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Author Topic: Space Station 13: Urist McStation  (Read 2145470 times)

Mapleguy555

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Re: Space Station 13: Urist McStation
« Reply #13995 on: February 08, 2014, 03:30:59 pm »

I find that the wire adjacent to the APC is the most reliable (100% connection chance :P)
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #13996 on: February 08, 2014, 03:49:24 pm »

...Fuck engineers. I just...I can't play that shit. It's WAAAAY too complex for my tiny brain. I'll stick to surgery. Literal brain surgery is easier to me than engineering. As is other surgery, and then there's robotics...
Also, is anyone really on right now? I don't want to start BYOND for no reason.
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Sigtextastic
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #13997 on: February 08, 2014, 03:50:46 pm »

The PACMAN just needs to be hooked up to the SMES output i.e. the main power grid.

Any of the green wires in this image will work; the pink ones are the SMES inputs.
Spoiler (click to show/hide)

You have a map of the electrical system?
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Karlito

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Re: Space Station 13: Urist McStation
« Reply #13998 on: February 08, 2014, 04:00:06 pm »

That's a dreammaker screengrab that I drew on.
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Sinistar

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Re: Space Station 13: Urist McStation
« Reply #13999 on: February 08, 2014, 04:10:37 pm »

Field gens are powered by the lasers from the emitters.
Ah, emitters. Figures. Excuse me for a moment.
*facepalms*
Ok now.
It's all slowly starting to fall in place. I usually started off by setting SMES, then plasma tanks, particle accelerator and THEN emitters...so if SMES weren't low on charge before, they were surely at the time when I came to emitters. I'll leave SMES for just before I step outside now.
T-ray scanner is a useful tool also, I figured out myself where to place P.A.C.M.A.N. so yay me!
Mind you, there's still no telling I'd be actually able to make it work properly.  :P
Learning is fun and mostly FUN.
« Last Edit: February 08, 2014, 04:14:24 pm by Sinistar »
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jhxmt

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Re: Space Station 13: Urist McStation
« Reply #14000 on: February 08, 2014, 05:35:58 pm »

Learning is fun and mostly FUN.

If it helps, my usual setup routine:

1) Get to engineering if I didn't spawn there.  This may or may not be difficult, depending on how late you've joined the round and what else is going on (i.e. do you have power or not).

2) Set up SMESes.  200k input, auto-charging, 100k-ish output (more than enough to run everything on the station).

3) Optional, but I do it: turn off the output of one of the SMESes, temporarily.  This may mean that the other two run out of power faster, but it avoids the potential issue of completely running out of power before you've set the emitters, which would be bad.  If you really want to tweak things, don't turn the outputs of the remaining SMESes up to 100k-ish yet, to conserve what little power you have at round start.

4) Set up particle accelerator.  Scan the parts when setup, but don't start it up yet.

5) Fill plasma tanks to full.  Optional, but immensely recommended.

6) Load plasma tanks into collectors, activate collectors and, for the love of god, lock them using your ID.  This stops random people cunningly deactivating the collectors later on (which is less noticeable than turning off/on the accelerator).

7) Go back to SMESes and turn on the one you turned off earlier, if applicable.  Double-check settings.

8) Go outside.  Activate all the emitters.  Get back inside without being fried.

9) Immediately go to the accelerator and turn it on, and up to 2.

10) With meson goggles on, stand at the south end of the accelerator room.  When the singularity grows to its second size (3x3), you'll see it start moving around.  If you filled up the plasma tanks to full, you can stabilise it now, or you can wait until it's 5x5.  Or 7x7 if you're mad/showboating/potential tator.

11) Stabilise it: switch the particle accelerator to zero but leave it on.  You may vary this step if you're going for 7x7, you madman you.

12) Check SMESes are charging and that input/output are set correctly.

13) Go and hook up your solars, mend the inevitable fires/explosions, and generally wait for people yelling, "Why don't we have any power in virology!?"

14) Read up on APCs, station wiring and/or atmospherics.  Actually, read up on atmospherics.  If you've got a stable singularity, Atmosia is likely to be the alternative that any traitor goes for.  Because it's amazing.

15) Alternatively, screw this station, and go build your own secure hidey-hole somewhere.  Preferably at the north end of the station, as far away from that damn black hole as you can get.

Edit: I missed one:

Whenever) Set your Engineering APC to power equipment always, not on auto.  While the emitters run directly from the main grid, I'm pretty sure that the accelerator counts as engineering equipment (somebody please correct me if I'm wrong - I haven't dug into engineering's wiring enough to verify this).  You don't want that turning off in a brownout.  Lighting and environmentals can stay on auto - they're actually less important.
« Last Edit: February 08, 2014, 05:40:05 pm by jhxmt »
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Karlito

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Re: Space Station 13: Urist McStation
« Reply #14001 on: February 08, 2014, 05:42:35 pm »

The particle accelerator runs off the APC, yes.
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Donuts

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Re: Space Station 13: Urist McStation
« Reply #14002 on: February 08, 2014, 05:44:42 pm »

Nothing about Karl being best tator yet? Fixing that.
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Sinistar

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Re: Space Station 13: Urist McStation
« Reply #14003 on: February 08, 2014, 05:57:46 pm »

I'M LEARNING, GUYS

I'M LEARNING SO MUCH

GET ON DA SERVER, NOW

edit:
IT'S...BEAUTIFUL
« Last Edit: February 08, 2014, 06:11:06 pm by Sinistar »
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Everything is an instrument if you hit it the right way.
Oh they know. Spiders are not stupid. They've just got disproportionally huge balls.

Graknorke

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Re: Space Station 13: Urist McStation
« Reply #14004 on: February 08, 2014, 07:23:51 pm »

Things I learned today:
  • Keep weapons evidence tightly secure.
  • Traitors will not hesitate to break someone out of prison to murder them
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Nightscar982

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Re: Space Station 13: Urist McStation
« Reply #14005 on: February 08, 2014, 09:30:14 pm »

That was hilarious end of round. I stole the disk from the braindead captain, so I called the shuttle, put a bomb on the bridge and made up some BS about a station wide evac due to the syndicate getting nuclear auth codes, which was sort of true. 30 seconds till we dock at nanatrasen, the nuke sound plays and boom, every traitor that would have greentexted failed instead.
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #14006 on: February 08, 2014, 09:31:50 pm »

That was hilarious end of round. I stole the disk from the braindead captain, so I called the shuttle, put a bomb on the bridge and made up some BS about a station wide evac due to the syndicate getting nuclear auth codes, which was sort of true. 30 seconds till we dock at nanatrasen, the nuke sound plays and boom, every traitor that would have greentexted failed instead.
MY OBJECTIVE
WAS FUCKING
STEAL A STRAIGHTJACKET
I WAS SO CLOSE
SO. CLOSE.
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Sigtextastic
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Karlito

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Re: Space Station 13: Urist McStation
« Reply #14007 on: February 08, 2014, 09:39:06 pm »

We should probably remove that as an objective. Our station has so many straightjackets.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #14008 on: February 08, 2014, 10:00:46 pm »

Three?
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #14009 on: February 08, 2014, 11:23:09 pm »

More than one is too many of any target, except for maybe a couple things. The straightjacket is a bad one because of where at least one of them is.
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