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Alternative Sciene Teleporters - Printable Version

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Alternative Sciene Teleporters - Tristavius - 05-22-2014

Think I've got a bug for you (though it could also be stupidity)...

I have tried several times now to build a new science teleporter without success. The pad shows as unlinked and clicking the reset on its menu does nothing. The computer says it is not linked to anything and does not bring up the control screen. I think the problem is you cannot open the computer maintenance panel with a screw driver like you can on the original one. In fact you can't do ANYTHING to the computer - not even take it apart again.

Both the new control computer and the new pad are linked by wiring, with no 'knots'.
Both have access to power.
Both are built on data terminals (also tried without).
No tool can interact with the computer (tried the main mechanic kit; screw driver, welder, crow bar, wire cutter, multitool).

Same problem in 3 games with slightly different approaches tried. A couple of other more regular players have also tried alongside me with no success. Mentorhelp has not yielded any 'You're doing X and Y wrong, twat' constructive criticisms.


Re: Alternative Sciene Teleporters - oblong - 06-24-2014

It doesn't seem to be possible to link the telescience stuff to the mainframe. That means that if the mainframe loses power, even for a second, telescience gets permanently broken which can be quite annoying.


Re: Alternative Sciene Teleporters - Zadeon - 06-24-2014

Why did they stop working anyways? I remember a long time ago building A science teleporter console and pad right outside of escape besides each other and it worked. Now it's near impossible to re-build a new one.


Re: Alternative Sciene Teleporters - Zamujasa - 06-24-2014

If I had to throw out a guess it's because they tie in with the mainframe now, instead of operating together without it.

I tried to build one as well and got the same results, though my pad connected to the mainframe properly (no blinking lights, said connected when clicked) but the console next to it still wouldn't pick it up.


Re: Alternative Sciene Teleporters - Marquesas - 06-24-2014

Hello this is resident computer expert lending some insight. You are doing it wrong. Data terminals are being wonky pieces of ass right now and you must link data terminals up to the powernet after building it.

You didn't forget to put down data terminals, did you?

Also, the mainframe only periodically checks for new shit, so after hooking up the new telepad, use the scnt command while logged in as superuser.


Re: Alternative Sciene Teleporters - Marquesas - 06-24-2014

Zamujasa Wrote:I tried to build one as well and got the same results, though my pad connected to the mainframe properly (no blinking lights, said connected when clicked) but the console next to it still wouldn't pick it up.

As for this, some inside info: there is no point trying to control the pad from a computer as it will take the first telepad from the mainframe anyway, which is the science one. The only way to control a secondary telepad, short of destroying the first one, is to use teleman.


Re: Alternative Sciene Teleporters - AngriestIBM - 06-24-2014

You're supposed to be able to open the maintenance panel on the console and be able to iterate through 4 different pad ids, right above the DIP switch thing. I look into why this isn't working later today (I am incredibly incompetent !!).

As with data terminals, it appears that power machinery has never checked for wires on spawn because that would conflict with the powernet setup at round start, I guess (??), so wires need to be laid/relaid after the terminal as been created.