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Wintermote

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Posts posted by Wintermote

  1.  

    It's mostly just an oversight by mappers.

     

    With that said, the holopads are really clunky to use. I think the original proposal for them when they were introduced on /tg/station was to make it so that any room with a holopad was a room the AI could walk around in. So rather than activating a holopad for each room, you'd just activate your hologram.

     

    Something similar to star-trek style holograms.

     

  2.  

    It's a change which is a serious detriment to AI players.

     

    I'm not familiar with the exact status of when things were changed or not on Paradise, but I am familiar with how it worked on both baycode and /tg/station code, as I experimented with both regarding this exact thing. (Specifically testing intercom ranges while I was mapping for /tg/station and sigurd in particular and designing rooms around it)

     

    AI's are basically forgotten and ignored by the crew, though you might be looking at people having a conversation they will never know you're there until you chime in, and without the ability to hear their conversation, you can never really chime in. This is a serious detriment to the AI's ability to actually engage in RP with other people - most don't even acknowledge its existence beyond having it open doors and nothing of any RP interest is ever spoken over radio.

     

  3.  

    Somewhere along the line, intercoms received a nerf and presently have only a 3-tile range from their original 7 or 8 tile range.

     

    A patch or two ago the AI lipreading was also nerfed and the AI no longer has this.

     

    I am fine with one of these nerfs, but not both of these nerfs, and my personal preference would be to have the proper intercom range back - especially considering much of the map is designed around 7-8 tile intercom coverage.

     

    During low-pop or extended rounds, literally the only interesting thing to do as the AI is listen to people's private conversations. Actually, even during regular rounds there's not much else to do except listen to people. Players have the option already of disabling intercoms, whispering, writing on paper, or going into areas the AI cannot see, in order to have clandestine conversations. Traitors can also grab gear that tells them if they're being watched by the AI, and can grab equipment that even allows them to listen to the AI binary channel.

     

    The options to avoid the AI "supercop" are plentiful. The issue isn't that the AI can hear private conversations, it's that nobody takes any actual precautions to prevent it when they are traitoring.

     

    Please return the intercoms back to their original settings so that I can go back to amusing myself with whatever random RP is going on around the station, instead of being nothing more than a glorified door-opener and 'supercop'.

     

  4.  

    Have them project a holosign above them, flashing red and saying POWER or something, that automatically deploys when you run out of power. Or if the automation isn't possible, just add it as another verb under robot commands, with the exception it can be used even when out of power.

     

    I think the best option is some kind of obvious indication when you examine the robot and when you look at the sprite.

     

    The examine verb should indicate that the cyborg is shut down.

    The sprite itself should be slumped over, lights turned off, certain parts no longer glow. Same case for when the cyborg dies - it needs to be made more obvious that the cyborg is out of commission, at a glance, to players who run by.

     

  5.  

    "Realsims" does not equal fun or good gameplay. Like space being cold, in this case gameplay and fun faar trump dying horribly because you were in a low pressure area for half a second.

    I don't, frankly, see any gameplay issues at all here.

     

    What? Do you want space to be a hugbox that gently caresses you when you go sailing through it?

     

    You are on a space station in a lethal environment. It's one of the defining features of the gameplay environment and it should remain lethal. Instead of nerfing space to be friendlier to people, give them tools to deal with the environment.

     

    At some point you have to ask whether or not you even want a challenge in this game.

    One of the reasons I enjoy and play ss13 is specifically because you can have stupid random and sudden deaths from being careless.

     

    You KNOW space is lethal to you.

    You should not be able to throw on internals and go traipsing around in space, and moving away from making space cold, to simulating the actual effects of a vacuum only makes the game more interesting.

     

    This gamist philosophy is why we get dumbed down simplistic and shallow shit in videogames today. I hate it, I don't want something simplistic, shallow and easy. I want complicated, chaotic, hard and interesting.

     

    My issues with this new lung code extend only as far as the player not being aware of what is happening to them and why - and no further. More lethal environments are a good thing and space in ss13 has been far too kind to players for far too long.

     

  6.  

    It's what actually happens to the human body during rapid (within milliseconds) decompression. The lungs expand within the chest cavity before the body can even react to it, stretch past what the lungs and pleural membrane can handle and tear, causing blood to fill the lungs and preventing the lungs from properly functioning anymore.

     

    During slower decompression you can continue to hold your breath - it's actually the speed of the expansion of the lungs that causes damage, rather than the fact that they're expanding too much. (though expanding too much can still damage your lungs, it's more likely that the person would simply exhale when it began to hurt)

     

    Decompression itself causes your lungs to work in reverse, so being in a decompressed room, or space, without a pressure suit, should knock the player out within ~20-30 seconds as deoxygenated blood from the lungs reaches the brain.

     

    Considering all of these things, I have absolutely no issue with severe lung damage as a result of decompression. It's a fact of how lethal a vacuum can be.

     

    The only thing I take issue with is how poorly communicated the issue is to the player. I've ruptured my lungs in game before and thought it was a problem with my internals not properly engaging, when really it was just that I'd suffered traumatic internal injury.

     

  7.  

    Players need some kind of in-your-face indicator that the borg has lost power and that someone other than the borg needs to take responsibility for fixing it.

     

    Having the borg just sit there with no indication to other players that anything is wrong is just poor game design and player communication.

     

  8.  

    Design changes/proposals:

     

    Keep players out of maintenance

    - Low-levels of ambient radiation in all maintenance tunnels

    - Engineering jumpsuits fully protect against this radiation

    - Maintenance tunnels are still the go-to place for safety during radiation storms

     

    Better lighting

    - Make certain objects, like APC's or computers, give off a soft glow.

     

  9.  

    I have seen a couple rounds recently with people bending and/or breaking the rules when I play, as no admins are on. Admins are important to the game and I have zero idea how they are selected. All I know is I left a thriving server for a couple months only to return to find many admins gone, and the average sever population halved at least.

     

    I understand lack of admins is not lack of players, but as stated and quoted before, lack of admins was given as a reason for the unlisting. Unlisting IS a cause for lack of players. Less admins -> unlisting -> less players.

     

    The primary trouble with admins is that the best way to get them is for someone competent and person-savvy to select the best people from the playerbase.

    A good 70-80% of players are not admin material, and selection has to look at a lot of different values that a person has.

     

    As your playerbase shrinks, your pool of potential admins also shrinks.

     

    Speaking from experience though, unlisting has largely been a bad idea. You need to have the server pimped somewhere in order to keep fresh blood churning through. If you don't have that going on, the server WILL die. Whether it's listed on the hub is immaterial - it doesn't matter if it's on the hub or 4chan or reddit or wherever else. So long as it's generating an influx of new players that's greater than the outflux, it'll keep the server alive.

     

    If nobody knows about the server, it will simply shrink and vanish. Old players don't stick around forever - there is a constant amount of attrition regardless of how well the server is doing.

     

  10.  

    1. A reply to your adminhelp message is a luxury and not a right.

     

    2. You'll just get less admins coming on if they're not allowed to afk.

     

    Much more realistic solutions:

     

    1. Pm the/a admin through byond messenger instead.

     

    2. See 1.

     

    /thread

    As one of the former head admins of Sigurd, I do think my own opinions would be fairly pertinent here.

     

    Just letting a player know that the issue is being looked into is extremely important. I know I can get sidetracked talking to three or four people at once to figure out who did and why, but when someone asks me something, I don't intentionally leave them hanging, I let them know that I'm busy and either looking into their issue or can't look into it at the moment, and if I'm getting overwhelmed, I ask other admins on skype to get online and help.

     

    An admin that is afk on the server might as well not even be there. There may be some benefit to players thinking they're being watched, but an admin who's logged on and doing nothing to solve a situation because he's afk just looks incompetent, which makes the entire admin team look bad.

     

    I tried to generally always be available while I was on the server. I might not be paying attention to the round, but I kept my headphones on so I could hear any adminhelps while I did whatever else, because that's what I'm there to do. It's part of why I'm an admin.

     

    We're not machines, we volunteer our lives to admin whilst you have fun. The only thing you're going to get by complaining about the lack of admins or lack of responses is admins quitting due to under-appreciation.

    As both a player and an admin, I hate this response. It's a typical way of offloading blame for incompetence: "b-b-but I do it for free!"

    If you can't respond to players, you shouldn't be an admin. It is literally the responsibility you took on by being an admin. If you don't want to handle players, don't log on, don't be an admin, or temporarily demote yourself from admin while you play.

     

    If you need a pat on the back to do what you do, or get tired of being called shit by players for what you do.

    Stop being an admin.

     

    Flat out. There are a dozen people who will gladly take your place in a heartbeat. If the "stress" of answering adminhelps or putting up with the shitflinging gets you to leave, it's not the sort of thing you were ready for anyways.

     

    It is a thankless job (for the most part) and those of us who do it, should be doing it knowing that. Do I get tired of the bullshit from players? Yes. But I enjoy solving issues, and whether it's recognized by someone or not, I'm a little happier every time I smooth out a problem. This attitude of "I do it for free, so you better respect me" has always rubbed me the wrong way. You can't demand respect from players, you can't tell them you deserve it because you're a volunteer.

     

    If people bitch about admins not doing anything, they aren't wrong. You aren't doing your jobs if you ignore them. It doesn't matter how much of a volunteer you are.

     

  11.  

    It's... not a matter of admin approval. It's a matter of whether or not anyone is interested in coding it. I can't code worth shit, but I can lay out what I'd do with it if I could; so that's what I did.

     

    If it were coded at some point, and it functions more or less as described, it'll have a place on sigurd, even if it doesn't make it onto paradise. Admin approval isn't really a concern here.

     

  12.  

    My thoughts on the big map you posted, maybe you can keep some of this in mind for the new map:

     

    General:

    - The walls to window ratio seems very off, it defenatly needs more windows.

    - I like the park, kitchen, bar thing going on, although the bartender should have a backroom.

    - On a station this size there need to be more borg recharge stations

    - There needs to be some kind of second hallway, the escape paths seem very limited with only one way from getting from north to south. maybe some sort of cycle that goes aroung the station?

    - Needs some small maintenance rooms, for gear and as a place to hide stuff or yourself.

    - In general the extremly long and empty maintenance tunnels look boring. They could probably use some windows and other details.

    - More airlocks in mainteance so that a breach in the SW part would not depressure the medbay if the medbay maintenance would be opened.

    - i assume the Offices above the AI room are all for Heads of Staff

    - The security for the offices seems very very weak, especially considering that they are in a area that will have almost no traffic. With this layout the captains laser will be stolen every round.

    - A storage of this size with only one tile pathway, ohh hell no. Emitter tetris for experts

    - There needs to be much more stuff lying around

    - R&D needs to be at a window towards the hallway (swap misc. research with R&D)

     

    I'm not using that map anymore, so the amount of windows, the park and kitchen and bar, borg stations etc. are irrelephant. There are no airlocks in maintenance or medbay because I hadn't placed any airlocks anywhere.

     

    - At the windows there should allways also be a window against the wall, even if it serves no purpose, but they look odd.

     

    There's no reason to have windows against the wall except for aesthetic reasons, and aesthetically I prefer them without glass against the wall.

     

    - i love the clean pipeing and cables

     

    It's entirely placeholder in atmos. Primary concerns with piping is to ensure it's fairly easy to reach and covers each room properly. Vents and scrubbers always placed at opposite sides of the room.

     

    - Every rooms needs to have it's own atmos alarm, firealarm and there should be AI holopads in almost every room, to allow for some more AI RP.

     

    These are some of the last things I add to a room. Most important are layouts for movement. Players need to be able to move around and interact with things without feeling claustrophobic or trapped. Atmos alarms, fire alarms, holopads, cameras, lights, etc. are extraneous details when the concern is to get the layout working. I usually keep mental track of where I want to place these things while designing the room.

     

    - There need to be more external airlocks, if i would be in the medbay and for some reason need to EVA. It would problaby be faster taking out a reinforced wall and replace it behind me, than finding an external airlock

     

    There are only two ways into space on that station: The docks and EVA in engineering. There are no airlocks into space anywhere else. This was a conscious design decision to make random people getting into space significantly more difficult. I might revise that with the new map. I had some worry that nuke ops would have a difficult time breaking in - but they've got c4 and bombs, they could break in anywhere they like.

     

    - I do like the APCs in maintenance idea, but does the game understand that the APCs are acutally for different areas? (even if they had been destroyed and i have to replace them)?

     

    Yes, they work perfectly. APC's need to be placed on the defined area for that section. All I do is define the tile the APC sits on in maintenance as whatever room it's supposed to be for. I have some concern that atmos changes may be applied to all the area tiles in a room, and that could include area tiles on the other side of the map. It's something I haven't tested yet.

     

  13.  

    wLCTbDm.png

     

    Here's the new arrivals/departures. Customs on the middle left and right side, HoP in the middle. I wanted to keep this entire section close to the core of the station so that the HoP and so on don't feel isolated. Placing some civilian stuff (chapel, library, maybe holodeck, dancefloor and bar) in the arrivals/departures area should also keep it a little more active than it is right now. I may also include blueshield/NT reps in the area.

     

    Embassies aren't being included as they are essentially never used, take up a huge amount of space, and don't really make sense when the station isn't politically important. It makes sense for a capital city to have embassies, it doesn't make much sense for a small research station owned by a private corporation to have embassie; thus I'm excluding them from a lore and gameplay perspective.

     

    Library is on the left - only concern here is that you have to go through the arrivals checkpoint to get into the library. This'll probably make it more secluded and I'm not sure if that's a good or bad thing.

     

    Arrivals and departures will likely be separated from each other; this means people on the left arrivals section will not be able to cross over to the right-side departures section without passing through customs first. I'll likely keep all the station shuttles (science, security, mining, etc.) on the right side docks.

     

  14.  

    Here is a floor plan I'd like to use for departure and arrivals.

    No, not down to the exact layout, but the general shape. I'd likely place a few things in the center (HoP's office/Customs, small bathroom, maintenance, chapel?, library?) before you get into the station proper.

     

    uHThGD9.jpg

     

    Likely rotated 90 degrees clockwise and placed at the top of the station.

    I'd like to have only one dock/undock area on the station - no more shuttles sitting at mining, engineering, science, security - if you want to leave the station on a shuttle of some kind you have to go to the docks.

     

  15.  

    I'm working on a new map, not for this server specifically (it's intended for sigurd), but I'm interested in input and ideas from players here.

     

    Things that are useful:

    - Sketching out floorplans and layouts for jobs you are familiar with. Show me what your perfect medbay or science lab looks like.

    - Suggesting additions in areas that would make it more efficient. Anti-radiation drugs on a dispenser in genetics?

    - Suggestions for new design principles. APC's be in maintenance? Floor tiles on top of pipes indicating this via sprite? Pipes never run under walls? etc.

    - Suggestions for combining/removing unused or rarely used areas for greater space efficiency

     

    Here is Sigurd's previously worked on map:

    efIT5o2l.png

     

    I intend to take various elements from this map with a new overall design.

    Something more similar to a starburst shape.

     

    o0NBlyw.png

     

    And here is the present core/center of the new station /map I am working on:

    8Zu53rk.png

     

  16.  

    Remove calling the shuttle within the first ~hour and have the ERT sent in first instead.

    After 15-20 minutes of the ERT on the station, allow the emergency shuttle to be called.

     

    Make it a system of progression. You can't call the emergency shuttle immediately, you need to call the ERT first to solve the problem and if they can't solve it, THEN the station can be evacuated.

     

  17.  

    I often play a deaf character. I would definitely appreciate sign language, as using the PDA to speak with people can be a pain at times. Especially with the PDA's bugging out right now and becoming useless.

     

    Also, a sign language for each actual language would be a good idea. Every major spoken language has its own sign language - there is spanish sign language, french, american, british, international, etc.

     

  18.  

    This is an old, old idea I had put together awhile ago. It was meant to be a replacement for the singularity, as I felt the singularity's failure mode was too harsh, and the multiple failure modes of the chernobyl-style reactor here gave the crew greater leeway for fucking up and fixing the engine, as well as sabotaging it. The following's just a straight copy/paste from my old post and is an idea only, there is no code whatsoever for this.

     

    lVL6K.png

    Each square block = 1 tile in-game. Color coded to represent heat, red warmer, blue colder.

     

    How it works:

    Fuel rods [F] and control rods [N] are inserted into the reactor core [R]. Control rods 'poison' the reactor, slowing down or killing the reaction. Fully inserting all the control rods might stop a meltdown. [Depends how hot the core is before they were inserted and whether or not the core still has coolant. The fuel rods won't melt down if they are still submerged in coolant, but if pressure builds too high coolant will need to be dumped to prevent a steam explosion.] Fully inserting all the fuel rods *without* control rods will cause a meltdown very quickly. But you can play around with it, insert all fuel rods, heat up to power-generating temp and pressure quickly, then insert control rods to slow down the reaction before a meltdown occurs, etc. Fuel rods and control rods can be inserted by varying degrees. The more they are inserted, the greater effect they have.

     

    There's some fun stuff that can be had with this. If the science department has some sort of Science! that needs a lot more power than the Reactor can normally provide, it would be possible to spike the reaction rate for a short time to generate more power [at the risk of a core meltdown].

     

    The Fuel Rods once inserted, begin to excite each other. [One fuel rod by itself will not really do anything] As the Fuel Rods excite each other they get really really hot, and the surrounding coolant also gets really hot, and pressurized. This extremely hot, high-pressure water [Not steam] is piped through the reactor vessel and into the Boiler/Steam Generator . Disconnecting the outlet pipe from the Reactor to the Boiler would kill you as your body would be ripped apart and flash cooked by the rapidly escaping radioactive hot water. The Reactor would likely spike in temperature and may melt down with the loss of its coolant.

     

    Once the hot reactor water reaches the boiler, it heats the boiler water into steam, this steam then pipes through and drives the turbine before condensing and coming back to the boiler to be heated up again. If the boiler gets too hot, it will explode. [Due to pressure, it will cause a steam explosion]

     

    In the turbine [T], the hot water will heat up another pipe network that extends out to radiators [C] in space. Here the steam will recondense back into water before flowing to the turbine again. Losing this coolant will eventually result in the boiler's pressure increasing to the point of failure, causing a steam explosion. This in turn will cause the pressure in the reactor to increase, causing another steam explosion unless the reactor is cooled down.

     

    And that is it. That's all there is to your basic Nuclear Fission Reactor. You take some really hot stuff, make some steam, and it generates power!

     

    Extra stuff:

    This design lacks the reactor shielding and containment vessel that would typically be in place in order to contain a meltdown. Standing next to the reactor will give you a lethal dose of radiation very quickly. In the event of a meltdown, simply being in engineering period could kill you.

     

    If the control system locks up, someone is going to have to manually insert the control rods/pull out the fuel rods/activate pumps, etc.

     

    The coolant used, at least in this design, is Heavy Water. [Deuterium] Basically what this does is causes fast neutrons given off by the fuel rods to slow down so that they have a greater chance of striking the U235 creating U236 which then fissions. The Fuel Rods themselves are composed of pellets of Uranium, so in order to get a reaction going, you want to stick the fuel rods next to each other in the moderating coolant. Loss of coolant can cause a meltdown if the fuel rods are hot enough. [so releasing coolant/steam in order to drop pressure in the reactor so that it doesn't explode might not be the best course of action if you don't keep a careful eye on that core temperature.]

     

    The temperature of the water in the reactor is around 315 degrees Celsius (600F, 589K) and pressurized to 15.5 Megapascals (15,500 kpa - Earth normal is ~101 kpa) so that it remains a liquid. Needless to say, you don't want to shoot it, hit it with sharp objects, or accidentally open a release valve...

     

    The temperature of the water/steam in the boiler and turbine is around 275 Celsius (527F, 548K) and pressurized to 6.2 Megapascals (6,200 kpa).

     

    There are several different pipe systems, each separate from the other:

    1. The Reactor pipe system

    2. The Boiler - Turbine pipe system

    3. The Radiator pipe system

     

    Although they are connected, the coolant in each pipe system does not come into direct contact with coolant in another pipe system.

     

    The pumps for moving the water around consume a *tremendous* amount of energy in reality. Around 6 megawatts for a single pump is pretty common. Our current SS13 power generator, the singularity, generates about half a megawatt, and total station power generation peaks at about 1 megawatt with the solars also wired up, while power consumption is around 0.3 megawatts. Needless to say, the station doesn't use much electricity.

     

    tumblr_lknjibuTZO1qg8am1o1_400.gif

    About how I imagine new players messing with the nuclear engine controls would look like.

     

    Code Requirements:

     

    Uranium Fuel

    We can either start with fuel rods, or require the uranium to be mined and processed before the engine can be started. Or I suppose, start with 3 fuel rods, and the extra two fuel rods would require mining and processing. The reactor design above uses 5 Fuel Rods for operation, but anything 2+ will generate some energy. A storage system for fuel rods will be necessary if we want them more realistic. Fuel Rods are basically always trying to reach 2000 degrees Celsius or so. You need to keep them cooled or they will melt into a radioactive metal puddle.

     

    - Uranium Ore

    - Uranium Processing

    - Uranium Fuel Rods

    - Variable that determines how much neutron radiation a fuel rod gives off and determines how quickly a fuel rod heats up in relation to proximity to other fuel rods, should be modified by control rods, and also modified by how far the fuel rod is inserted into the reactor and how many other fuel rods are inserted into the reactor, and how much they have been inserted.

    - Fuel Rod Storage

    - Transition from Fuel Rod to Puddle of Radioactive Metal That People Can Step In and Die From

    - Melting point temperature so they can melt inside the reactor

    ---

     

     

    Control Rods

    These will be ready to go into the reactor at round start, not sure what they should be made out of. The reactor starts with 6 of them ready to be inserted. They can "kill" a runaway reaction in the core, or at least try to. Inserting them will reduce core temperature and radiation.

     

    - Control Rods

    - Spare Control Rods?

    - Variable that determines how much neutron radiation is absorbed by the control rods, which will modify overall radiation output of the Fuel Rods and depend on things like, how far fuel rods are inserted, how many fuel rods are inserted, how many control rods are inserted, how far control rods are inserted, etc. Control rods do not improve radiation absorption of other control rods, they would be static amounts absorbed; whereas fuel rods increase radiation output when exposed to more fuel rods. Fuel Rods multiply their effects together, while control rods only add their effects together, if that makes any sense.

    ---

     

     

    Reactor Core

    This is where the reaction takes place. The Reactor Vessel itself shields from some, but not all radiation, so standing near it without a radiation suit will kill you. At higher operating temperatures, standing near it, even with a radiation suit, will still kill you. The above design has 6 Control Rods and 5 Fuel Rods. Control and Fuel Rods can be inserted manually or automatically by computer, possibly with computer lockouts to prevent the AI messing with it if necessary. Also meaning you'd have to go up to the reactor to pull out/push in fuel rods and control rods by hand. Fuel rods and control rods that are not fully inserted are not exposed partially outside the reactor, they stay within the reactor, just how much is exposed to the reactor chamber changes. So a fuel rod inserted 50% is not sticking out of the reactor 50%. Pulling a fuel rod out of the reactor completely so you can run around with it is different than changing its insertion to 0%. In the former case of running around with it, the fuel rod will eventually heat up to ~2000+ Celsius and melt and irradiate things. Possibly setting entire rooms on fire. Core temperature and pressure will depend on the number of fuel rods and control rods inserted, and their amount of insertion. Temperature of coolant inside the reactor should be ~300 Celsius. Depending on how players insert fuel rods, etc. Pressure and Temperature will increase or decrease. Lower operating pressures means reduced power output, higher operating pressure means containment failure and a steam explosion as the super pressurized and extremely hot water jets out of the reactor in a cloud of radioactive steam.

     

    - 5x5 Reactor Core [Larger if there is not enough room to connect everything]

    - Failure mode at a specific pressure resulting in a steam explosion, spreading radioactive and superheated and superpressurized steam into the engine room. Might want to look at atmos code so this does not produce gigantic asspiles of lag. The steam explosion should not be big enough to create holes into space. [Otherwise the steam just escapes into space]

    - Manual and automatic loading of control rods and fuel rods

    - Fine control over how much a rod is inserted into the reactor

    - Readouts on pressure, temperature of coolant and overall radiation levels

    - Readouts on temperature of fuel rods specifically

    - Readout on levels of coolant [Are the fuel rods fully immersed, etc.] Reaction rates and overall pressure/temperature are increased while submerged in the coolant compared to air, but the fuel rods melt if they lose cooling

    - Transfer of heat from fuel rods to coolant

    - Heat and radiation transfer out of the reactor vessel to surroundings, it should be hot standing next to the reactor, even when it is cooled and the reaction is controlled

    - More robust pipes and pumps specifically for use in the reactor. We don't want people to simply wrench free a coolant pipe and destroy the reactor by mistake

    - Release valves for reducing temperature by releasing steam

    - Coolant shut-off valves integrated into the reactor so that you can stop pumping superheated coolant if there is a leak, to allow you to fix the leak without a face full of superhot steam

    - Connector pipes/injectors so that reactor coolant can be refilled

    - Due to the annoying way atmosphere pushes you and other things around, all equipment and spare parts for repairing the reactor should be small enough to carry in a hand so that the steam in the room does not prevent you from repairing things.

    ---

     

     

    Boiler

    This is filled with superheated steam and like the reactor can explode if pressure is not watched.

     

    - 3x3 Boiler [Larger if there is not enough room to connect everything]

    - Heat transfer from reactor piping to steam inside the boiler

    - Release valves for releasing built up pressure

    - Coolant shutoff valve so that pipes and leaks can be repaired without spraying steam everywhere

    - Connector pipes/injectors so that coolant can be refilled

    - Readout on temperature, pressure, and coolant levels

    ---

     

     

    Turbine

    This is where the power generation happens

     

    - Approximately 5x5

    - Heat transfer from turbine coolant to radiator coolant

    - Coolant shutoff valve so that pipes and leaks can be repaired without spraying steam everywhere

    - Power generation depends on pressure/temperature of the steam, higher pressure = more power

    ---

     

     

    SMES Batteries

    We may want to change these so that power output is not actually stored, but rather continually supplied by the reactor to everything, the SMES batteries would then only function as backup in case of power loss due to the reactor shutting down, rather than all the energy going into the batteries first and then distributed to the station. Maybe that is already how they work, I don't really know.

     

    - Display of power in kilowatts or megawatts rather than watts.

    ---

     

     

    Radiation Suits

    These are necessary to get near the core and handle fuel rods, pumps, control rods and other such things manually, without instantly dying from the radiation. Under normal and good operation, the reactor will put out enough radiation to harm you if you don't wear a radsuit, but will not instantly fry you otherwise. During meltdowns or peak load to generate extra power radsuits will only buy you time to fix things, not leave you immune, and lack of a radsuit will result in your death very quickly. Radsuits will also need to protect against temperature somewhat, enough that you can wade through clouds of 300C steam without burning to death instantly, but not enough that you are perfectly fine going into space with them or wading through steam all day. I think it would also be a good idea to have a mechsuit designed specifically for operation in and around the reactor, that offers the best protection against radiation and heat, allowing you to work around the reactor for much longer than someone in a radsuit would be capable of. [but still ultimately failing to high levels of radiation exposure, only granting you more time to work]

     

    - Adjust radiation protection levels to be balanced vs the nuclear reactor

    - Grant increased protection against high temperature so you can work around the reactor for a short time while surrounded by steam

    - Replace starting gear with radsuits

    - Engineering uniform should help protect against radiation slightly as well

    ---

     

     

    Mob Stuff

    The effects of radiation and heat and things may need to be modified.

     

    - A separate health counter for radiation, rather than using toxins as current

    - Breathing superheated air should be *much* more dangerous than simply walking in superheated air. To the point that a lungful of 300C steam should crit/kill you. Instantly. Better not leave engineering doors open during a meltdown!

    ---

     

     

    Equipment

    Various tools that engineering will likely need to do their jobs around the reactor.

     

    - Geiger Counter, or maybe some sort of radiation goggles that display visually the amount of radiation in an area

    - Earmuff Radios, function as earmuffs combined with station radios, worn on the ears instead of a headset and protects against loud noises and going deaf in proximity to them, [Engineering is going to be very loud with the pumps running] while still allowing communication via radio. Hearing normal speech is, obviously, not possible while these are worn.

    - Bolts for throwing at anomalies in the zone

    ---

     

  19.  

    We had this same discussion with sigurd. We elected to keep the server unlisted for the most part and the core playerbase largely trickled away over time without being replaced by anyone new.

     

    My recommendation would be to keep the server listed publicly. Yes, there are more griefers and more work for admins, and there will be times when there aren't enough admins to watch over the playerbase, but that's a better situation than no playerbase at all.

     

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