6:15 - "I mean the whole station's interconnected, but that's a different problem." I was gonna laugh at calling that a problem, and then I realized it's honestly just the truth and laughed harder.
A lot of anomalies should have some level of shielding to protect people. A general rule is that where possible, use plasmaglass to surround the anomaly (stops the spread of temperature and radiation). For meat, you'll usually want to surround the area with railings to stop aberrations escaping. Ice anomalies will break the walls over time. Bluespace anomalies appear to teleport themselves each pulse, what is actually happening is they are swapping with a person - no one nearby, no swap. Lightning anomalies can't be contained so should be killed. Regarding artifacts, most stimuli are somewhat easy to work out, the only one that seems to cause issues is radiation. I've only found two concrete ways of doing it - a gravity anomaly, or the singulo.
I've gotten radiation in the past by just subjecting the artifact to space. Tho I swear this got bugged at some point as I can never get it to work anymore
@@uncletimo6059 available in the construction menu by pressing G, I believe it's two metal rods (made in the same menu using one steel), some LV cable (printed in lathe or found in electrical toolboxes or stolen directly from the floor if you're an absolute goblin), and a shard of uranium glass (you can make a piece of uranium glass with glass and uranium in the construction menu, drop it, and then bash it with something until it breaks).
I could use another detailed guide on medical. Mainly the drugs. Im running around as a paramed but i dont know the more complicated stuff like healing toxin, radiation, genetic damage. So on so forth. If you get the time i'd love to see the simple med system here get explained to other new medics like myself to the more in-depth medicine of ss14
It's mostly just knowing what medicine does what. In game open guide with numpad 0 and open chemicals tab (last one). Scroll down to medicine tab. There will be list of all the medicine and what it does. Though it says medicine effects per one tick (for 0.5 units so double it). As paramedic you don't need to know much medicine because your job is to inject stabilizing medicine if needed and bring patient to medbay as quick as possible.
Nice vid! Yesterday i played as a dwarf scientist named Nelson and we made an HAMTR,cloner and were about to make a flamethwoer for the cap (following your guide) sadly we got plasmaflooded, btw the dwarf colleague i had was similar to the char in this vid, were you playing during that round? If yes we had an epic round lol.
Can you explain how to craft a A.P.E. ? There is a small station map and starts with no A.P.E. But a C.H.I.M.P. Hand cannon, I always want to craft it in that station but have no idea how to get started, all I know is how to print an A.P.E. Circuit board.
6:15 - "I mean the whole station's interconnected, but that's a different problem."
I was gonna laugh at calling that a problem, and then I realized it's honestly just the truth and laughed harder.
And all in all it's always sec's fault :D
Also, don't forget to lock the APE with ALT+Left click, so noone other than Science can change the Particals or activate it.
Actually useful tip, didn't know that
Stops the clown from making the anoms go crit 😭
Wish i know that the first time i left a APE alone close to a bunch of greytiders
I’ve been doing it all wrong thanks! Except when I play clown…
The ipecac smoke bomb in my lab coat:
12:30 liftenhead tells people “ 99% of all gambling addicts lose right before they are about to make it big “
A lot of anomalies should have some level of shielding to protect people.
A general rule is that where possible, use plasmaglass to surround the anomaly (stops the spread of temperature and radiation).
For meat, you'll usually want to surround the area with railings to stop aberrations escaping.
Ice anomalies will break the walls over time.
Bluespace anomalies appear to teleport themselves each pulse, what is actually happening is they are swapping with a person - no one nearby, no swap.
Lightning anomalies can't be contained so should be killed.
Regarding artifacts, most stimuli are somewhat easy to work out, the only one that seems to cause issues is radiation. I've only found two concrete ways of doing it - a gravity anomaly, or the singulo.
I've gotten radiation in the past by just subjecting the artifact to space. Tho I swear this got bugged at some point as I can never get it to work anymore
Uranium spear works as far as I'm aware, a little more convenient but may take a number of prods
@@Hamblinius and how do you get/manufacture uranium spears?
@@uncletimo6059 available in the construction menu by pressing G, I believe it's two metal rods (made in the same menu using one steel), some LV cable (printed in lathe or found in electrical toolboxes or stolen directly from the floor if you're an absolute goblin), and a shard of uranium glass (you can make a piece of uranium glass with glass and uranium in the construction menu, drop it, and then bash it with something until it breaks).
@@Hamblinius thanks!
the scienctopia is strong with this shift
Thanks for the fantastic guide! I watched your previous sci tutorials previously but this looks like a good time to really start playing the role!
For sure, it's not hard to start the job and there is a lot to optimize and learn.
We need more guides so that many more people can join this beautiful game!
I could use another detailed guide on medical. Mainly the drugs. Im running around as a paramed but i dont know the more complicated stuff like healing toxin, radiation, genetic damage. So on so forth. If you get the time i'd love to see the simple med system here get explained to other new medics like myself to the more in-depth medicine of ss14
It's mostly just knowing what medicine does what. In game open guide with numpad 0 and open chemicals tab (last one). Scroll down to medicine tab. There will be list of all the medicine and what it does. Though it says medicine effects per one tick (for 0.5 units so double it).
As paramedic you don't need to know much medicine because your job is to inject stabilizing medicine if needed and bring patient to medbay as quick as possible.
the super mop is sooooo good to have as a janitor
Nice vid! Yesterday i played as a dwarf scientist named Nelson and we made an HAMTR,cloner and were about to make a flamethwoer for the cap (following your guide) sadly we got plasmaflooded, btw the dwarf colleague i had was similar to the char in this vid, were you playing during that round? If yes we had an epic round lol.
Nah I wasn't there for that sadly
@@Liltenhead ah gotcha, thought it was you, well hope i'll meet ya in one round one day,you make great vids btw!
@@Frank-im2ku Appreciate it!
Nice
Can you explain how to craft a A.P.E. ? There is a small station map and starts with no A.P.E. But a C.H.I.M.P. Hand cannon, I always want to craft it in that station but have no idea how to get started, all I know is how to print an A.P.E. Circuit board.
You have to make a machine frame with the G crafting menu. After you have to follow the instructions on the APE board.
@@Liltenhead Thank you sir I will give it a try
i was watching this and got inital infected lol, best time playing sci
First, and love your work mate
Defund the science department 😂
Cheese.
Man the lighting they went with in this sucks. Morphing black triangles is not a pleasant look.
Go back to 13s shitty square shadows then
Really? I think it's the other way around. 14 is just way, way easier to look at. 13 is softer, but it's also deader.