🥝 Community Kiwi Space Station 13 Server (2024 edition) - Space Station 13

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Tried it out but power was down.

Completely forgot most of what I'd learnt from the previous server and had never tried out engineering so could not sort it.

I think I was alone.
Yea unfortunately still trying to get out of the lowpop rut, was thinking to put in more coding work then try to do another promotion push somehow or another

See playtimes from OP to catch people online
DAYTIME
WEDNESDAY6PM ET
SATURDAYNOON ET

You can also do a restart vote if you want
 
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See playtimes from OP to catch people online
DAYTIME
WEDNESDAY6PM ET
SATURDAYNOON ET
Could you pick a schedule that's more convenient for you? You always leave in less than an hour of joining and when you leave the server kinda dies. Or at least make a thing that shows you how many concurrent players the server has.
 
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Actually I leave in a bit more than an hour, as a rule. I was finding that having things drag out 2.5 hours is never good so I have been striving to improve the pacing. If stuff is still happening fair enough, usually it isnt.
 
Tried it out but power was down.

Completely forgot most of what I'd learnt from the previous server and had never tried out engineering so could not sort it.

I think I was alone.

Dw I was just on, had the engine fired up + the 4 SMES for it charged and outputting, solars wired and was working on getting the rest of the station SMES actually charging and online as half the station power dies before the engine is fully started, then a level 7 biohazard broke out and ate half the station before I couldl figure out wtf to do with it.

Ggwp
 
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was working on getting the rest of the station SMES actually charging and online
BTW you can use RCON console to configure that remotely (i still am considering yeeting subgrids and replacing them with circuit breakers (also remote controllable) TBH)
 
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BTW you can use RCON console to configure that remotely (i still am considering yeeting subgrids and replacing them with circuit breakers (also remote controllable) TBH)

Yeah I've been more or less camping the RCON console once the pressure calms down a bit in the TMGs or I need to nigger rig it like you had to do a few days ago to bring them below 10000kpa. I'm probably cocking something else up because I'm not able to get anything beyond the 4 engine ones, atmospherics and engineering charging in time before the rest of the station craps out and loses power, after that it takes a while for the rest of them to even start getting any charge. Next time I'm on I'll try change around the input figures a little after one unit is fully charged and see if that helps divert it a little to med, sec etc.

As for the breakers, it's worth a trial run at least. Worst case the station implodes from pressure or some other catastrophic failure happens because it doesn't want to play nicely and we go back to the subgrids
 
BTW you can use RCON console to configure that remotely (i still am considering yeeting subgrids and replacing them with circuit breakers (also remote controllable) TBH)
Having a single interconnected grid is more complicated, but is more realistic and makes power management more convenient in the long run.
 
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Solars were still charing and the pressure is a little high (for some reason the engine was pretty happy at 14000kpa), but that's some good shit
 
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I have all the SMES units enabled and the TEG is outputting power. Why is the entire station without power?
:stress: I did nothing wrong. I did everything correct.
 
@The Pulverizer Definitely adjust the input of the SMES. Start slow and focus on the 4 at the engine, set them to auto, max the input and get them fully charged. You can also viably get atmospherics and engineering maxed out alongside the engine SMES units. Once you have that done and the 4 at the engine are full, drop the input for the fully charged units to something a little lower (personally for the engine ones I moved them from 250000 to 125000, then 90000 and stayed there for a while just to experiment with them, it is also worth adjusting the output of each one from 50000, it really depends on the demands of that section of the station (for example atmospherics chews through power compared to something like command or the civillain areas) and move to other SMES across the station via the RCON console, it'll save you running all over the place. Work to distribute the power from the TEGs between your remaining "need to be charged" SMES units and get a healthy balance. It does take time solo but you'll get there fren.

I'd also unironically recommend getting the solars wired as soon as the engine has stabilised a bit and the TEGs are happy, it legitimately helps to bring the rest of the station up, I noticed as soon as those were wired up, medical, research and security started to power up on their own, it does take a while to charge though because y'know, solars.

On a side note as the playtime schedule has stayed the same, are we all going ahead with a session tomorrow @geckogoy? I might be able to actually show up for once
 
I made a convenient Chemistry recipe guide for all of you medlets.
Healing drugs
40u Carbon*2 + 20u Oxygen + 20u Sugar = 120u Bicaridine
40u Carbon + 40u Oxygen + 40u Sugar = 120u Inaprovaline
40u Potasium + 40u Silicon + 40u Nitrogen = 120u Dylovene
20u Carbon + 20u Oxygen + 20u Sugar + 20u Potassium + 20u Silicon + 20u Nitrogen = 120u Tricodrazine
30u Carbon*2 + 30u Silicon*2 = 120u Kelotane
20u Carbon + 20u Silicon + 40u Oxygen + 40u Phosphorus = 120u Dermaline :\
5u Plasma + 30u Oxygenx2 + 5u Oxygen + 35u Iron + 35u Carbon = 105u Dexalin Plus :\
10u Carbon + 10u Oxygen + 10u Sugar + 30u Oxygen + 30u Ethanol = 90u Tramadol
20u Carbon + 20u Oxygen + 20u Sugar + 30u Oxygen + 30u Ethanol = 90u Tramadol, 30u Inaprovaline :\
5u Carbon + 5u Oxygen + 5u Sugar + 15u Oxygen + 15u Ethanol + 5u Plasma + 45u Ethanol = 45u Oxycodone :\
10u Potassium + 10u Silicon + 10u Nitrogen + 30u Radium + 30u Hydrogen*2 = 120u Arithrazine :\
20u Potassium + 20u Silicon + 20u Nitrogen + 30u Radium*2 = 120u Hyronalin :\
10u Potassium + 10u Silicon + 10u Nitrogen + 30u Chlorine + 30u Nitrogen = 60u Alkysine
1u Potassium + 1u Silicon + 1u Nitrogen + 3u Radium + 6u Carbon + 12u Hydrogen = 24u Ryetalyn :\

Cryo mix
5u Plasma (catalyst) + 25u Oxygen*2 + 25u Water + 25u Oxygen + 25u Sodium = 50u Cryoxadone, 50u Clonexadone and add a bit of Ryetalyn plus whatever else you want :\

Notes
:\ Dermaline is more effective at curing Burn damage than Kelotane. TG doctors used to combine the two (back when their chemistry was normal) to double their effectiveness but I don't think it's necessary. If you want to do it, then just insert 20 units of Oxygen and Phosphorus instead of 40 and double the Kelotane dose.
:\ Only 5 units of Dexalin Plus are necessary to cure asphyxiation damage. You can increase the dosage if you want to overdose your patient.
:\ Inaprovaline helps recover your patients while Tramadol relieves them of their pain. Making this recipe useful for patients in critical condition.
:\ Follow the instructions for this recipe precisely because the Plasma reactions in Bay12 are weird.
:\ Be careful with your Arithrazine dosage. Too much of it can physically damage your patients.
:\ Hyronalin is less effective than Arithrazine but there's no risk of damaging your patient with Hyronalin.
:\ Only 1 unit of Ryetalyn is useful.
:\ Put this beaker in a cryogenic tube (after removing the plasma in a ChemMaster of course). Without a cold shower in the cryogenic tube your cloning patients will not survive. Remember to enable the freezer ahead of time. Ryetalyn fixes any genetic damage caused by cloning
In the future I might expand on this guide by including recipes for funny drugs and poisons.
 
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Doing some final testing and fixing still but here is the basic gist:

This event is for medical players, if you aren't really a medical player then note that its intended to be fairly challenging.

Actual medical EVENT (as part of the automatic event manager) doesn't exist. I will just do it manually this time. I have implemented the following features:
NT fleet casualties can be spawned and will be injured in various ways (there have been some improvements so they are always in crit now instead of dead/uninjured but they look like this):
1709157611451.png

I have made a medical contract scanner, which will allow you to see what bonds have been placed on the scanned individual. If the bond is completed, the scanner can be used to pay it out in the form of a charge card (may change this to cash, it turns out you cant combine charge cards annoyingly, i may also just add charge card combining though).
(it looks like this, and spawns in CMO office and med storage and surgery)
1709158124262.png

1709157774221.png
1709157830122.png


I will spawn casualties in the centcomm transport shuttle and make a command announcement (if I can find the button) and then fly them to arrivals for unloading/processing. This will be pretty much exactly like the automated event would do. The event is actually the simplest part since all it has to do is spawn casualty mobs, and then the mobs will do all the work once spawned in (ie injuring themselves and then writing contracts for themselves). I just didn't get around to it because bug fixing.

Next Play Session In ~1hr (6pm EST)
 
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I have made a medical contract scanner, which will allow you to see what bonds have been placed on the scanned individual. If the bond is completed, the scanner can be used to pay it out in the form of a charge card (may change this to cash, it turns out you cant combine charge cards annoyingly, i may also just add charge card combining though).
(it looks like this, and spawns in CMO office and med storage and surgery)
1709158124262.png
Want me to improve that?
 
EFTPOS is really clunky to use IMO, I also kindof want it to look like med scanner because its actually scanning the patient to see if you filled the contract or not
 
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