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Author Topic: Space Station 13: Urist McStation  (Read 2118120 times)

LordSlowpoke

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Re: Space Station 13: Urist McStation
« Reply #23040 on: September 09, 2015, 09:10:08 am »

this answers my questions thank you good sir
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jhxmt

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Re: Space Station 13: Urist McStation
« Reply #23041 on: September 09, 2015, 04:22:35 pm »

Atmosia question: what's the pressure that the distribution loop should be set at, for normal (non-antag!) play?  I remember wiki saying around 300kPa, to allow for pipe-wrenching elsewhere if needed, but others have said just set it to max and forget about ever wrenching pipes again.  I've done both in the past, and both work, but obviously having it at max pressure means recovering after breaches is so much faster.
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Quote from: beefsupreme
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #23042 on: September 09, 2015, 04:43:37 pm »

I always set it to max, faster refilling and harder to sabotage.
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23043 on: September 09, 2015, 05:30:56 pm »

it more or less depends on personal preference I usually set it low until its needed to refill after a major breach but its generally easier to set it high and forget it unless you have some sort of pipe related project you need to do beforehand
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jhxmt

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Re: Space Station 13: Urist McStation
« Reply #23044 on: September 09, 2015, 05:33:23 pm »

Useful, thanks.  Also, anybody find that the airlocks massively overpressurise when cycling from outside to inside (i.e. vacuum to OHMYGODLOTSOFAIR)?
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Quote from: beefsupreme
Try slaughtering a ton of animals, meat makes less decisions than animals.

Why Your Ramps Don't Work
How To Breach A Volcano Safely

Liction

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Re: Space Station 13: Urist McStation
« Reply #23045 on: September 09, 2015, 05:49:48 pm »

actually all the cycling airlocks are on a closed system with air canisters attached to them. I have no idea why it overpressueres them sometimes but it usually solves itself after one or two cycles.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #23046 on: September 09, 2015, 06:54:59 pm »

 Its probably a mapping error, with some variable messed up somewhere...
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23047 on: September 11, 2015, 11:40:31 pm »

Almost as good as the real thing, almost.
Spoiler (click to show/hide)
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23048 on: September 12, 2015, 06:00:36 pm »

I took a whack at mapping something smaller in scope. This is a remapping of toxins to make things easier for people. What do you guys think? I don't know the protocol for adding things to the map on the github but I hope this would be added into the map somehow. It doesn't change very much other then the canister room being moved and a small divided off entry way to the lab as well as some coolers, different pipe things, minor changes to the maint area a space tile behind regular windows and more vents.

Spoiler (click to show/hide)
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werty892

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Re: Space Station 13: Urist McStation
« Reply #23049 on: September 12, 2015, 06:45:13 pm »

Looks awesome.

Aedel

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Re: Space Station 13: Urist McStation
« Reply #23050 on: September 12, 2015, 06:47:06 pm »

I think I can see a way you can improve it.

Spoiler (click to show/hide)
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23051 on: September 12, 2015, 10:43:46 pm »

I had the map open so I figured I would also remap R&D, the layout has annoyed me for the longest time. All I did was move some pipes, tables and machines around.

Spoiler (click to show/hide)

Also, How to: Rebalancing the Burn Simulation.
(not the final version)

Spoiler (click to show/hide)

Also part of me really wants to replace all the energy weapons in the armory with smgs and other ballistic weapons
« Last Edit: September 13, 2015, 12:04:25 am by Liction »
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #23052 on: September 13, 2015, 02:41:04 am »

I take offense at every part of that post. I designed RD, after all.
Don't have an easily breached space tile in the center of toxins, that ruins toxins fires. The extra windows might do that, too, but idk ZAS.

As for the ballistics, that might have more consequences than you think.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Aedel

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Re: Space Station 13: Urist McStation
« Reply #23053 on: September 13, 2015, 03:06:18 am »

Also part of me really wants to replace all the energy weapons in the armory with smgs and other ballistic weapons

I'm trying.
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GENERATION 18: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

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Kot

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Re: Space Station 13: Urist McStation
« Reply #23054 on: September 13, 2015, 03:37:10 am »

Also part of me really wants to replace all the energy weapons in the armory with smgs and other ballistic weapons

I'm trying.
This is exactly what I thought about when I was still trying to make my smallerstation.
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.
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