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Showing content with the highest reputation on 07/24/2019 in all areas
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Hello! Been playing on Paradise for years, new to the forum. Same old head pat loving vulp, nothing else. Move along. *wag6 points
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Greetings! As you may or may not know, I have been working on an Engineering remap for the past couple of weeks. While it is functionally PR-ready, I felt like opening it up for additional feedback may be wise ahead of time. This is the full-view of the changes, courtesy of AffectedArc07's map image generator: This remap is rather vast, extending from Arrivals, to Escape and down south into Engineering itself. The goal here is to give Engineering a more cohesive structure and spreading out all the equipment in it more sensibly, to dedicated supply rooms or otherwise. Another goal was to make both the SM from Fox's port and the Tesling engine possible to use. Beyond that, there were also some changes made to maint areas of the station, by adding a couple of new distinct areas, like a maint-garden and an abandoned robotics area. Things of note: Arrivals' Auxiliary Storage has been moved to the public construction room in Engineering hallway Mechanic has been moved to Escape Arrival / Cargo / Engineering Maint-blocks have all been connected intl a half-ring. Consequently, Disposals has been moved deeper into maint. While both engines can be used at once, at the moment only SM is prepared. There are no Tesla or Singularity beacons in this version, but that is likely to change by the time the PR is made. Please share your thoughts! It is an extensive remap, so I could have easily missed, forgotten or overlooked some important things.1 point
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I figured I'd offer my two cents as a mapper from another server, and what some others offered of their input as well. I've marked most of the issues with red and annotated. Hope this helps a bit. Main issues I've noticed: 1) Disregarding Singulo/Tesla engine setup and pushing players to use SM seems to take more options away then open new ones. 2)Also not enough tesla coils in storage to produce enough power for station. 2)Engineering shuttle and AI sat access are super exposed to regular maint access. 3) Missing doors at assembly line, 4)Mech fabricator in maintence, just gives anyone the ability to make mechs. They are not access locked. 5) Missing lights in new maint areas? 6) Missing space loop by atmos,? 7) Missing engineering supply cart that carries materials. 8 ) [Forgot to mark this one]: Atmos checkpoint is... pointless? It's only use there is to sabatoge atmospherics, which is what it seems to be set up to do with the ports in the supply? I guess you could set up your own filter system to prevent atmos grief, but the atmos system outright bypasses the checkpoint as well, letting whatever is going through it to just go around it too.1 point
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Soooo here we have the first three drawings I did of my own character, Phoebe. All were done in order from oldest to newest. A thing I’ve noticed is that I can’t really settle into one style, as all three versions I made look different in one way or another.. not entirely sure if that’s a good or bad thing1 point
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Hey folks. Seen a few requests for up-to-date R&D guides, so here's my stab at it. Reminder that deconstructing an object will raise tech to its level, then beyond if possible - (E.g. deconstructing a heart (Bio 5) at Bio 2 will advance to Bio 5. If deconstructing AT Bio 5, advance to Bio 6) - so if you need Materials 7 for a recipe, look for Materials 6 in the guide to advance. Stage 0: Prep A couple things to grab before you start. First, Scichem. Fill a beaker with 30+ units of Radium. Grab the monkey, or spawn one from a cube, and run through to Xeno. Throw the monkey on the table, and use the circular saw to amputate the Head. Then use the saw on the removed head to butcher out the brain. Bring it with you. Stage 1: R&D Lab The stuff on the tables Micro Manipulator (Materials 1, Data 1) Basic Capacitor (Power 1) Basic Microlaser (Magnets 1) Welding Tool (Plasma 1, Engineering 1) From a toolbox on the desk Toolbox (Combat 1) High Capacity Cell (Power 2) Table at the bottom of R&D, next to the door Stage 2: Basic Production (P)rotolathe, (C)ircuit Printer (P) Advanced Capacitor (Power 3) (P) Mass Spectrometer (Biological 1, Magnets 2, Plasma 2) (P) Health Scanner HUD (Biological 2, Magnets 3) (P) Advanced Reagent Scanner (Biological 3, Magnets 4, Plasma 3) (P) Floral Somatoray (Biological 4, Materials 2) Load the Radium from earlier into the protolathe. (P) Advanced Matter Bin (Materials 3) (P) Advanced Hard Disk Drive (Data 2, Engineering 2) (P) Holographic Sign Projector (Data 3) (P) Security HUD (Combat 2) (P) Large Grenade (Engineering 3, Combat 3) (P) Tracking Beacon (Bluespace 1) (P) GPS (Bluespace 2) (C) SUPERPACMAN Board (Engineering 4, Power 4) (C) GYGAX Weapons and Targeting (Combat 4, Data 4) (C) Telepad Control Console (Bluespace 3, Plasma 4) (C) Quantum Pad Board (Bluespace 4) (C) Teleportation Hub (Materials 4) All your standard techs should now be level 5. Remember to Sync to the server! Print 10 Pico Manipulators, 10 Super Matter Bins, 5 High-Power Microlasers, 5 Advanced Scanning Modules, 5 Advanced Capcitors into an RPED. Upgrade R&D, then Xeno (if anyone is there), then beeline it to the ORM. This should be at about to 10-15 minute mark, so it is super unlikely mining will be back yet. On your way back, upgrade Medbay Sleepers and Cloning, and Genetics (If anyone is there). If miners are taking their time, also apply basic upgrades to Robotics Mech Fabs and Botany's DNA scanner and Biomass generator (you might need to print more components). Nuclear War Ops Attacking? Rush this. Build Tech disks for cargo. Get them 6-800 points in 10-15 minutes, and get them to buy ALL THE GUNS. They will love you. Stage 3: Miners are back! You will need at least 2 diamonds and 2 bluespace crystals to max out tech. You will need at 3+ of each to really upgrade the station. Hope mining are decent. Load 1 Diamond into the Circuit Printer, and anything else you have into the protolathe. Monkey Brain from earlier (Biological 5) (P) Reviver Implant (Materials 5) (C) AI Purge Module (Data 5) (P) Diamond Mining Drill (Materials 6, cheaper than a single diamond) This unlocks Femto Manipulators. Perform a quick upgrade to your Protolathe and the Robotics Fabricators to minimise the cost of the following before you continue. Captain's Chain of Command (Combat 5) Robotics PX-Tesla Cannon (Combat 6, Magnets 5) Robotics PX-Tesla Cannon (Magnets 5 again) Robotics Phazon Torso (Plasma 5) Refined Bluespace Crystal (Bluespace 6) Use a Polycrystal / Mesh from the ORM in hand to break it down to individual crystals Refined Bluespace Crystal (Bluespace 6 again) Xenobiology Charged Yellow Core (Power 5) If Xenobio aren't there yet, just use Super Capacitors to upgrade and come back to this later. At this point you should have top-tier components for everything. Remember to thank and upgrade your Miners as you go! Print 20-30 of each component, into a Bluespace RPED. Also print 10 Technology Storage Disks, and load them with your current tech levels (Should all be 5s, 6s and 7s) - this will net Cargo just over 1000 points. Perform the upgrade lap of the station. Start with R&D, Robotics, Xenobio. Upgrade Cargo and the ORM, dropping your Tech Disks off as you go. As you drop the disks, order Cargo Machine Prototype Crate (Engineering 6) Cargo Machine Prototype Crate (Engineering 6 again) This can be skipped if Mining bring you a Miners Jetpack (engineering 5) before you do the first one. Then proceed to upgrade the rest of the station. Stage 4: Endgame, or your friends in Botany A completionist, hey? The techs above should get you the ability to print most things, but if you want the super high tech stuff: Xenobiology Sentience Potion (Biological 6) XRAY Laser Gun (Illegals 1) Doesn't have to be taken out of its lockbox! Mining Drone AI Upgrade (Data 6) Then its time to ask the botanists. Sometimes a competent botanist will get you all of this in 20 minutes, saving you half a tech tree in research. Sometimes you'll have to break in and do it yourself. Remember, deconstructing two of these is an instant skip to Tech 7, so if you have a competent botanist thank them profusely. Botany Glowshrooms (Plasma 6) Botany Glowcaps (Power 6) Botany Ambrosia Gaia (Biological 6) And that should be it. There's still more to find in Illegals, and if you happen to get Abductor tech you can do some fun stuff there. And there are many other methods to use to reach the top tech levels! Feel free to experiment, to work out your own methods. But this has been my tried and tested, and is yet to let me down.1 point