User:HungerJames
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Forums Account: https://forum.cm-ss13.com/u/hungerjames/summary
Last Updated: March 6, 2026
Things I am working on:
Make a medal & ribbon templateOn hold- Update Researcher page with "advanced" botany tips/ticks
Things I want to work on when I have the time:
- Update the specialist page with common tips, tricks, & tech
- Update the survivor page to explain some more of the basic "meta" strategies
- Add a xeno section for basic counters against survs and how to (hopefully) die less
- Update the CM13 History page
Things I want to do if/when they get merged:
- Update hydro chem properties
My Sandbox
Okay! Goals of this "new" table-tab:
(1) Easy to find and follow the BASICS of how to grow plants for non research purposes
(2) SIMPLE instructions that explain WHAT and WHY to do for growing RnD hydro chems
(3) Generalized to work as a template
| Subject: | Description: |
Identifying Genes |
Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you've identified the gene. A gene label represents the same trait across all plants.
Some traits won't do much, while others can have drastic effects. |
Mutating plants |
Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of Unstable Mutagen in the hydroponics tray that contains the plant you wish to mutate. |
Keeping your plants alive |
Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. |
| Item: | Description: |
| Unstable Mutagen | |
| Radium | |
| Alkysine | |
| Mercury | |
| Ammonia | |
| Diethylene... |
| Plant Groups: | What to Gene Edit: | Planting Steps: | Notes: |
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Plants lose their genetic modifications when they change species. Only modify the seeds once you have the desired species.
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Tackling Stats
Xenomorphs can tackle marines with Disarm intent (2). Directional assist works with tackling, so you can aim behind your target rather than sprite clicking! A Xeno can tackle every 1 second. This means Sentinels, Hivelords, and Carriers can permanently keep a humanoid stunned by tackling because their minimum tackle strength is greater than or equal to their maximum tackle range. Dragging someone while tackling reduces your tackle strength (the more tiles they are moved, the weaker your tackle). This means the target will eventually get a chance to stand up. Marines' endurance levels and the NST chemical property effectively reduce tackle strength, and this can cause targets to stand up faster than normal.
Tackle Range:
- This is the minimum and maximum number of tackles needed to knock down a target.
- For example, it takes a Drone between 2 and 4 tackles to cause a knockdown.
- The tackle counter resets 20 seconds after the first tackle, if any Xeno ability is used on the target, or if the target is helped up.
- If a Sentinel has made three tackles on a target and a Runner, then pounces on them, the tackle counter is reset. The Sentinel will need to make 4 more tackles.
- If a Sentinel has made three tackles on a target and a Runner, then pounces on them, the tackle counter is reset. The Sentinel will need to make 4 more tackles.
Tackle Chance:
- This is the chance of a successful knockdown when tackling within the tackle range.
- For example, a Drone's 2nd tackle has a 35% chance to cause a knockdown. If it fails, then the 3rd tackle has another 35% chance, and the 4th tackle is guaranteed because it is the tackle range maximum.
- For example, a Drone's 2nd tackle has a 35% chance to cause a knockdown. If it fails, then the 3rd tackle has another 35% chance, and the 4th tackle is guaranteed because it is the tackle range maximum.
Tackle Strength Range:
- This is the range of how many seconds a knockdown will keep a target stunned.
- For example, whenever a drone knocks down a target, they will be stunned for either 3 or 4 seconds.
Tackle Range is the minimum and maximum number of tackles needed to knock down a target.
Tackle Chance is the chance of a successful knockdown when tackling within the tackle range.
Tackle Strength Range is the range of how many seconds a knockdown will stun a target.
| Caste | Tackle Range | Tackle Chance | Tackle Strength Range |
|---|---|---|---|
| Drone | 2-4 | 35% | 3-4 |
| Runner | 4-5 | 40% | 4-4 |
| Sentinel | 4-4 | 50% | 4-4 |
| Defender | 2-4 | 35% | 2-3 |
| Caste | Tackle Range | Tackle Chance | Tackle Strength Range |
|---|---|---|---|
| Hivelord | 2-4 | 45% | 4-5 |
| Burrower | 3-5 | 40% | 4-5 |
| Carrier | 2-4 | 50% | 4-5 |
| Lurker | 2-6 | 35% | 2-3 |
| Spitter | 2-6 | 45% | 4-5 |
| Warrior | 2-4 | 35% | 2-3 |
| Caste | Tackle Range | Tackle Chance | Tackle Strength Range |
|---|---|---|---|
| Boiler | 2-6 | 25% | 3-4 |
| Crusher | 2-6 | 25% | 2-3 |
| Praetorian | 2-5 | 45% | 2-3 |
| Ravager | 2-5 | 35% | 4-5 |
| Despoiler | 4-6 | 25% | 3-4 |
| Caste | Tackle Range | Tackle Chance | Tackle Strength Range |
|---|---|---|---|
| Queen | 2-6 | 55% | 2-3 |
| King | 6-10 | 35% | 2-3 |
| Abomination | 3-4 | 35% | 6-10 |
| Caste | Tackle Range | Tackle Chance | Tackle Strength Range |
|---|---|---|---|
| Lesser Drone | 4-5 | 35% | 2-3 |
| Hellhound | 4-5 | 40% | 4-4 |
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| Caste | Tackle Range | Tackle Chance | Tackle Strength Range |
|---|---|---|---|
| Lesser Drone | 4-5 | 35% | 2-3 |
| Drone | 2-4 | 35% | 3-4 |
| Runner | 4-5 | 40% | 4-4 |
| Sentinel | 4-4 | 50% | 4-4 |
| Defender | 2-4 | 35% | 2-3 |
| Hivelord | 2-4 | 45% | 4-5 |
| Burrower | 3-5 | 40% | 4-5 |
| Carrier | 2-4 | 50% | 4-5 |
| Lurker | 2-6 | 35% | 2-3 |
| Spitter | 2-6 | 45% | 4-5 |
| Warrior | 2-4 | 35% | 2-3 |
| Boiler | 2-6 | 25% | 3-4 |
| Crusher | 2-6 | 25% | 2-3 |
| Praetorian | 2-5 | 45% | 2-3 |
| Ravager | 2-5 | 35% | 4-5 |
| Despoiler | 4-6 | 25% | 3-4 |
| Queen | 2-6 | 55% | 2-3 |
| King | 6-10 | 35% | 2-3 |
| Hellhound | 4-5 | 40% | 4-4 |
| Predalien | 3-4 | 35% | 6-10 |













