supermatter gregtechniation
Posted: Sun May 15, 2022 11:12 am
https://github.com/tgstation/tgstation/pull/66992
engineer gaming
engineer gaming
I want this back. For some reason, this causes it to generate shitloads of O2 and then ignite now, but I can't be bothered to relearn anything with it because it'll change by the time I'm done testing anyway.
I agree with this. The singulo was incredibly easy and simple to setup, even easier than the SM. It was stupid easy, but the fact if things did go wrong the station would be completely wrecked, was very cool. Infrequent mass destruction is much more fun than frequent little delams that result in kind of messed up power and a small hole in engineering.YBS wrote: ↑Sun May 15, 2022 9:27 pm I like this but Scriptis is still right that engineering has been mechanically neutered into a button-touchy safe zone compared to singuloose, tesloose or even rads SM. The entire allure of engineering used to be that there was a sense of impending doom and danger even when everything was allegedly operating correctly. Aside from the rare shift where yellow squad are all new and trying to keep away a delam, engineering is now just too safe. Except for delam anomalies. I like those.
Then do what you normally do to optimise the SM if demand gets too high, which isn't even common anyways. The only thing that has changed is you upgrade turbine with turbine parts instead of tesla coils. Gases that make the default SM go on fire are better for power generation, which was sometimes the case with tesla and radiation SM, but now it will always be the case as those gases make SM output more gases.datorangebottle wrote: ↑Sun May 15, 2022 4:10 pmAnd then the station runs out of power because you did the bare minimum. Good job.
1% intake regulator isn't bare minimum it's just straight up the best way to run turbines at the moment if you have high temp gas, might make a simplegraph on it if there's interestdatorangebottle wrote: ↑Sun May 15, 2022 4:10 pmAnd then the station runs out of power because you did the bare minimum. Good job.
Everything you said is wrong. Except for rads, that part is true.Scriptis wrote: ↑Sun May 15, 2022 7:57 pm before, you could run a supermatter on mostly CO2 as a high-risk high-reward scenario in which somebody could lightly sneeze on it and it would explode spectacularly in your face, radiation was actually lethal instead of the joke it is now, and you could still recover the station if engineering exploded via solars and clever use of pacmans
currently, the supermatter is a joke, nothing is useful beyond a bog-standard N2 SM with t4 capacitors, crystals no longer delaminate in space (making sabotage pointless if there's a single competent engineer to deconstruct one tile), radiation does less tox damage than a bee sting on average, and solars can't run the station. also if the crystal explodes a pacman won't even power a single cyborg/suit recharger/cell charger and will run out of fuel in 4 minutes anyway, so get bent
soon, the supermatter is practically indestructible and you have to be an atmos main to even do anything cool with it, at all, radiation is still stupid, solars can't power jack crap, you can now deconstruct the turbines 0.1 seconds into the shift to ruin the powernet for the entire shift, and i am in horrible pain
please stop touching my crystal. i beg you
Singulo as engine was bad because it couldn't be changed in any way, you couldn't interact with it after it was made, it was literally the definition of ON/OFF engine.sinfulbliss wrote: ↑Sun May 15, 2022 9:36 pmI agree with this. The singulo was incredibly easy and simple to setup, even easier than the SM. It was stupid easy, but the fact if things did go wrong the station would be completely wrecked, was very cool. Infrequent mass destruction is much more fun than frequent little delams that result in kind of messed up power and a small hole in engineering.YBS wrote: ↑Sun May 15, 2022 9:27 pm I like this but Scriptis is still right that engineering has been mechanically neutered into a button-touchy safe zone compared to singuloose, tesloose or even rads SM. The entire allure of engineering used to be that there was a sense of impending doom and danger even when everything was allegedly operating correctly. Aside from the rare shift where yellow squad are all new and trying to keep away a delam, engineering is now just too safe. Except for delam anomalies. I like those.
set internals to 0, scrubbers to siphon. Remove the middle pipe on infront of the doors replace the kpa pipes with regular pipes. Also I have to post this somewhere.sinfulbliss wrote: ↑Sun May 15, 2022 9:25 pm please no dude
blue color is cool though
the main issue is that the SM is already way too complex for most people to bother learning how to setup, add in turbine instead of passive coils and it just adds to its complexity
FTR you have put a massive amount of work in to the yellow side of the station and I have nothing but respect for that level of effort.Ghilker wrote: ↑Mon May 16, 2022 11:51 amEverything you said is wrong. Except for rads, that part is true.Scriptis wrote: ↑Sun May 15, 2022 7:57 pm before, you could run a supermatter on mostly CO2 as a high-risk high-reward scenario in which somebody could lightly sneeze on it and it would explode spectacularly in your face, radiation was actually lethal instead of the joke it is now, and you could still recover the station if engineering exploded via solars and clever use of pacmans
currently, the supermatter is a joke, nothing is useful beyond a bog-standard N2 SM with t4 capacitors, crystals no longer delaminate in space (making sabotage pointless if there's a single competent engineer to deconstruct one tile), radiation does less tox damage than a bee sting on average, and solars can't run the station. also if the crystal explodes a pacman won't even power a single cyborg/suit recharger/cell charger and will run out of fuel in 4 minutes anyway, so get bent
soon, the supermatter is practically indestructible and you have to be an atmos main to even do anything cool with it, at all, radiation is still stupid, solars can't power jack crap, you can now deconstruct the turbines 0.1 seconds into the shift to ruin the powernet for the entire shift, and i am in horrible pain
please stop touching my crystal. i beg you
-CO2 SM was the easiest thing you could do, even with the roundstart setup you could make MWs of power, without any difficulty. Now CO2 danger has been buffed so is not that basic to do (you can get 10 MWs from a proper co2 setup now)
-Try to open a hole in the chamber while is delaminating, the SM will delaminate harder now since i made that change.
-Solars were never meant to run a station by themselves, neither were the pacmans.
-I'm making the SM have more role for the station and not be a ON/OFF engine like those shitty singulo and tesla were (5 minute setup with no difference between each possible build is shit) same with power.
the turbine i don't know what that is, will check to be sure.
Anyway i've closed that PR so it doesn't matter for now
Singulo as engine was bad because it couldn't be changed in any way, you couldn't interact with it after it was made, it was literally the definition of ON/OFF engine.sinfulbliss wrote: ↑Sun May 15, 2022 9:36 pmI agree with this. The singulo was incredibly easy and simple to setup, even easier than the SM. It was stupid easy, but the fact if things did go wrong the station would be completely wrecked, was very cool. Infrequent mass destruction is much more fun than frequent little delams that result in kind of messed up power and a small hole in engineering.YBS wrote: ↑Sun May 15, 2022 9:27 pm I like this but Scriptis is still right that engineering has been mechanically neutered into a button-touchy safe zone compared to singuloose, tesloose or even rads SM. The entire allure of engineering used to be that there was a sense of impending doom and danger even when everything was allegedly operating correctly. Aside from the rare shift where yellow squad are all new and trying to keep away a delam, engineering is now just too safe. Except for delam anomalies. I like those.
I'm trying to give to the SM more things and dangers but is not something that can be done all in one safe for a total rework (which i'm not going to do)
I'm always open to suggestion, feedbacks, ideas and criticisms, if all those come with proper arguments that can be talked about and not just "this change sucks".
For everyone else saying shit about me, do that in my face and don't hide in some forum or discord chats without pings like a pussy
It would be nice if we had the option to manually singuloose/tesloose an SM crystal and could contain+ get power from the resulting singularity. It wouldn't even have to be a lot of power, just a fun thing the extra deranged engies could get up toGhilker wrote: ↑Mon May 16, 2022 11:51 amEverything you said is wrong. Except for rads, that part is true.Scriptis wrote: ↑Sun May 15, 2022 7:57 pm before, you could run a supermatter on mostly CO2 as a high-risk high-reward scenario in which somebody could lightly sneeze on it and it would explode spectacularly in your face, radiation was actually lethal instead of the joke it is now, and you could still recover the station if engineering exploded via solars and clever use of pacmans
currently, the supermatter is a joke, nothing is useful beyond a bog-standard N2 SM with t4 capacitors, crystals no longer delaminate in space (making sabotage pointless if there's a single competent engineer to deconstruct one tile), radiation does less tox damage than a bee sting on average, and solars can't run the station. also if the crystal explodes a pacman won't even power a single cyborg/suit recharger/cell charger and will run out of fuel in 4 minutes anyway, so get bent
soon, the supermatter is practically indestructible and you have to be an atmos main to even do anything cool with it, at all, radiation is still stupid, solars can't power jack crap, you can now deconstruct the turbines 0.1 seconds into the shift to ruin the powernet for the entire shift, and i am in horrible pain
please stop touching my crystal. i beg you
-CO2 SM was the easiest thing you could do, even with the roundstart setup you could make MWs of power, without any difficulty. Now CO2 danger has been buffed so is not that basic to do (you can get 10 MWs from a proper co2 setup now)
-Try to open a hole in the chamber while is delaminating, the SM will delaminate harder now since i made that change.
-Solars were never meant to run a station by themselves, neither were the pacmans.
-I'm making the SM have more role for the station and not be a ON/OFF engine like those shitty singulo and tesla were (5 minute setup with no difference between each possible build is shit) same with power.
the turbine i don't know what that is, will check to be sure.
Anyway i've closed that PR so it doesn't matter for now
Singulo as engine was bad because it couldn't be changed in any way, you couldn't interact with it after it was made, it was literally the definition of ON/OFF engine.sinfulbliss wrote: ↑Sun May 15, 2022 9:36 pmI agree with this. The singulo was incredibly easy and simple to setup, even easier than the SM. It was stupid easy, but the fact if things did go wrong the station would be completely wrecked, was very cool. Infrequent mass destruction is much more fun than frequent little delams that result in kind of messed up power and a small hole in engineering.YBS wrote: ↑Sun May 15, 2022 9:27 pm I like this but Scriptis is still right that engineering has been mechanically neutered into a button-touchy safe zone compared to singuloose, tesloose or even rads SM. The entire allure of engineering used to be that there was a sense of impending doom and danger even when everything was allegedly operating correctly. Aside from the rare shift where yellow squad are all new and trying to keep away a delam, engineering is now just too safe. Except for delam anomalies. I like those.
I'm trying to give to the SM more things and dangers but is not something that can be done all in one safe for a total rework (which i'm not going to do)
I'm always open to suggestion, feedbacks, ideas and criticisms, if all those come with proper arguments that can be talked about and not just "this change sucks".
For everyone else saying shit about me, do that in my face and don't hide in some forum or discord chats without pings like a pussy
I agree with this, the radiation change was bad, i'd prefer to see them gone instead of have a limping rad wave that does almost nothing.YBS wrote: ↑Mon May 16, 2022 4:08 pm I have a low info base for why rads were removed, but I think relapsing the SM into being a radiation heavy space is ultimately good for the game. A shower area could be added as a buffer from SM as ‘decontamination’ to go with the radsuits and all the mechanically supportive elements that made a “safely operating” sm feel more alive.
Sorry double post, i didn't see this oneAnnihilite111 wrote: ↑Mon May 16, 2022 4:34 pm It would be nice if we had the option to manually singuloose/tesloose an SM crystal and could contain+ get power from the resulting singularity. It wouldn't even have to be a lot of power, just a fun thing the extra deranged engies could get up to
Scriptis wrote: ↑Sun May 15, 2022 7:57 pm soon, the supermatter is practically indestructible and you have to be an atmos main to even do anything cool with it, at all, radiation is still stupid, solars can't power jack crap, you can now deconstruct the turbines 0.1 seconds into the shift to ruin the powernet for the entire shift, and i am in horrible pain
Giga basedGhilker wrote: ↑Mon May 16, 2022 4:36 pmSorry double post, i didn't see this oneAnnihilite111 wrote: ↑Mon May 16, 2022 4:34 pm It would be nice if we had the option to manually singuloose/tesloose an SM crystal and could contain+ get power from the resulting singularity. It wouldn't even have to be a lot of power, just a fun thing the extra deranged engies could get up to
I'm actually working on that
you're in the player's club, where effort is forbidden and all bets are off . i also felt that my criticisms had already been addressed in the PR by other people, so i didn't feel compelled to post there.Ghilker wrote: ↑Mon May 16, 2022 11:51 am...
Singulo as engine was bad because it couldn't be changed in any way, you couldn't interact with it after it was made, it was literally the definition of ON/OFF engine.
I'm trying to give to the SM more things and dangers but is not something that can be done all in one safe for a total rework (which i'm not going to do)
I'm always open to suggestion, feedbacks, ideas and criticisms, if all those come with proper arguments that can be talked about and not just "this change sucks".
For everyone else saying shit about me, do that in my face and don't hide in some forum or discord chats without pings like a pussy
if you just slowed equipment down scaled against how much power was available on the grid this would fix all of my complaints, but currently, if your equipment draws too much power in the first place, you're fucked, your APC dies, and you're out of a jobMothblocks wrote: ↑Mon May 16, 2022 7:47 pm If we had power bars then it would be cool if you could setup PACMANs to give power to your area, but everything would be on low power mode (which would in theory mean everything is less powerful)
I wanted to do power bars but everything around the SM makes no sense to me anymore and it would require that there be a real limit on how much you could make
this is very adjacent to what i mean when i say i have bad takes about power these days, because it's hard to not sound like anything other than an among us player when i have more recently been thinking producing power should be dead simple while still allowing room for dramatic failure in exchange for more power (without being dramatic failures based on not knowing the precise atmos math), and make use of power bars (which is done best when power is fairly straightforward). i wont trample on the work of people who are putting in serious effort for something extremely cool (the supermatter)Bawhoppennn wrote: ↑Mon May 16, 2022 11:11 pm IDK why we need all this complexity for engineering, or why we even needed the supermatter in the first place...
What does it really add to the game? Just seems a bit unnecessary, with the scope of this game being about roleplay, conflict, sabotage, etc
Personally, I think we should focus the engine being on something that requires interaction in a way that stimulates player flow + potential for conflict, error, sabotage, etc, while also having a magnificent destructive failure sequence for the fun of the round.
Wait... I think we might've already had an engine like that...
-Signed, Part 5,311,045 of why the Singulo was the best engine and should never have been removed
Okay but you're both right and are able to clearly articulate what makes old systems superior to new onesMothblocks wrote: ↑Tue May 17, 2022 1:44 amthis is very adjacent to what i mean when i say i have bad takes about power these days, because it's hard to not sound like anything other than an among us player when i have more recently been thinking producing power should be dead simple while still allowing room for dramatic failure in exchange for more power (without being dramatic failures based on not knowing the precise atmos math), and make use of power bars (which is done best when power is fairly straightforward). i wont trample on the work of people who are putting in serious effort for something extremely cool (the supermatter)Bawhoppennn wrote: ↑Mon May 16, 2022 11:11 pm IDK why we need all this complexity for engineering, or why we even needed the supermatter in the first place...
What does it really add to the game? Just seems a bit unnecessary, with the scope of this game being about roleplay, conflict, sabotage, etc
Personally, I think we should focus the engine being on something that requires interaction in a way that stimulates player flow + potential for conflict, error, sabotage, etc, while also having a magnificent destructive failure sequence for the fun of the round.
Wait... I think we might've already had an engine like that...
-Signed, Part 5,311,045 of why the Singulo was the best engine and should never have been removed
...but i believe it
Tinkering with the SM is a lot of fun though. I still don't know why shit sets it on fire sometimes, but ss13 engineering/atmos is like alchemy: You have no idea why it works, only increasingly tenous theories, and knowledge of its inner workings is the sole providence of the elder mysticsBawhoppennn wrote: ↑Mon May 16, 2022 11:11 pm IDK why we need all this complexity for engineering, or why we even needed the supermatter in the first place...
What does it really add to the game? Just seems a bit unnecessary, with the scope of this game being about roleplay, conflict, sabotage, etc
Personally, I think we should focus the engine being on something that requires interaction in a way that stimulates player flow + potential for conflict, error, sabotage, etc, while also having a magnificent destructive failure sequence for the fun of the round.
Wait... I think we might've already had an engine like that...
-Signed, Part 5,311,045 of why the Singulo was the best engine and should never have been removed
GregoriousT LOVES turbines and pipes