MetaStation Thread (v41J 11/05/2015)

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Re: MetaStation Thread (v41J 11/05/2015)

Postby metacide » Fri Jun 24, 2016 5:03 pm #189740

Will look into changing a few MetaStation things in due course. In the meantime looking at a Mini-Station sort of thing, designed for ~20 pop : Captain, Lieutenant, 3xSec, 3xSci, 3xMed, 3xEng, 3xCargo, 3xCiv. If anyone has any thoughts on how best to do this, do fire away.

If anyone's interested, this is what I have so far (not much, just bridge+sec):

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MetaStation is currently running by vote or by default on both Sibyl and Basil
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Wyzack » Fri Jun 24, 2016 5:07 pm #189742

Looks good so far. With Birdboat seemingly being voted off the island by casuals we need a new nice lowpop map
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Re: MetaStation Thread (v41J 11/05/2015)

Postby metacide » Fri Jun 24, 2016 7:44 pm #189781

Bit more progress if it interests anyone:

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Not sure what power source to use, tesla/singulo, supermatter shard, TEG (though I hear it's broken, and supermatter works by heating gas for TEG).
MetaStation is currently running by vote or by default on both Sibyl and Basil
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Re: MetaStation Thread (v41J 11/05/2015)

Postby paprika » Fri Jun 24, 2016 9:10 pm #189800

Man, you're an excellent spriter. A compact map like this will really help during slow hours on basil, good job.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby metacide » Sun Jun 26, 2016 8:30 pm #190333

Here's the latest progress with atmos and engineering deskfronts, EVA, and escape, botany integrated into bar.

Hope it's not getting too big to stay relatively functional at lowpop.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby ChangelingRain » Sun Jun 26, 2016 8:36 pm #190336

The input and output for the AI's SMES are the same, and it'll lose power eventually; the terminal and the wires under the SMES shouldn't be on the same network.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Zilenan91 » Sun Jun 26, 2016 9:04 pm #190345

Wyzack wrote:Looks good so far. With Birdboat seemingly being voted off the island by casuals we need a new nice lowpop map



Made me scared that birdboat was gone from the code. It's still in.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby DemonFiren » Sun Jun 26, 2016 9:28 pm #190356

Anonus wrote:The input and output for the AI's SMES are the same, and it'll lose power eventually; the terminal and the wires under the SMES shouldn't be on the same network.

this tbh fam
It cucks AIs ridiculously quickly.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby metacide » Sun Jun 26, 2016 9:41 pm #190366

Regarding the AI power issue, I don't really know where it came from, things had been fine for ages.

Will fix it sometime soon anyway.
MetaStation is currently running by vote or by default on both Sibyl and Basil
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Re: MetaStation Thread (v41J 11/05/2015)

Postby DemonFiren » Mon Jun 27, 2016 7:31 am #190495

Well, they're simply not connected to the grid in three places, and the SMES charging from itself denies the APC the power it needs.

Just wire main grid to SMES to minisat grid and it should be fine.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby metacide » Mon Jun 27, 2016 11:20 am #190525

I know what causes the issue, it was just odd that it appeared only recently where previously things had been fine. I hadn't noticed anything relevant map or SMES change.

The MiniSat grid is meant to be independent so you can't powersink it and the station easily at the same time without first connecting the two (which can easily be done in the engineering foyer, where there are blind ended wires from each next to each other).

Looks like Coaix has fixed it anyway, though setting the roundstart charging input to 0W might have been simpler than rewiring.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby DemonFiren » Mon Jun 27, 2016 4:05 pm #190606

Well, the SMES already act as buffer against sinking, so...
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Sidon » Thu Sep 15, 2016 4:19 am #211630

Hey Meta anyway you could move the grav gen away from the engine?

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Isane » Wed Oct 05, 2016 5:21 am #215815

Put those side doors back in the library, that place used to see a lot more people.
And for the love of god move the drone dispenser somewhere else besides the corporate showroom, most people don't know it's there, and most of the people that are aware of it never have the access to get to it.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Gun Hog » Thu Jan 05, 2017 8:15 am #240946

I do not know if anyone will ever read this, and this is the only thread for Metastation, so I will post it here as Oranges closed my issue report:

Metastation is missing modular computers. At minimum, there should be one on the bridge, RD's office, and Engineering (place this on on a wire node). See here: https://github.com/tgstation/tgstation/issues/22523 for the paths. Having a public console someplace could add some flavor if you are after that sort of thing.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby killerx09 » Thu Jan 05, 2017 1:58 pm #240997

Well, seeing as Metastation is the luxurious version of Boxstation (Etc Autorifle in Warden's locker, Soulstone in chaplain's locker, and everything about virology.) it would make sense to have it on at least the same standard as Boxstation.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby DemonFiren » Thu Jun 08, 2017 7:44 am #305045

It kinda bothers me that all the dropbox links are pepperoni.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby yorii » Sat Jan 06, 2018 3:30 am #371340

Put syndicate smokes back in captain's office.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Deitus » Sat Jan 06, 2018 4:12 am #371347

did yall niggas make the bridge double doors cycle yet? annoying as fuck when sec/sci/eng does but bridge dont
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Re: MetaStation Thread (v41J 11/05/2015)

Postby The Clowns Pocket » Sun Apr 08, 2018 8:01 am #398381

Please for the love of god add the ability to use the captains ID to unlock the Captains Laser Gun without setting off the alarm.

I like pulling the thing out when things get tough like nuke ops, and its really shit having to use my sword to open it every time
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Denton » Sun Apr 08, 2018 10:02 am #398411

The Clowns Pocket wrote:Please for the love of god add the ability to use the captains ID to unlock the Captains Laser Gun without setting off the alarm.

I like pulling the thing out when things get tough like nuke ops, and its really shit having to use my sword to open it every time


I found this in displaycase.dm:
Code: Select all
//The captains display case requiring specops ID access is intentional.

I have no fucking clue why, maybe to make the theft objective harder? Omega seems to be the only map that bypasses the specops ID thing.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby SpaceInaba » Mon Apr 09, 2018 5:01 pm #398727

it's because otherwise the guy who steals the spare instantly gets a recharging laser gun
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Re: MetaStation Thread (v41J 11/05/2015)

Postby The Clowns Pocket » Wed Apr 11, 2018 7:21 pm #399251

SpaceInaba wrote:it's because otherwise the guy who steals the spare instantly gets a recharging laser gun

secure the damn spare better, altenatively have that locker hooked up to an alarm.

First thing I do as captain is check the spare, move it from where it is to either my pocket or somewhere else in the room, or another high secure area.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Gun Hog » Fri Apr 13, 2018 3:53 pm #399852

Denton wrote:
The Clowns Pocket wrote:Please for the love of god add the ability to use the captains ID to unlock the Captains Laser Gun without setting off the alarm.

I like pulling the thing out when things get tough like nuke ops, and its really shit having to use my sword to open it every time


I found this in displaycase.dm:
Code: Select all
//The captains display case requiring specops ID access is intentional.

I have no fucking clue why, maybe to make the theft objective harder? Omega seems to be the only map that bypasses the specops ID thing.


The burglar alarm is intended to reduce the event of *Captains* getting the gun.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Doctor Pork » Fri Apr 20, 2018 10:20 pm #401879

yorii wrote:Put syndicate smokes back in captain's office.

fucking. this.

my character has to smoke midoris now. shameful.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Farquaar » Wed May 30, 2018 11:54 pm #414178

Something I've observed while playing curator on MetaStation a few times: There appears to a problem with the power in the library. Now I'm no engineer, so I can't tell you exactly why this happens.

Around 10 minutes into the round, the library will run out of power. It typically starts with the computers, photocopiers and bookbinder, and some rounds it even progresses to the lights turning off. Checking the library APC will reveal that it isn't charging. Sometimes it will resume charging sometime into the round, but I can't discern any pattern to it. Typically the problem is solved by emagging the APC and diverting power from the lights to the equipment, though I'm not sure exactly how it's done.

Basically, the power in the library is screwy, and it needs to be checked. There's nothing worse than painstakingly copy-pasting and formatting two dozen paragraphs onto a paper sheet to find out that the bookbinder and library terminal has no power even though the rest of the station is fully intact.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Denton » Thu May 31, 2018 7:07 am #414216

The wires look okay in DM, my best bet is that mice chew the wires:
https://i.imgur.com/fcsSuuh.png

I'll give it a quick test later today.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby SpaceManiac » Thu May 31, 2018 7:59 am #414218

If by some coincidence this is the furthest APC from the SMES, it may be lowest priority and thus suffering if the powernet is low and the other APCs are still charging. Cargo used to have a similar problem.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Denton » Thu May 31, 2018 9:17 am #414231

Yeah, just tested it and it seems to be a powernet issue. Wires are all set up properly and receive power, it's just the library/cargo APCs that suffer from the "hiccup".

If it happens to you often, it's probably best to open an issue on Github. In the meantime, ask Engineering for an inducer (or ask the AI to unlock the APC cover and charge the cell at primary tool storage).

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Anuv » Sun Jun 10, 2018 8:57 pm #417231

Small room in front of the engineering space pod starts with no air or pressure. I think it's the same for the top left arrival pod airlock.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Denton » Mon Jun 11, 2018 1:33 am #417284

Anuv wrote:Small room in front of the engineering space pod starts with no air or pressure. I think it's the same for the top left arrival pod airlock.

https://github.com/tgstation/tgstation/issues/37614

It's an atmospherics bug, sadly no fix available yet.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Yakumo_Chen » Tue Oct 30, 2018 9:49 am #450394

The APC in the AI chamber needs moved inwards near the core. It shouldn't really be in a direct line of fire of door into the chamber and makes beating any AI on meta incredibly baby mode with a single ion rifle shot.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Actionb » Sun Dec 09, 2018 1:00 pm #460691

The tile in the AI core directly infront of the AI is not in sight of any turrets.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Yakumo_Chen » Wed Jan 02, 2019 1:56 am #466424

Perma more like Tempa

It needs to be harder to just spacewalk to freedom from perma again
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Shezza » Wed Jan 02, 2019 1:48 pm #466514

Yakumo_Chen wrote:someone escaped from perma while i was HoS and robusted me, i'll definitely valid them instantly the next time i meet them, please surround perma in lava tiles so it doesn't happen again


just take away their donk pockets and check on prisoners in perma to see if they're escaping or not.

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Yakumo_Chen » Thu Jan 03, 2019 10:15 am #466721

I shouldn't have to escape-proof perma for the people inside in the first place. If people are able to space walk out despite the like 3x space damage the game has now, there's a fundamental design problem, for what is supposed to be one step short of round removal in the game sense.

Perma should be a place where you can't get out without someone freeing you, or at least very difficult, time consuming, and risky. These days I see people escaping in times shorter then most brig sentences.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Istoprocent1 » Thu Jan 03, 2019 10:59 am #466724

Shezza wrote:
Yakumo_Chen wrote:someone escaped from perma while i was HoS and robusted me, i'll definitely valid them instantly the next time i meet them, please surround perma in lava tiles so it doesn't happen again


just take away their donk pockets and check on prisoners in perma to see if they're escaping or not.


In before a wild policy appears to stop you from "powergaming". Can't even set up barriers at the moment. :roll:

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Re: MetaStation Thread (v41J 11/05/2015)

Postby DrunkenMatey » Thu Jan 03, 2019 11:51 pm #466813

Can we just turn the windows into reinforced walls? Perma gets smashed any time someone is put in it which makes it unusable by sec so if they get anyone who isnt planning on risking space they cant really perma em. If someone with tools n a hardsuit wants to save em thats cool but no need to let them escape on their own. Might make perma more useful and actually see some prisoners growing shit n hanging out (or suiciding) instead of just trashing the place, escaping or murdering each other in the hopes of luring in sec

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Re: MetaStation Thread (v41J 11/05/2015)

Postby Denton » Fri Jan 04, 2019 1:16 pm #466914

Can you guys just make a policy thread instead of shitting up a thread for actual mapping feedback
Thanks

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Re: MetaStation Thread (v41J 11/05/2015)

Postby WarbossLincoln » Mon Jan 14, 2019 5:53 pm #468908

Perma should have windows for the possibility of escape, that's honestly part of the point of perma. Perma is almost never used for truly harmful antags. How often does a murderboning traitor not get executed immediately? Perma is usually used for non-antags who are massive pains in the ass. If you put someone in perma you are accepting a degree of risk that they might escape. If that's not acceptable then just kill them. Or if you really want to strand them put them on lavaland and break the console so they can't call the shuttle down. Perma prison breaks are often a lot of fun and are memorable.
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Re: MetaStation Thread (v41J 11/05/2015)

Postby Yakumo_Chen » Tue Jan 15, 2019 11:06 am #469101

Prison breaks are fun and memorable when it's actually difficult to get out. I'd rather see people try to tackle down sec doing a checkup and escaping through the brig itself, not just breaking one window and spacewalking to arrivals, which is zero effort and shitters will do every single time. It *is* a mapping issue since, as I stated, Perma should require outside help (especially if you can call an officer's ID "help") at a minimum to escape.
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