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Re: MetaStation Thread (v41J 11/05/2016)

Posted: Thu May 12, 2016 7:19 am
by metacide

Bottom post of the previous page:

Submitted a minor update on GitHub, if it interests anyone

MetaStation v41J (11/05/2016):

[img]https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/16-05-13%20MSv41J%20Full%20-%20800.png[/img]
(Image of the station, click here for full-size)

MetaStation v41J Changelog:
  • Added extra grounding rods to the engine area to stop the tesla destroying some cameras. The main sign-conduction issue had already been fixed.
    Added missing circuit boards to tech storage to match current box boards - exosuit fabricator, circuit imprinter, teleporter, and AI integrity restorer boards.
    Added some glass, metal, and more wire to the bar backroom closet to allow for easier remodelling.
    Added a selection of blank canvas to art storage and some easels to maint.
    Added cameras to each xenobiology containment pen so the slime computers don't bug out so often.
    Added missing indoor window pane in atmos by one of the computers.
    Added a custom name to the armory securitron, which now also starts active and will by default detain unknowns and those holding guns without clearance.
    Added formal uniform crate to the armory anteroom.
    Adjusted layout of the aft arm of the engine area, making it a separate maint tunnel which is part of the engineering escape pod area.
    Adjusted positions of some machines in the cargo office and QM office so the cargo APC and other items can be accessed properly again.
    Adjusted interrogation access - now anyone with brig access can get in, such as the lawyer.
    Anchored the O2 lockers in the engine room airlocks to stop them being dragged out by spacewind every time the airlocks are used.
    Fixed glass sheet stacks in engineering having 12 sheets not 50.
    Fixed the mutli-belt typo.
    Fixed maint autodrobe incorrectly requiring theatre access.
    Fixed some of the emergency shuttle exit airlocks requiring certain access levels.
    Moved the portable flashes out into the armory anteroom, adding racks to where they were, which hold extra flashes, tear gas grenades, emergency doughnuts, and a rack of barrier grenades.
    Moved HoP keycard authentication device so it can be reached without having to clamber on a table.
    Replaced an empty canister in toxins with a fourth O2 canister.
    Replaced some blood and gibs present on roundstart with their correct 'old' variants.
    The cloning APC now starts unlocked.
    Removed version suffix on filename in keeping with other maps.

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

Posted: Sat Jun 04, 2016 6:52 am
by Bolien
I feel like toxins, or at least science somewhere needs a heater.
If I want a heater I have to take apart the cooler and switch it, which I feel like is an unnecessary pain.

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

Posted: Sat Jun 04, 2016 1:09 pm
by Wyzack
I have no strong feelings one way or the other, but why was the library made into a windowless fortress with only one door? I feel like it isolates an already sidelined job and makes people less likely to visit than before

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

Posted: Sun Jun 05, 2016 5:46 am
by Anonmare
I think the AI satellite isn't actually connected to the main powernet properly. Mind checking the wire near the external area of the satellite, specifically near the APC?

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

Posted: Tue Jun 07, 2016 7:55 am
by Sidon
Meta add these stools to the bar & kitchen portion instead of the current ones, also the maint bar as well:

https://github.com/tgstation/tgstation/pull/18263

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

Posted: Sat Jun 11, 2016 5:14 pm
by metacide
I think you can make any heater a freezer or vice versa by screwdrivering it open and wrenching it, or something like that.

Regarding the station and MiniSat having separate powernets, it's intentional - but you can easily connect the two, if you want to powersink the lot or recharge the MiniSat or whatever. MiniSat has independent power that should last hours and hours, though.

The new bar stools were kindly recently added by Xhuis.

As for the library being more secluded, it was suggested and I thought I'd give it a go. The only people who really noticed though were those who disliked it, so I'll change it back when I next have the time.

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

Posted: Sat Jun 11, 2016 10:39 pm
by Sidon
I like the secluded library :sad:

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

Posted: Sun Jun 12, 2016 10:01 am
by DemonFiren
On the library: keep both entrances, but lose the windows.

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

Posted: Fri Jun 24, 2016 5:03 pm
by metacide
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):

Image

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

Posted: Fri Jun 24, 2016 5:07 pm
by Wyzack
Looks good so far. With Birdboat seemingly being voted off the island by casuals we need a new nice lowpop map

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

Posted: Fri Jun 24, 2016 7:44 pm
by metacide
Bit more progress if it interests anyone:

Image

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).

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

Posted: Fri Jun 24, 2016 9:10 pm
by paprika
Man, you're an excellent spriter. A compact map like this will really help during slow hours on basil, good job.

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

Posted: Sun Jun 26, 2016 8:30 pm
by metacide
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.

Image

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

Posted: Sun Jun 26, 2016 8:36 pm
by ChangelingRain
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.

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

Posted: Sun Jun 26, 2016 9:04 pm
by Zilenan91
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.

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

Posted: Sun Jun 26, 2016 9:28 pm
by DemonFiren
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.

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

Posted: Sun Jun 26, 2016 9:41 pm
by metacide
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.

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

Posted: Mon Jun 27, 2016 7:31 am
by DemonFiren
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.

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

Posted: Mon Jun 27, 2016 11:20 am
by metacide
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.

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

Posted: Mon Jun 27, 2016 4:05 pm
by DemonFiren
Well, the SMES already act as buffer against sinking, so...

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

Posted: Thu Sep 15, 2016 4:19 am
by Sidon
Hey Meta anyway you could move the grav gen away from the engine?

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

Posted: Wed Oct 05, 2016 5:21 am
by Isane
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.

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

Posted: Thu Jan 05, 2017 8:15 am
by Gun Hog
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.

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

Posted: Thu Jan 05, 2017 1:58 pm
by killerx09
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.

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

Posted: Thu Jun 08, 2017 7:44 am
by DemonFiren
It kinda bothers me that all the dropbox links are pepperoni.

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

Posted: Sat Jan 06, 2018 3:30 am
by yorii
Put syndicate smokes back in captain's office.

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

Posted: Sat Jan 06, 2018 4:12 am
by Deitus
did yall niggas make the bridge double doors cycle yet? annoying as fuck when sec/sci/eng does but bridge dont

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

Posted: Sun Apr 08, 2018 8:01 am
by The Clowns Pocket
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

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

Posted: Sun Apr 08, 2018 10:02 am
by Denton
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.

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

Posted: Mon Apr 09, 2018 5:01 pm
by SpaceInaba
it's because otherwise the guy who steals the spare instantly gets a recharging laser gun

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

Posted: Wed Apr 11, 2018 7:21 pm
by The Clowns Pocket
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.

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

Posted: Fri Apr 13, 2018 3:53 pm
by Gun Hog
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.

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

Posted: Fri Apr 20, 2018 10:20 pm
by Doctor Pork
yorii wrote:Put syndicate smokes back in captain's office.
fucking. this.

my character has to smoke midoris now. shameful.

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

Posted: Wed May 30, 2018 11:54 pm
by Farquaar
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.

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

Posted: Thu May 31, 2018 7:07 am
by Denton
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.

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

Posted: Thu May 31, 2018 7:59 am
by SpaceManiac
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.

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

Posted: Thu May 31, 2018 9:17 am
by Denton
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).

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

Posted: Sun Jun 10, 2018 8:57 pm
by Anuv
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.

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

Posted: Mon Jun 11, 2018 1:33 am
by Denton
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.

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

Posted: Tue Oct 30, 2018 9:49 am
by Yakumo_Chen
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.

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

Posted: Sun Dec 09, 2018 1:00 pm
by Actionb
The tile in the AI core directly infront of the AI is not in sight of any turrets.
Easy game for wraiths especially.

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

Posted: Wed Jan 02, 2019 1:56 am
by Yakumo_Chen
Perma more like Tempa

It needs to be harder to just spacewalk to freedom from perma again

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

Posted: Wed Jan 02, 2019 1:48 pm
by Shezza
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.

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

Posted: Thu Jan 03, 2019 10:15 am
by Yakumo_Chen
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.

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

Posted: Thu Jan 03, 2019 10:59 am
by Istoprocent1
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:

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

Posted: Thu Jan 03, 2019 11:51 pm
by DrunkenMatey
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

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

Posted: Fri Jan 04, 2019 1:16 pm
by Denton
Can you guys just make a policy thread instead of shitting up a thread for actual mapping feedback
Thanks

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

Posted: Mon Jan 14, 2019 5:53 pm
by WarbossLincoln
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.

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

Posted: Tue Jan 15, 2019 11:06 am
by Yakumo_Chen
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.