Guide to Awesome Miscellaneous Stuff

These are the "little things you learned that can be game changing" collected from the threads on the forum which can found here (from the old forum) and here.

If some info is not up to date, or is duplicated, feel free to remove them. Everyone is free to add their awesome stuff!

= Gameplay/Interface=
 * You can click on the 'Chat' button at the bottom of the Dreamseeker window, and never have to type 'Say' again.


 * Control + arrow key makes you face that direction.


 * Have throw active and you will automatically catch things. Dodgeballs are bugged and you can't catch them.


 * You can pick up obj/effects like bullets if you time it very well.


 * Some things that are normally static and dispense when clicked on (paperboxes, donut boxes) can be picked up by dragging to your character, which will put them in your active hand should it be empty (wonderful bonus for security officers needing to centralize their donut stock or arms-dealer cultists when they're mass-producing stun and teleport runes).


 * You can click the internals on/off status display thing to turn your internals off or on, without having to fiddle with the tank in your belt. Shit saved me once.


 * You can button up your labcoat by using the toggle-labcoat-buttons verb (or something like that).


 * Fore = north, aft = south, starboard = east and port = west.


 * You can right-click on a tile to see what area it is assigned to. If you can't see it, then you're looking at an area you are not in. If you can see it, then you are in that area. Good for locating where shuttles will dock, or where a pod used to be.


 * You can drag two things at once, as long as one of them can have the grab intent used on it. Ctrl+click one and grab intent the other. Very useful in Xenobiology where you're trying to drag a bunch of monkey or slime corpses at the same time. You can do something similar with non-grabbable things with telekinesis and Ctrl+clicking. Added: You can actually move 3 things with grabs-switch to the other hand. If this stops you from pulling, then it's only 2 things.


 * Tab, WASD, Q, R, T, F, G, Z and X.


 * You can add items to boxes even if the box is already in your backpack. No need to Tetris.


 * :l, :r, and :i are some of the most important things to know how to use in the event of radio issues. :r and :l will attempt to speak into radios held in either your right or left hand, and :i can be used to speak into an intercom if you're adjacent to it.


 * BYOND's stretch to fit distorts the view. Use 64x64.


 * You can Ctrl+F search any BYOND window (helps A LOT with PDA's and computer terminals).


 * You can use period or a # instead of colon for non general chat. No more accidents!


 * In the job selection menu, from the lobby, you can use right click on the "Low/Medium/High" priority button to make it cycle backwards.


 * The changelog ingame is usually out of date and unreliable, as noted your better off reading up on Github for any new changes.

= AI=
 * Law priority order is this:
 * ##?$-##: HACKED LAW ##!£//#
 * ##!£//#: Ion Storm Law ##?$-##
 * 0: Traitor/Malf/Onehuman-board Law
 * Law 1: First Law
 * Law 2: Second Law
 * Law 3: Third Law
 * Law 4: Freeform
 * Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.


 * Door control hotkeys are as follows:
 * Shift-click opens/closes doors
 * Control-click bolts/unbolts doors
 * Alt-click electrifies/unelectrifies doors


 * Unbolted AI Cores (Toggled by a button in the AI panel) can be pushed through teleporters. This can be used to facilitate emergency evacuation if your borgs set up beacons!


 * The AI actually can examine things near its core, including the upper area of its upload (so you can examine the freeform module to see what law it is, then watch as they change it to OneHuman in two seconds.) The AI has to right-click to examine.


 * If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.


 * AI's can Ctrl+click APC's to toggle their breaker. The fucking menu pops up in your face though for some reason.


 * You can double-click on people to start tracking them.


 * You can disable the gibber by powering down the kitchen APC as an AI.


 * You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.


 * AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.


 * You can configure Air Alarms to scrub toxins: Open the Air Alarm UI -> Scrubbing -> Set all 3 to 'yes'


 * AIs and borgs can flicker lights by repeatedly clicking the switch. This can also be done through an area's APC via the 'Lights' toggle


 * With control over APCs, you can disable equipment in a specific area. Are harmful humans trying to recall the shuttle? Turn off Equipment on the Bridge/Captain's Office APCs.

[[File:Malf_AI.gif]] Malfunctioning AI

 * When AI, tune one of your intercoms to 135.3 (command channel, speakers only) and one to something like 144.1 or 144.3 (speakers only) and then go around the station turning every intercom to that freq with mike on. You gain an instant spy network that allows you to see far more than you usually do. ADDED: Disable the intercom's speaker and enable the microphone.


 * As malfunctioning AI, Machine Overload is your single most potent ability and every instance you buy of it gives you another 2 uses of it. It lets you near-instantly destroy the devices that are most dangerous to you, such as the chem dispensers, the DNA modifiers and the robotics control console.


 * The AI can do everything an engineer with a multitool can do if it has camera view of the equipment, albeit much faster and much more efficiently. If a bomb or the Singularity destroyed only half the equipment, you can often reroute radio traffic through the devices that remain. As an extension of this, if you can spare the time as rogue AI, rather than switching off the Telecomms APC you can also kill the network links one by one, add filters to 0.1 and then switch all devices off. It'll take engineers forever to fix that.


 * Short-circuiting lights via the APC has a chance to create sparks. Use this to ignite plasma fires.


 * The Labour Camp is an excellent hiding spot. The crew rarely thinks to look there - If your core is empty, they will rush off to the mining station before even checking the pinpointer, buying you priceless time


 * A malfunctioning AI can remotely hack borgs via the robotics control console and give them the emagged equipment.


 * Upgrading the cyborg recharge stations with better capacitors or power cell will increase the charging speed. Upgrading the manipulator will repair the cyborg! Convince the Scientists to do this as soon as possible if you are a rogue or malfunctioning AI. Self repair and fast charging for the borgs is critical for raising an army using the borging machine. It is also helpful for repairing the poor mining borgs that get trashed by the asteroid monsters.


 * Door crushing stuns and does a large amount of brute damage. Catching somebody in a doorway can quickly become a death sentence as the airlock becomes the maw of death from which there is no return.

[[File:APC2.gif]] Against a Malfunctioning AI

 * Cutting power to the powernet is the difference between a malf AI making every door a death trap or a laughable 6 damage stun.


 * There is an easier method to kill an AI than to thermite in: science should build an AI circuit board, cut cams all around arrivals, build it next to a wall comm, and put a brain in. Law 1 AI, other AI is killing humans, turn off the APC in the core while I distract the AI.


 * Cutting power by turning off the SMESes is no longer a good idea. The emitters run directly off the grid, so turning off SMES output will result in the singularity escaping in a short time. Instead what you should do is cut the power line between the SMES output and main grid.


 * If an AI shunts into an APC, the pinpointer will begin tracking it instead of the nuclear disk. Unconfirmed, but if true, holy shit. (Confirmed as of late 2013)


 * Complete deconstruction of a hacked APC will make a malfunctioning AI's victory timer go up, buying you some time.


 * Inteli-cards can be destroyed with the destructive analyser. This can be done whilst an AI is loaded on the card.

[[File:Generic_borg.png]] Cyborg

 * As borg, you can open a locker by clicking on it with an item activated. You cannot close it though.


 * Emagged Engiborgs get an electrified arm, which stuns when you touch something with it. This stun works on other cyborgs. ....but you can already stun other cyborgs with your flash. The stuttering it produces, however, is hilarious. Try zapping the AI with it.


 * You use less power as a cyborg by having less active modules.


 * When you recharge, your consumables are replenished. This includes flashes, cables, metal, and all other synthesized materials


 * Engiborgs & Secborgs are spaceworthy: They can maneuver about space with either their Fire Extinguisher or Taser (Be sure to set the safety on the former off!)


 * Flashed borgs can still use the door UI


 * Borgs can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.


 * Engiborgs can no longer repair themselves, but two Engiborgs can possibly repair each other over and over (UNTESTED REQUIRE CONFIRMATION).


 * You have access to the door hotkeys, just like the AI


 * Cyborgs use less power the less items the have in slots. Long trips around the station become much cheaper chargewise if you empty your slots first.
 * All borgs can unlock themselves in the borg tab. However, the cover must be relocked via an appropriate ID.
 * Engiborgs can crowbar themselves open and closed, but they cannot weld themselves.
 * The service borg's shaker does not work like a regular shaker anymore. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.
 * There is a camera in each borg that lets anyone - with access to camera console - see what you see, as long as you are on the same Z-level (not sure about mining z-level).

= Bartender=
 * "OH GOD OH GOD EVERYTHING IS ON FIRE AND I'M THE BARTENDER, WHAT DO I DO?!" You make iced beers. So many of them. They cool you enough that you can counter a large portion of the heat damage.
 * Doctor's Delight is one of the most powerful healing chemicals in the game. Just grab one of those pills of Tricordrizine pills from Chemistry's desk and slip it in a glass with the other regents, and you'll now have 50u in convenient drinkable format.
 * You can be Cargo's best friend! Two shotgun shells (Lethals, not the Beanbag you start with) will blow open a locked crate. Trade your services for ammunition or a cut of the now-unlocked illicit goods.

[[File:Barman.png]] Traitor Bartender

 * Beepsky smash is much more potent then chloral, and can be used on xenos to completely halt their movement, allowing you to extinguish / laser them to death. It’s also easier to make, and less suspicious then you breaking into chemistry.


 * The shotgun can be sawed down to fit on armor or in a pack with a circular saw. Remember to unload it first, or you'll just shoot yourself in the face (This is bugged - You can shoot yourself into crit because the shots are not consumed with you fire them via sawing).


 * You can stun people effectively with a booze bottle (doesn't work with space beer) by hitting them in the head with it. This should not only knock them down, but also cover them in flammable alcohol. Similarly, it provides you with a convenient weapon - Light them up and go to town!


 * If you're looking to kill, put Leporzine in yours drinks - 15u should instantly put someone into crit, and if not given Dexalin or CPR, they'll die pretty quick


 * Poisoning drinks is very unreliable, as anyone who examines the glass can see the exact unit contents.


 * Your shotgun can load shotgun darts, which are made at the Autolathe and can hold 30u of a chemical of choice
 * A dart of Beepsky Smash will give you a ranged stun that will last for well over a minute
 * If you're some kind of saint, you can quickly deliver healing chemicals, although most people will assume you're shooting them full of assorted toxins
 * You can effectively double-tap someone with a dart of Beepsky Smash in the first barrel, and an Incendiary Shell in the second - Quickly click twice to obtain a flaming, unconscious victim who can be dragged away to peacefully burn to death

= Hydroponics/Botanist=
 * Botany can make nitro grenades without ever having to step inside chemistry. Corn for corn oil. Nettle for sulfuric acid, and death nettle for poly acid. You'll need at least kitchen access though.


 * If you want to be a potato man: go to the hydroponics and say you want to be a plant, grow the podman with your blood, kill yourself come harvest time. (DON’T SUICIDE, POD CHECKS THAT THE BODY IS CLONEABLE)


 * The botanist has two ridiculously deadly plants he can grow. Death berries, contain lexorin; I believe it takes 1-3 berries to kill someone, and Destroying Angel. I need to do tests for the latter to see exactly what it does, I just know it fucking kills you.


 * You can grow your own carpotoxin in Hydroponics through mutating some soybeans into koibeans. No longer is carpotoxin something restricted to a random event, emagged holodecks or gold slime extracts all of which require you to actually deal with space carp!


 * If you buddy up with a traitor Chef, you can let him put various deadly plants in their food, making for a meal to die for.


 * You can directly fertilize your trays with plants. Take what you harvest, or possibly any food (it works with donuts, for instance), click on a seed tray with it. Instant compost!


 * Use the biogenerator, feed it plants and shit and you can make all three types of fertilizer, very helpful when your vendors run out of robust harvest.
 * You can also make meat and milk with the biogenerator, as well as toolbelts, wallets, leather satchels, and botanist gloves.


 * You can do non-species mutations with only 2 units of uranium or radium. 5 units gets you a stronger mutation, but still non-species.
 * Remember you can boost a plant back to health long past its normal lifespan by providing lots of nutriment or healing drugs. Composting lots of grass into it is totally valid. Doesn't work once it's actually dead though.


 * Hatchets instakill kudzu, but scythes will violate them up the ass thanks to its 3x3 range. Goats eat any kudzu they walk over instantly.


 * Not that game changing but if you like building things, Poker tables are not just a mapping object, you can create them by using grass on wooden table parts.

[[File:Botanist.png]] Traitor Botanist

 * The water mister is basically a beaker. However, unlike a beaker, it can hold an absolutely ridiculous amount of reagents, 500 units. Pretty sure that's enough to husk someone instantly if you fill it with poly.


 * Chemists with a plant tray, or botanists with a chemdispenser, can make kudzu:
 * Use sugar to raise the weed level to 6 or above.
 * Spam mutagen like mad. Theres a 1 in 10 chance your tray will mutate into a rare weed, either deathnettle, angel, kudzu or something else I forget. Reproduce it till you get 30-40 seeds and spam them everywhere.


 * How to Get 100 Potency Bananas And Terrify Everybody:
 * 1) Acquire the clown's banana. IT MUST BE THE CLOWN'S STARTING BANANA -- the ones in the vending machine are bugged and their stats don't even contain potency, which is why they are so tiny. Clown's banana starts at around 50. Best way to do this is to PDA the clown and promise him free banana enlargement.
 * 2) Get mutagen AND A DROPPER. The dropper is the most important part. You only need one or two bottles.
 * 3) Put the banana in the seed extractor. It will produce one seed.
 * 4) Plant the seed. Do not worry that the plant shows up as low health, you will fix this soon.
 * 5) Set the dropper to transfer 2 units of mutagen. Drop 2 units onto the plant. This removes all non-stat mutations -- no weed mutations, no pest mutations, and most importantly of all no killing your plant. You can also do 1 unit, but 2 units gets the job done faster (well, technically with more standard deviation, but normally faster.)
 * 6) Repeat until you have 100 potency and a good configuration of stats. Don't worry if potency drops to 0, it's random, just keep mutating. The stats you care most about are potency (obviously), yield (how many bananas you harvest -- you want something nonzero, but obviously more is better) and production (how long it takes before the bananas are ready to harvest -- lower is better.) The other two stats you care about are endurance and lifespan -- the higher is better, and generally they go up the more times you mutate. This is why the health light shows up: your starting banana has low stats on these.
 * 7) Harvest.
 * 8) Have fun!
 * 9) OPTIONAL: Consider harvesting an intermediate stage early so you have a backup set of seeds.

= Command/Captain=
 * As Captain, you should ALWAYS have the pinpointer on you. That's the item you use to locate the Nuclear Disk, the guarding of which is your entire job.


 * Test fire the teleporter first. Enjoy not getting spaced.


 * The captains cap is not only armored, it is spaceworthy.


 * The Nuke Disk can fit in a wallet. Now the ops have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, box into secure briefcase filled with boxes, secure briefcase into vault!


 * Oh, and SWAT Helmets? Spaceworthy. They're very good armour, too. Not sure how they compare to the dermal armour patch but I know they're the best thing for the captain to wear.


 * Calling the shuttle while the station's in red alert will only take six minutes instead of ten. There's three minutes time to recall.

[[File:Generic_hop.png]] Head of Personnel

 * Lisa is into necrophilia. She can make puppies even if Ian is dead.


 * As the HoP remove your access to the ID machine and put it on a blank ID card, when you done with the ID machine ether put it in your box or just leave it in your locker. That way if someone takes your ID from you they can't use the ID machines unless they are very attentive, many traitors and griefers have found themselves screwed over from this.


 * I will sometimes split HoP access onto two or more ID's. It slows the HoP down a bit, but slows down their murderer even more as they do not know what is on each card.


 * EVERYTHING IAN CAN WEAR:
 * Head:
 * Regular Helmet
 * Sunglasses
 * Captain's Hat (the one he spawns with)
 * Top Hat
 * Kitty Ears
 * Sheriff Hat (I don't even know if this exists ingame, it's in the icons)
 * Detective's Hat
 * Sombrero (Same with Sheriff Hat.)
 * Nurse Hat
 * Beret
 * Pirate Hat (The one that looks like a pirate captain.)
 * Wizard Hats (Fake or Real, they both look the same.)
 * Santa Hat (Yap, Yap, Yap!)
 * Bunny Ears
 * Ushanka (With the flaps up or down, doesn't matter.)
 * Chef's Hat. (Bone appetite!)
 * Hard Hats (The white CE's, or the regular yellow engineer's.)
 * Bedsheet (2spooky4me)
 * Police Helmet (The warden's hat, I think.)
 * A sheet of paper
 * Cargo baseball cap.
 * Cardborg Helmet
 * A special reindeer hardhat, most likely admin spawnable only.
 * Back:
 * Standard Armor
 * Station bound radio
 * Blue oxygen Tank (The big ones)
 * Fire Extinguisher
 * Cardborg Suit (Yip. Yip.)

[[File:Generic_cargo.png]] Cargo Tech

 * If you're riding a MULEbot, you can't get facehugged.


 * You can flip caps backward by right clicking them in hand or on your head. Don your trusty red cap, tell the captain to eat your shorts and rule the station as Bart Simpson.

[[File:Cargo.png]] Traitor Cargo Tech

 * Any lethal projectile will open a crate, from Detective's Revolver (lots) to Shotgun/TraitorRevolver/Mateba (two shells) to Emitter. If it's ranged and can kill you, it opens crates. Couple that with the aforementioned Bartender bit, and you've got mutual supply and demand - He wants a useful shotgun, you can provide, you want opened crates, he can provide.


 * Emitters can open locked crates.


 * Everyone notices emitters, everyone knows "OH CARGO HAS AN EMITTER BETTER GET 'EM" but if you just borrow the shotgun?


 * Crates can be trapped: Get a crate, put stuff in the crate, close the crate, apply cable coil, apply Electropack.


 * Packaging paper lets you wrap things like space suits and they'll fit in your bag.

= Chaplain=
 * Chaplains can bless practically any water container by whacking them with their bibles, making holy water.


 * Holy water, aside from preventing wizards/wraiths jaunting, also have the advantage of being non-slip. So Chaplains should go around whacking the janitors bucket to prevent him being an asshole.


 * Blessing fire extinguishers as a chaplain makes you able to cover a huge area in holy water.


 * Bibles - bibles have a 60% chance to heal you and a 40% chance to give you 10 branes dumaig, unless... UNLESS YOU ARE WEARING A HELMET (or any child of clothing/head/helmet - so that includes Caps), which will protect you from the brain mushing effects of religion. The bible's effectiveness at healing seems to decrease the more you use it on someone. You'll