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Author Topic: Space Station 13: Urist McStation  (Read 2117376 times)

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #19800 on: October 21, 2014, 02:39:22 pm »

I've figured out why the supermatter explodes every round now. The APC in the core isn't charging, because it isn't charging, none of the filter pumps work. No filter pumps = no phoron being removed = supermatter explodes. But you ask, "Why Knoxon is the APC in the core not charging?" Thats easy, the SMES in the core is bottlenecking the power, none of it is going to the core APC. What you need to do is to turn the core SMES input off, and wire a line of cables around the SMES to bypass it.
THANK YOU I'VE ONLY BEEN BRINGING THIS UP FOR THE LAST WEEK. THANK YOU.

Thus proving once again that BS12 can't map for shit. (I just copypasta'd the engine room from BS12 for the most part.)

Knoxon

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Re: Space Station 13: Urist McStation
« Reply #19801 on: October 21, 2014, 03:22:40 pm »

I've figured out why the supermatter explodes every round now. The APC in the core isn't charging, because it isn't charging, none of the filter pumps work. No filter pumps = no phoron being removed = supermatter explodes. But you ask, "Why Knoxon is the APC in the core not charging?" Thats easy, the SMES in the core is bottlenecking the power, none of it is going to the core APC. What you need to do is to turn the core SMES input off, and wire a line of cables around the SMES to bypass it.
THANK YOU I'VE ONLY BEEN BRINGING THIS UP FOR THE LAST WEEK. THANK YOU.
I know you have, and now I've explained exactly why the APC is doing that.
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Octobomb

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Re: Space Station 13: Urist McStation
« Reply #19802 on: October 21, 2014, 03:28:27 pm »

I've figured out why the supermatter explodes every round now. The APC in the core isn't charging, because it isn't charging, none of the filter pumps work. No filter pumps = no phoron being removed = supermatter explodes. But you ask, "Why Knoxon is the APC in the core not charging?" Thats easy, the SMES in the core is bottlenecking the power, none of it is going to the core APC. What you need to do is to turn the core SMES input off, and wire a line of cables around the SMES to bypass it.
THANK YOU I'VE ONLY BEEN BRINGING THIS UP FOR THE LAST WEEK. THANK YOU.
I know you have, and now I've explained exactly why the APC is doing that.
YES DO CAPS LOCKS NOT MAKE MY GRATITUDE SINCERE ENOUGH? In all seriousness, thanks for the fix.
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Kriellya

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Re: Space Station 13: Urist McStation
« Reply #19803 on: October 21, 2014, 04:11:54 pm »

I've figured out why the supermatter explodes every round now. The APC in the core isn't charging, because it isn't charging, none of the filter pumps work. No filter pumps = no phoron being removed = supermatter explodes. But you ask, "Why Knoxon is the APC in the core not charging?" Thats easy, the SMES in the core is bottlenecking the power, none of it is going to the core APC. What you need to do is to turn the core SMES input off, and wire a line of cables around the SMES to bypass it.

Orrrrrrrrrr... you pump the output on the engine SMES. The freezers and pumps require ~100KW to run. Pump it up that far and you're golden. It charges just fine :P

It also takes a really, *really* long time for the SM to explode. You pretty much have to leave it unattended for a solid half hour with no power in order to have no chance to save or eject it.
« Last Edit: October 21, 2014, 04:16:11 pm by Kriellya »
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #19804 on: October 21, 2014, 04:15:45 pm »

I've figured out why the supermatter explodes every round now. The APC in the core isn't charging, because it isn't charging, none of the filter pumps work. No filter pumps = no phoron being removed = supermatter explodes. But you ask, "Why Knoxon is the APC in the core not charging?" Thats easy, the SMES in the core is bottlenecking the power, none of it is going to the core APC. What you need to do is to turn the core SMES input off, and wire a line of cables around the SMES to bypass it.

Orrrrrrrrrr... you pump the output on the engine SMES. The freezers and pumps require ~100KW to run. Pump it up that far and you're golden. It charges just fine :P
Aye, this is how I worked it out. Mine capped at about 120KW.

Kriellya

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Re: Space Station 13: Urist McStation
« Reply #19805 on: October 21, 2014, 04:17:05 pm »

I've figured out why the supermatter explodes every round now. The APC in the core isn't charging, because it isn't charging, none of the filter pumps work. No filter pumps = no phoron being removed = supermatter explodes. But you ask, "Why Knoxon is the APC in the core not charging?" Thats easy, the SMES in the core is bottlenecking the power, none of it is going to the core APC. What you need to do is to turn the core SMES input off, and wire a line of cables around the SMES to bypass it.

Orrrrrrrrrr... you pump the output on the engine SMES. The freezers and pumps require ~100KW to run. Pump it up that far and you're golden. It charges just fine :P
Aye, this is how I worked it out. Mine capped at about 120KW.

Yeah, 120KW is usually what I set it to. 150 in, 125 out. Handles charging the local APC if it happens to be running low, and any unforseen power spikes.

I personally really like a lot of BS12's decisions for engineering setups. They feel more like how a sensible engineer would design the system, with assorted backups, surge protection, and network isolation, and the power requirements of their codebase make it not trivial to power the station. Their map also has a *lot* more to do as engineering. Maybe some people don't like that, but I find it really enjoyable.
« Last Edit: October 21, 2014, 04:22:49 pm by Kriellya »
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SOLDIER First

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Re: Space Station 13: Urist McStation
« Reply #19806 on: October 21, 2014, 05:38:41 pm »

I think the beauty of tileset games like this is the sheer amount of possibilities for things to happen.
As the graphics and engine and such go up, possibilities like this tend to go down.
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AH

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Re: Space Station 13: Urist McStation
« Reply #19807 on: October 21, 2014, 05:53:45 pm »

Total Players: 2
Time to actually set up my skills.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #19808 on: October 21, 2014, 05:57:51 pm »

Total Players: 2
Time to actually set up my skills.

All: Professional
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Graknorke

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Re: Space Station 13: Urist McStation
« Reply #19809 on: October 21, 2014, 05:59:44 pm »

Total Players: 2
Time to actually set up my skills.

All: Professional
Name: Ebony Dark'ness Dementia Raven Way
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Execute/Dumbo.exe

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Re: Space Station 13: Urist McStation
« Reply #19810 on: October 21, 2014, 05:59:55 pm »

If I ever actually play on this server, Imma gonna put all my skill points into botany and just always play as a botanist.
Speaking of skills, would it be possible to get skill points every round dependant on certain actions as a certain job?
Like getting points for keeping a consistent power level throughout a certain time as an engineer or growing X amount of good plants as botanist?
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AH

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Re: Space Station 13: Urist McStation
« Reply #19811 on: October 21, 2014, 06:01:23 pm »

Total Players: 2
Time to actually set up my skills.

All: Professional
Name: Ebony Dark'ness Dementia Raven Way

Officially now the last slot in the charload, though with a smaller name.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #19812 on: October 21, 2014, 06:01:51 pm »

Skills are and always will be 100% fluff. Even I, who want them to be required, would disapprove if it was turned into a game mechanic.

Plus you get like, 28 before you become above average. Enough to be a master in two different departments <3
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Execute/Dumbo.exe

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Re: Space Station 13: Urist McStation
« Reply #19813 on: October 21, 2014, 06:47:20 pm »

But it wouldn't be a game mechanic, just a identifier when observing someone when you know who they are.
So if they were a doctor, for example, and were apprentice, when observing them when they had their ID, then you could see their level.
Of course, it probably would be far more work than I think it would take and it certainly wouldn't help with lag.
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #19814 on: October 21, 2014, 07:08:38 pm »

Total Players: 2
Time to actually set up my skills.

All: Professional
Name: Ebony Dark'ness Dementia Raven Way
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