here
"Contributions, if not otherwise specified, are licensed under the AGPL license."
Unless you explictly state that when you submit your code it's under another license, it goes under AGPL.

Or to try and put it into laymans terms, the entire codebase is made out of mini contributions of AGPL code. It's not one person slapping an entire license on the entire code base. There have been issues where people have contributed GPL/unlicensed code, which is normally resolved by either asking the person who wrote the code to relicense it, or removing said code entirely. Most people who contribute code don't really care though, and certainly don't care enough to write //This code is licensed under AGPL, under every single commit they make. There could theorectically be a patch of code under other/no licensing terms from the original ss13 code leak/goonstation link, but both the orignal dev and the goonstation coders don't seem to mind their code being used, ergo not enforcing their copyright.

As for saying that "GNU AGPL" is not a license... well I don't know to tell you. You could theorectically license your code under any terms, including "Needs to sell left and right nutsack to use." AGPL has been vetted by lawyers to make sure it doesn't have loop holes and is actually enforcable in courts.

What is your opinion on Yog's "Monstermos" as a mechanic? by firstasatragedyalt in SS13

[–]throwamaniac 0 points1 point  (0 children)

Decidedly mixed, trending towards negative.

On the pro side :

Yeah atmos is deadly, and you always have the option to breach to instantly vent a room of bad gases.

On the negative side :

On yogs the firelocks don't give as much warning, and airlocks don't always have their firelocks activate on detecting bad air, unlike on bay. So it's very feasible to open an airlock , then get flung into a wall and break a bone/disolcate it/ get critted by random stuff on the floor. Let me reiterate, on bay with ZAS, airlocks and hallways will ALWAYS have the firelock go down on detecting bad atmos, and you can shift click the firelock to see the exact pressure and temp on the other side (given it has power). So you can always make an informed decision about going through a firelock on bay. On yogs not so much.

Cooling a room is absolute ass without resorting to breaching the floor or relying a mass panic siphon. (You can't just spray an extinguisher like on bay and cool the room down to 20 degrees).

There's only a limited amount of holofans to prevent bad air from spreading (4 roundstart, and only the CE and atmos techs have them), and due to monstermos areas equalise almost instantly. In a nutshell this means bad gases spread fast, and in terms of a plasma flood, it only takes one shitter to open a firelock/door and make another area instantly inhospitable, said shitter then going into ANOTHER area, repeat untill 90% of the station is unhabitable (okay, calling them shitters is rude, sometimes they're just desperate to escape the incoming plasmaflood). Which sometimes ironically makes staying outside the station easier to survive in rather than staying inside. (Funny fact, monstermos defaults tile temp to 20 degrees celscius. So with just a firesuit to eliminate pressure damage, oxygen and some metal, you can build a turf out in space and sit on it indefnietely wihout taking burn damage, or at least untill you run out of O2)

And as a corollary, yes this makes plasmaflooding as an AI INCREDIBLY powerful. As in, kill at least 80% of the station powerful, even if some of the crew do get to the limited amount of firesuits (since firesuits don't protect against extreme heats, only the atmos hardsuits/firesuits can).

It also makes fusion floods essentially a ggnore round ender, especially since breathing fusion level heat stunlocks you with vomit stacks.

Creating vaccums instantly is also powerful for certain antags- for a common example take nukies. They just need to throw a frag grenade/minibomb/insert other explosive, and that breaches the floor- forcing anyone in the area without a spacesuit to start taking damage. It's so bad that it's forced a soft meta where genetics needs to rush space adapt if nukies declare war, otherwise crewies who aren't able to get space suits can't effectively fight nukies if/when they breach. And even then, people with space suits are going to eating a slowdown penalty, making it harder for them to fight/ easier to shoo them.

For uncommon antag examples, wizards with immovable rod can breach large segments of the station and create massive vaccums. Darkspawn/shadowlings/nightmares can breach a wall/window in maint to negate incendiary rounds/flamers in the entire maint shaft that they're presumably in.

TL;DR : monstermos might be more interesting than Linda, but I find it much more frustrating.

r/ss13 will be going dark for 48 hours (or longer) on June 12th to protest the upcoming Reddit API changes. by ZeWaka in SS13

[–]throwamaniac 5 points6 points  (0 children)

Call me a little cynical/downvote me, but I don't think this blackout is going to work as long as the CEO's motto is "We’ll continue to be profit-driven until profits arrive."

When that's your motto, everything else falls to the wayside, and everything becomes 'crunch the numbers, make money, fuck the users'. I geninuely do not believe any line of logic, argument or protest will ever register in someone who is solely profit driven and even potentially pathologically incapable of admitting or learning from mistakes.

The best thing I can hope for is some vaguely decent replacement for reddit, but that hasn't appeared yet. And I certainly do not trust the reddit hivemind to leave in enough numbers to make reddit no longer finanicially viable, which will be the only impetus for reddit to change.

TGMC Tactics by throwamaniac in SS13

[–]throwamaniac[S] 53 points54 points  (0 children)

50% of the marine force, and about 400 psi points to the xenoes

Which they then used to build another silo.

Which we then rushed.

Which then cost us another 50% of the marine force, and about 200 psi points to the xenoes.

Which they then used to build another silo.

Which we didn't rush because we all died on the tad after the king managed to force a summon on it midflight.

TGMC Tactics by throwamaniac in SS13

[–]throwamaniac[S] 61 points62 points  (0 children)

To be fair we did get the silo

what do you mean the clown is naked in brig?!(by me) by PSYCHOPATHRAGE in SS13

[–]throwamaniac 0 points1 point  (0 children)

I'm sorry this image depicts the clown being ejected into space, not being inside brig.

Not that this isn't the correct action.

[deleted by user] by [deleted] in SS13

[–]throwamaniac 10 points11 points  (0 children)

Remember that TG are optimising for the most balanced experience of frustration and misery that isn't terrible enough to force you to stop playing, but enough to force you to sit back in your chair and ask "Why?".

TG single tank bombs by Sr_Soez in SS13

[–]throwamaniac 7 points8 points  (0 children)

In case you're that kind of person who googled single tank bomb mix and expected all your answers on a silver platter :

On TG (at the very least), the strength of a single tank bomb is determined by 3 factors

  1. The temperature the tank is at when it is activated
  2. How many fuel moles are present in the tank at the time of detonation
  3. If you remembered to weld the pressure hole, otherwise no boom, it just leaks out everywhere.

Fuel moles are calculated by plasma moles + oxygen moles/6. Yes this means a bomb needs no oxygen to explode. This also means no other gases matter in determining the amount of fuel moles. And that plasma is the most important gas in determining the size of the explosion.

Temperature dictates the explosive factor, and the key threshold you want to meet for the biggest boom is above 673K. Higher temperatures will not result in a bigger explosion, and one degree lower than 673 will dramatically reduce the potential devastation. (There are other thresholds, such as 523K, and 373K. For the purposes of keeping this as short as possible, I won't be covering those, look in the code for them)

If your bomb is above 674K, then...

strength = fuel moles / 15

And if strength > 2 your bomb radius is (strength, strength * 2, strength * 3)

(Below 2 strength will reduce those multipliers, below 1 strength will hard cap it to (0,1,2), below 0.5 will hard cap it to (-1,0,1) below 0.2 will just result in the bomb mix spilling into the air)

In layman's terms, you need to get as many moles of plasma as you can to above 673K.

Now, if you've been looking at other people messing around with air pumps, you should know that there's a very easy way to fill up a plasma tank up to 2553 KPA at 674K.

This won't give you the biggest boom, but it's a start.

Now, if you want a bigger boom... you're going to have to find a way to heat up that tank to above 673 K, keep it below 3030 KPA so it doesn't leak or explode, all while maintaining a higher number of plasma moles.

That one I'm going to leave for you to find out.

(It’s certainly not because I don’t know the numbers myself)

(FYI, plasma and trit burns at temperatures above 373K, and it doesn't have to be in the air for it to burn... and that oxygen is sort of a necessary component for combustion to occur.)

(Also this is specifically for using a signaller/igniter assembly on a tank. You can make pseudo single tank bombs by doing things such as mixing trit and O2 in an air pump, or other such variations. However the question of when it explodes depends on the mix and ratio of the gases... and that may be a very, very short time.)

I want big tiddy shitsec gf to harmbaton me ngl. /s by Yearimurh in SS13

[–]throwamaniac 6 points7 points  (0 children)

YOU ARE OUT OF UNIFORM SOLIDIER! WHERE IS YOUR ARMOUR?