The 7th Artifact Activator? - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: General Discussion (https://forum.ss13.co/forumdisplay.php?fid=7) +--- Thread: The 7th Artifact Activator? (/showthread.php?tid=6807) Pages:
1
2
|
The 7th Artifact Activator? - The Grim Sleeper - 07-23-2016 So the Artifact lab has 4 devices (each of which has about 1 useful setting) for it's research, and you can hobo up a storm with batons, welders, a toolbox, a helpful borg or even your own grubby mits, but I still encounter a whole host of Artifacts for which I simply cannot find a stimulus, or even a 'faint noise'! And it's not a small amount either, roughly 60% of the Artifacts I drag into the lab are still sitting there, inactive, when the round ends. There is an old forum thread about how 'all artifacts can be activated in the lab', but that is over 2 years old, from before the 'faint noise' feature it would seem. I've tried basic meta-exploits: eg 'tighten your grip on a small artifact' means it's an artifact water-can, 'inserted into something' usually means artifact powercell of matching size. I've tried to get creative, put a handheld artifact into a mircowave. Didn't work. I even went stupid; put the artifact into the oven: Very much didn't work. At this point I'm convinced I am missing a big part of the Artifact stimuli. Or one of the devices in the lab isn't triggering it's response (looking at you heater-plate). Anybody have similar experiences or usefull tips? Or is there possibly a very insidious bug in the Artifacts themselves? RE: The 7th Artifact Activator? - Vitatroll - 07-24-2016 My favorite activators are explosions and george melonium. Or if you like to ruin all of the mystery you could just find out directly. RE: The 7th Artifact Activator? - The Grim Sleeper - 07-24-2016 Ah, the code! ... That was... surprisingly unenlightening. Everything I learned from it is mentioned on the wiki or the handful of forum threads. Yeah, gradient activation and there is code for 'dummies' but should there really be so many of them? RE: The 7th Artifact Activator? - TheOnlyRyan - 07-24-2016 I've also had a lot of trouble activating artifacts, me Deus talked about remaking the wiki page to make it clearer. Although to do this we need more "expert" opinions on what is the simplest way to go about activating an artifact. Edit. I also think the percentage of beaker artifacts is WAYYYY too high. People generally don't do artifact research for none hand held artifacts, they're just not worth it. They're either a noise maker, suck everything in or push everything out. Pretty boring. I like the idea of the station having more hand held artifacts with more interesting abilities. I also think coders and the big wigs should put some brain power into making artifacts great, because at the moment it's pretty terrible. I go to the satellite every round and find maybe 1 hand held none beaker artifact every 3 rounds perhaps? RE: The 7th Artifact Activator? - Telegnats - 07-24-2016 I've recently started trying to activate handheld artifacts in the hopes of finding a good gun or otherwise, but I've yet to actually activate one. I wouldn't be as irritated with the system if DWAINE's gptio commands weren't such a pain in the ass to use. But inevitably, i'm stuck in artlab for ~20 minutes with an artifact that probably won't activate, until a changeling/some other antag comes in and kills me because hardly anyone ever goes to the artlab. Also, on the wiki it states the force-activated artifacts usually respond to bullets or explosions. Unfortunately the 7 bullets a shot at the artifact whizzed by and struck a window, which sucked out all the air. Am I doing something wrong, or is this broken? RE: The 7th Artifact Activator? - TheOnlyRyan - 07-24-2016 You can shoot an artifact by putting it on the impact arm, and extending it. It makes any hand held object solid / hittable One thing I really hate is how explosions have ANYTHING to do with artifacts, yeah let's just set off a bomb to see if the 2.5% chance that it's activated by it works out. Streamlining is needed. RE: The 7th Artifact Activator? - Noah Buttes - 07-24-2016 (07-24-2016, 02:36 PM)Telegnats Wrote: I've recently started trying to activate handheld artifacts in the hopes of finding a good gun or otherwise, but I've yet to actually activate one. I wouldn't be as irritated with the system if DWAINE's gptio commands weren't such a pain in the ass to use. But inevitably, i'm stuck in artlab for ~20 minutes with an artifact that probably won't activate, until a changeling/some other antag comes in and kills me because hardly anyone ever goes to the artlab. Bullets work, but only on artifacts that they can hit. Only large artifacts that be walked over can be hit without using the impactpad. If you put a handheld artifact on the impactpad's STAND, however, you can shoot it with bullets. Tips for gptio commands:
(07-24-2016, 03:35 PM)TheOnlyRyan Wrote: One thing I really hate is how explosions have ANYTHING to do with artifacts, yeah let's just set off a bomb to see if the 2.5% chance that it's activated by it works out. Explosions are just typically the most easily accessible method of producing high force stimuli. Another thing that works well is throwing a crate at an artifact. RE: The 7th Artifact Activator? - Vitatroll - 07-24-2016 (07-24-2016, 02:36 PM)Telegnats Wrote: ...if DWAINE's gptio commands weren't such a pain in the ass to use. ... You ever use the thing that looks like a powernet networking component in the artlab? IIRC it works quite well. It's nowhere near as effective as writing your own scripts, but the more complex ones can be a pain to enter. Zamujasa has some good basic scripts for cutting out lots of typing. I would post my fairly automated ones but I'd have to go through 100+ horribly named text files. I mostly just explode things with welding fuel these days anyways. Works remarkably well, honestly. Takes a lot less fuel than people think too. RE: The 7th Artifact Activator? - The Grim Sleeper - 07-24-2016 (07-24-2016, 04:32 PM)Vitatroll Wrote: You ever use the thing that looks like a powernet networking component in the artlab? IIRC it works quite well. It's nowhere near as effective as writing your own scripts, but the more complex ones can be a pain to enter.I used to use it all the time, but switching between the very highest and very lowest setting is a pain. Then I found out about scripts. (07-24-2016, 04:32 PM)Vitatroll Wrote: Zamujasa has some good basic scripts for cutting out lots of typing. ... I would post my fairly automated ones but I'd have to go through 100+ horribly named text files.I personally prefer an extended version of UmmonTL's research scripts. They don't use the space-bar. But I very much would like to see those big automated scripts you wrote. (07-24-2016, 04:32 PM)Vitatroll Wrote: I mostly just explode things with welding fuel these days anyways. Works remarkably well, honestly. Takes a lot less fuel than people think too.Do you have any recommendations for rooms which are durable/expendable? I tried the secure chemlab, but a 50u welding fuel pipebomb still blew out most of the walls. RE: The 7th Artifact Activator? - atomic1fire - 07-25-2016 (07-24-2016, 10:42 AM)TheOnlyRyan Wrote: I've also had a lot of trouble activating artifacts, me Deus talked about remaking the wiki page to make it clearer. Although to do this we need more "expert" opinions on what is the simplest way to go about activating an artifact.Handheld teleporter artifacts are dope, especially if you have a means of expanding your field of view. (Although that might be an exploit) RE: The 7th Artifact Activator? - Noah Buttes - 07-25-2016 (07-25-2016, 02:37 AM)atomic1fire Wrote: Handheld teleporter artifacts are dope, especially if you have a means of expanding your field of view. (Although that might be an exploit) Wait, you can expand your field of view? RE: The 7th Artifact Activator? - medsal15 - 07-25-2016 (07-25-2016, 09:43 AM)Noah Buttes Wrote: Wait, you can expand your field of view? How to see more: Inject/activate X-ray. RE: The 7th Artifact Activator? - Vitatroll - 07-25-2016 I think he's talking about masons -- maybe even cameras too. I forget if the latter still works. I honestly hate masons, but they're almost required with those artifacts or when you want to shoot deeply into a blob or kudzu mass with a flamer. RE: The 7th Artifact Activator? - Noah Buttes - 07-25-2016 (07-25-2016, 10:26 AM)medsal15 Wrote:(07-25-2016, 09:43 AM)Noah Buttes Wrote: Wait, you can expand your field of view? (07-25-2016, 10:28 AM)Vitatroll Wrote: I think he's talking about masons -- maybe even cameras too. I forget if the latter still works. I honestly hate masons, but they're almost required with those artifacts or when you want to shoot deeply into a blob or kudzu mass with a flamer. OH. I thought he meant that it was possible to expand one's vision radius beyond the current maximum of 7 tiles away from the center. RE: The 7th Artifact Activator? - Frank_Stein - 07-25-2016 There used to be a bug with pods that let you do that but I reported it and it got patched |