DiscStation Thread: Out of Rotation for Maintence

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Re: DiscStation Thread: Beta Testers Wanted!

Postby JackHunt » Wed Oct 07, 2015 10:09 am #123925

No worries, I'll put up a 0.9.0 with all the other fixes and the medbay reversal soon.



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Re: DiscStation Thread: Beta Testers Wanted!

Postby MrStonedOne » Wed Oct 07, 2015 4:24 pm #124032

I'm gonna have to disable this in the map rotation config.

runtime error: Cannot read null.loc
proc name: Topic (/mob/new_player/Topic)
source file: new_player.dm,119

That runtime is preventing people from observing.

Arrivals airlock is unpowered (the outer red one), so people can't get out without a trip thru space.

There might be more errors.

Please do multiple plays from lobby to finish, both as round start and as late join. and double check that all areas are proper. Also, might be best to make a way to break a window to get to the station from arrivals without space.
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Re: DiscStation Thread: Beta Testers Wanted!

Postby lzimann » Wed Oct 07, 2015 4:41 pm #124035

Just played a few minutes of it. Tinted windows can't be knocked or destroyed(there's a few in courtroom).

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Re: DiscStation Thread: Beta Testers Wanted!

Postby Jordie0608 » Wed Oct 07, 2015 4:55 pm #124036

From a quick glance around in dream maker, there are a lot of area assignment errors. And I mean a lot.
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Re: DiscStation Thread: Beta Testers Wanted!

Postby Incoming » Wed Oct 07, 2015 5:06 pm #124040

MrStonedOne wrote:I'm gonna have to disable this in the map rotation config.

runtime error: Cannot read null.loc
proc name: Topic (/mob/new_player/Topic)
source file: new_player.dm,119


Code: Select all
         var/obj/O = locate("landmark*Observer-Start")
         src << "<span class='notice'>Now teleporting.</span>"
         observer.loc = O.loc


You need an observer start landmark (traditionally centered on the arrivals shuttle). Looks like you might need to do a little var editing to place it, look for how it's implimented on other maps.
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Re: DiscStation Thread: Beta Testers Wanted!

Postby Miauw » Wed Oct 07, 2015 5:59 pm #124048

There's a lot of visible pipes, such as the janitor's closet.
This map needs a lot of bugfixing, but I could see it being pretty fun for 90-player rounds.

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ALSO MOVE THOSE FUCKING EASTERN PODS THAT ARE ONLY REACHABLE THROUGH MAINT

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Also, fix your solars, they're really ugly and take up more space on the outside of the station than needed.

Also, tcomms doesnt have its own SMES so its trivial to take down.

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Also needs department arrows and station maps.

E4:
Gravity generator could probably use a double airlock like on box.

Would it be possible to have multiple pods in a tube at one time?
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Re: DiscStation Thread: Beta Testers Wanted!

Postby duncathan » Thu Oct 08, 2015 12:16 am #124160

Some of the maps in rotation have active turfs at roundstart. This is a mapping error caused by a difference of the air between the adjacent turfs. There will be a big #WARNING message at roundstart telling you how many there are and how to find them (the verb it mentions is a debug verb; make sure to use the "Debug verbs" verb in the Debug panel so that it's visible). Make sure you fix these and PR it.

If, when you compile, it says that there are exactly 31 active turfs at roundstart, PLEASE tell me. There is a critical atmos runtime happening on that map and I need to know which map it is so I can fix it.
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Re: DiscStation Thread: Beta Testers Wanted!

Postby JackHunt » Thu Oct 08, 2015 3:23 pm #124356

I am not seeing any errors on compile. That observer problem will be fixed in my next PR along with a crap of miscelaneous stuff.

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Re: DiscStation Thread: Beta Testers Wanted!

Postby duncathan » Fri Oct 09, 2015 12:41 am #124538

Active turfs are not warned on compile. You must run the game to see the error.
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Re: DiscStation Thread: Beta Testers Wanted!

Postby Shadowlight213 » Sun Oct 11, 2015 12:04 am #125024

Engineering engine room doesn't have an APC
The telecomms room doesnt have an apc and in fact its area is set to the abandoned comms satellite.
Back part of the escape shuttle has the area set to space
Random tiles with area set to space in maint.
No secure engineering storage open button,
CE office and SMES storage arent connected to grid.
Likely a lot more issues.

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Re: DiscStation Thread: Beta Testers Wanted!

Postby ChangelingRain » Sun Oct 11, 2015 6:37 pm #125196

The AI turret control doesn't work.
The areas for shuttles and stuff are super fucking broken, the escape shuttle will actually arrive with a gap between the docking port and the shuttle(and will cut off part of the shuttle), there are pod areas lacking pods, pods lacking pod areas, the arrival shuttle area on top of pods, and a supply shuttle area ON THE MAP
The emitters and PA don't start with wires to them, and that's a pretty big problem
There are also a few spots in maint which are space areas, and one tile of auxiliary tool storage has no area, which is even worse than space
The toxins mixing vents lack an area and power and thus won't open

Honestly there are rogue areas all over the place, like some warehouse areas in escape, you really need to check your areas because they're not in the right spots, and you should also test your map after doing stuff so you can be sure the shuttles and power, etc, work.
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Re: DiscStation Thread: Beta Testers Wanted!

Postby JackHunt » Tue Oct 13, 2015 3:44 am #125669

Thanks for the feedback! I'll add all this in the PR that's going up hopefully by tomorrow.

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Re: DiscStation Thread: Everything is broken

Postby JackHunt » Tue Oct 13, 2015 5:12 pm #125810

Sorry duncathan, I misspoke, I ran the map in dream daemon and saw no runtimes there from pipes stacking or the warning from active turfs. Using the ingame debug menu there were also no active turfs. I just put up a big fix PR the hopefully covers most of the problems noticed.

Gave some extra room to the Chapel
Added Hardsuit to R&D
Added a few new AI holopads
Added a Canister port to Prisoner Transfer
Added Lights to some areas that needed them
Added a bunch more signs
Added a SMES to telecoms
Fixed observer spawn
Fixed Shuttle
Fixed misplaced arrivals area (unpowered airlocks)
Fixed gaps in Fore Port maint (random space areas)
Fixed Bridge area
Fixed Misplaced Escape Shuttle areas
Fixed Mixing Room Vents
Fixed Pod Areas
Fixed visible pipes in Janitors Closet
Fixed Med Research Chem Shutters
Fixed Mechbay Shutters
Fixed Research Shutters
Fixed Eng APC situation
Fixes Singulo Engine wires
Fixes AI Turret control
Electrified a few grilles that should be electrified
Found a few areas where maint was set to space
Removed an APC from Bar Backroom (inconsistent)
Removed Tinted windows
Remodeled Gravity Generator
Remodeled Medbay (lowered lobby)

And here is a pic of the new medbay (Not in it are a few changes like a button to exit easily)
Med03.png

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Re: DiscStation Thread: Everything is broken

Postby Septavius » Tue Oct 13, 2015 5:30 pm #125814

you should totally update the map image.

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Re: DiscStation Thread: Everything is broken

Postby JackHunt » Tue Oct 13, 2015 10:22 pm #125912

Ask and ye shall receive.

Latest Version of the map
(ignore that random stool in the port main hall)

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Re: DiscStation Thread: Everything is broken

Postby Not-Dorsidarf » Wed Oct 14, 2015 9:25 am #126088

too many medbay rwalls
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Re: DiscStation Thread: Everything is broken

Postby Miauw » Wed Oct 14, 2015 11:37 am #126105

yeah, remove the rwalls in medbay except for maybe the sec office.

also, you seem to have a lot of firelocks with a higher layer than the airlocks on the same tile.
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Re: DiscStation Thread: Everything is broken

Postby JackHunt » Wed Oct 14, 2015 1:43 pm #126143

That's a DM thing since I screen cap it in there instead of stitching together the map as a ghost. In game it looks totally normal. I'll keep the r-walls around viro, CMO and genetics and remove the others. Medbay is already pretty nicely insecure I'd say.

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Re: DiscStation Thread: Back in Rotation, Baby!

Postby Danowar » Fri Oct 16, 2015 11:29 pm #127027

I don't know why people keep wanting to make disgustingly vast stations when all it does is make the map feel dead and vacant. Engineering isn't about how much shit you load into something, it's about how much you can take away without hampering its core function. Why is this so hard for people to understand?
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby bandit » Fri Oct 16, 2015 11:30 pm #127028

- Medbay exit button doesn't work
- Robotics has no flashes
- Tech Storage is all-access
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby Ahammer18 » Fri Oct 16, 2015 11:38 pm #127031

Issues:
-AI turret control does not work; turrets stuck on stun
-Transit tubes are too easy to mess with
-AI core walls are too thick
-Cant really do much about this, but its ridiculously oversized
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby TechnoAlchemist » Sat Oct 17, 2015 12:01 am #127037

Is there a way to remove people/things from transit tubes? Because right now you can hide a body in there and it will never be found. Also as a traitor you could infinitely ride around it

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Re: DiscStation Thread: Back in Rotation, Baby!

Postby DaemonBomb » Sat Oct 17, 2015 1:19 am #127052

No flashes in robotics is a big problemo.
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby JackHunt » Sat Oct 17, 2015 1:24 am #127055

Thanks for the feedback, I'll get a fix PR out tonight or tomorrow.

The map is huge because frankly we just don't have a map that'll handle 80+ people reliably. Box already starts to feel cramped at 60. The map was specifically designed to feel big and hulking. That being said, I think I need to really liven up parts of it and scatter more items like extinguishers around. If people like enough of the ideas, I might make a smaller map with similar areas but lower overall designed size.

TechnoAlchemist, I'll look into the transit tube thing. I think it's gotta be a bug if there's no way to get a corpse out of it or check what's in it. I'll see if I can't look into it, or barring that, get someone on coderbus to.

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Re: DiscStation Thread: Back in Rotation, Baby!

Postby MrStonedOne » Sat Oct 17, 2015 2:04 am #127060

There is an object verb for the tube, eject contents or some shit like that.

I might make it so transit tubes can be configured to eject everything when they reach the end
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby Jordie0608 » Sat Oct 17, 2015 3:32 am #127065

JackHunt wrote:The map is huge

Not quite really.
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby Tokiko2 » Sat Oct 17, 2015 9:15 am #127106

I like this map! Got to play it in a test round today and I quite like the roundness of everything. Medbay layout is great and the departmental disposal thing in cargo is a very unique thing.

There seem to be still a few bugs around though but that is to be expected of a large map like this. Here are some bugs I noted down:

Spoiler:
The APC in the theater seems to be floating, there also seems to be a weird colored tile nearby.
The air alarm in the bar is facing the wrong direction so it looks like it's floating too.
There seems to be a weird, double floating APC in botany.
There is a floating camera northwest of the biodome at the sec checkpoint.
The kitchen scrubber seems unpowered at roundstart.
There is another depowered scrubber at the SCI tube near the bar.
Another depowered scrubber is in front of the little atmos desk. Note that all of these depowered scrubbers may have been due to the events in the round and may not be a bug.
There are HONK tiles under the doors in the library.
You seem to be able to access the janitor closet with assistant access.
Above issue also works for tech storage, the theater backroom with the costumes and what appears to be an engineering lobby though latter may be intended.
There are weird visible pipes that you can see inside the wall in the janitor closet.
The robotics mech charging room button can be used with just assistant access.
The prison shuttle has space tiles under the doors.
I am not sure if this is a bug or not, but the glass windows near the tubes do not smooth.
The large xenobio pen outlet thing is facing the wrong way.
The stacking machine in disposals appears to be missing its console, making it impossible to remove the sheets.
Left of virology, under the atmos door, there appears to be a missing pipe.

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Re: DiscStation Thread: Back in Rotation, Baby!

Postby JackHunt » Sat Oct 17, 2015 12:43 pm #127161

Jordie0608 wrote:
JackHunt wrote:The map is huge

Not quite really.
image

Keep in mind the main corridor is nearly 3 times longer than escape to arrivals on box. It might be similar in area but it's certainly much more time consuming to travel that area (unless you use the tubes).

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Re: DiscStation Thread: Back in Rotation, Baby!

Postby Jordie0608 » Sat Oct 17, 2015 3:06 pm #127198

There are no docking ports for the whiteship or transport shuttle as far as I can see.
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby ChangelingRain » Sat Oct 17, 2015 4:33 pm #127212

JackHunt wrote:
Jordie0608 wrote:
JackHunt wrote:The map is huge

Not quite really.
image

Keep in mind the main corridor is nearly 3 times longer than escape to arrivals on box. It might be similar in area but it's certainly much more time consuming to travel that area (unless you use the tubes).


The main corridor isn't that long, it's like 25% longer in terms of tiles but it's also more or less straight and unobstructed directly to escape.
It would actually be more time-consuming to, from arrivals, run up to the tubes and use the tubes to get closer to escape than it would to just run to escape.
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Re: DiscStation Thread: Back in Rotation, Baby!

Postby JackHunt » Sat Oct 17, 2015 4:57 pm #127214

Fix PR is up

Added Ian
Fixed Theater APC
Fixed Bar Air Alarm
Fixed Botany APC
Fixed Arrivals Camera
Fixed broken scrubbers
Fixed turfs in library
Fixed Janitor Closet access
Fixed Robotics Charging Bay access
Fixed Gulag Shuttle
Fixed Xenobio pen
Fixed Disposals Stacking
Fixed a few missing pipes and pipes set to visible
Fixed Medbay exit button
Fixed Tech Storage access
Added AI core turret control
Added flashes to Robotics
Added extinguishers, newscasters and intercomms around the station
Added docking ports for white ship in observation pod northeast of arrivals (holy shit that thing is awkward to fit in)
Added docking port for ferry just below transit tube main station on starboard arm
Removed one r-wall from AI core from space

Added the 2% spawn xenos

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Re: DiscStation Thread: Slowly fixing everything

Postby Wyzack » Tue Oct 20, 2015 5:55 am #127806

Powergrid seems fucky, not everything is attached including the power monitoring console on the bridge
there are light fixtures attached to nothing, such as the two in primary tool storage
Engineering has shutters to seal off the PA, but they are not over every entrance and there is no button for controlling them

EDIT: there is a door in the negotiation room that has an Rwall under it
Xenobio has no watertank
Cloning is not wired in to the rest of medbay for no discernable reason
Okay actually the powergrid is full of small wiring gaps that leave the brig, cago, chapel, bar, and likely other places without power even when the engine is set

How did these slip through the cracks? It is literally unplayable in this state
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Re: DiscStation Thread: Slowly fixing everything

Postby JackHunt » Tue Oct 20, 2015 5:32 pm #127894

Thanks for the feedback. There was a fix PR but due to merge conflicts, it had to be remade. I probably didn't remake all the fixes. Thanks for listing those and I'll do some powernet debugging in game with the menu. I'll get a fix PR up tonight or tomorrow.

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Re: DiscStation Thread: Slowly fixing everything

Postby asskek » Wed Oct 21, 2015 6:42 pm #128260

shitpost
Last edited by asskek on Thu Oct 22, 2015 1:32 am, edited 1 time in total.

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Re: DiscStation Thread: Slowly fixing everything

Postby peoplearestrange » Wed Oct 21, 2015 6:52 pm #128268

Having 1 R wall standing between you and AI upload access, in a place where NO one goes seems a little silly...
I mean it would make sense if it was in space or something, but it has a corridor LEADING to the wall.

Actually this would allow some great traitor stuff, but it just doesnt make much sence in terms of desgin
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Re: DiscStation Thread: Slowly fixing everything

Postby asskek » Wed Oct 21, 2015 6:54 pm #128270

i forget if it's this way on other maps but there's just one r-wall between perma bathroom and armory

edit: but this perma IS heavily fortified except for the windows to space, and if a warden lets those get broken they deserve to lose

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Re: DiscStation Thread: Slowly fixing everything

Postby Cheimon » Wed Oct 21, 2015 8:14 pm #128306

Armory seems weirdly isolated from the warden's office, to the point where I can't imagine him noticing in time if he's in his office and someone comes into the armoury from space. The rooms aren't even next to each other, let alone in sight or hearing range.

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Re: DiscStation Thread: Slowly fixing everything

Postby JackHunt » Wed Oct 21, 2015 10:39 pm #128353

AI upload was purposely made weak because it was pretty damn secure otherwise. If it's too big of an issue I can remove it. The connection is just there for the supply pipe.Perma washroom shouldn't be a huge issue, it's pretty well fortified with the guard carp. I can always move the warden's window down a bit if it's too far from the armory. There should be a bigger ante chamber I think as well.

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Re: DiscStation Thread: Slowly fixing everything

Postby asskek » Thu Oct 22, 2015 1:27 am #128397

JackHunt wrote:AI upload was purposely made weak because it was pretty damn secure otherwise. If it's too big of an issue I can remove it. The connection is just there for the supply pipe.Perma washroom shouldn't be a huge issue, it's pretty well fortified with the guard carp. I can always move the warden's window down a bit if it's too far from the armory. There should be a bigger ante chamber I think as well.

no timers on cells
three entrances into armory (not necessarily bad)
warden has access to HOS's office through one door but not the other.
there's beanbag slugs in the armory but no riot shotguns
brig needs more windows for better management
there's no toolbox in armory
no teargas either

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Re: DiscStation Thread: Slowly fixing everything

Postby JackHunt » Thu Oct 22, 2015 2:33 pm #128501

Security is getting fixed in general. I'll make sure to add these to the list. Wardens desk is moved down closer to the armory and the antechamber is getting a little bigger to store things like barricades. Timers on the cells is a biggie so I'll be sure to add that.

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Re: DiscStation Thread: Slowly fixing everything

Postby newfren » Sun Oct 25, 2015 7:47 am #129241

In north maint there's a bunch of doors that lead directly into space, as well as correctly painted airlock doors that lead into space without an extra airlock and without the traditional access restrictions.

Everything feels empty, especially the massive corridors.

The double R-Windows surrounding space holes in the middle of the corridors are just hilarious, please remove them.

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Re: DiscStation Thread: Slowly fixing everything

Postby phil235 » Sun Nov 01, 2015 8:19 pm #131074

I think there is no mice anywhere in maint.
I'm a tgstation coding maintainer janitor

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Re: DiscStation Thread: Slowly fixing everything

Postby JustAnotherUser » Sun Nov 01, 2015 8:23 pm #131078

There's no proximity sensors or anything to do with battery cells in the robotics lab.

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Re: DiscStation Thread: Slowly fixing everything

Postby Void Slayer » Sun Nov 01, 2015 8:34 pm #131081

The meat freezer room has no lights, making me think Pete the goat is a shadowling.

The bar setup is.. wasteful, all that table space just sitting around. I would prefer a smaller corridor outside, 3 tiles wide, put a line of tables facing outward towards the corridor and then have other tables in the middle.

The secondary bar near medbay needs glasses and/or a vending machine, ideally a food vending machine also. That way a chef can prepare meals then put them inside the vending machine. Also bartender has no access to the maintenance door there, or the one in the back of the meat freezer.

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Re: DiscStation Thread: Slowly fixing everything

Postby Montyblancs » Sun Nov 01, 2015 8:41 pm #131084

The SMES units have terminals connected to the yellow wire loop that the collectors and emitters are on, and there's no power on the loop. I'm pretty sure the SMES doesn't use terminals to distribute power.

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Re: DiscStation Thread: Slowly fixing everything

Postby MrStonedOne » Mon Nov 02, 2015 12:47 am #131135

Montyblancs wrote:The SMES units have terminals connected to the yellow wire loop that the collectors and emitters are on, and there's no power on the loop. I'm pretty sure the SMES doesn't use terminals to distribute power.



They don't, they put power out from the wire they are on, and get it in from the terminal.

Terminals are always used for incoming power.

the issue is that emitters should be getting power from the output, and rad collectors should be sending power on the input. They shouldn't be on the same loop.
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Re: DiscStation Thread: Slowly fixing everything

Postby Shadowlight213 » Mon Nov 02, 2015 2:26 am #131156

MrStonedOne wrote:
Montyblancs wrote:The SMES units have terminals connected to the yellow wire loop that the collectors and emitters are on, and there's no power on the loop. I'm pretty sure the SMES doesn't use terminals to distribute power.



They don't, they put power out from the wire they are on, and get it in from the terminal.

Terminals are always used for incoming power.

the issue is that emitters should be getting power from the output, and rad collectors should be sending power on the input. They shouldn't be on the same loop.


Was fixed

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Re: DiscStation Thread: Slowly fixing everything

Postby as334 » Mon Nov 02, 2015 2:28 am #131157

Chemistry in particular and medbay in general are pretty low on supplies. A few boxes of beakers, syringes, a dropper or two, all that goes quite a long way. I think virology could also probably use some beakers.
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Re: DiscStation Thread: Slowly fixing everything

Postby Shadowlight213 » Mon Nov 02, 2015 9:27 am #131203

Fix pr for disc was merged.
Changes:
Hopefully fixes the last remaining missing wires under doors.
Reworks engineering wiring so emitters have power from SMES.
Moves Medbay APC our of cryo and into maint as it was right next to the Cryo APC, causing confusion
Adds buttons for cargo warehouse door
Mice added to maint. You brought this on yourself Phil
Last edited by Shadowlight213 on Mon Nov 02, 2015 9:32 am, edited 1 time in total.

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Re: DiscStation Thread: Slowly fixing everything

Postby Shadowlight213 » Mon Nov 02, 2015 9:30 am #131204

Flashes have the wrong paths.

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