
NEWEST THREAD TL;DR HERE
Newest Atmos pipe related merge: Pipes incased in walls have increased fatigue pressure
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Atmospherics is one of the core mechanics in SS13. We have air, we have plasma, and it's up to the players to harness it. We have science, which has a toxins wing dedicated to research plasma and all about gas properties in SS13. We have TEG engineers, trying to min-max temperature and pressure exchange between TEG loops to make good power. This was usually controlled with the existence of atmos pipes, which lets player controls down to the molarity of the gas to achieve the goal.
However, with the very recent change , this has made the ability to achieve these goals are really hard. This wasn't the first time that happened, e.g. Scaling leak was added which received a lot of backlash . It was understandable that somewhere down the line, the atmos system needs to be balanced, but it's clear these kinds of changes needs more consultations before it was added.
This thread aims to be a general catch-all about everything around atmos pipes (and to collate it). What do you used it for, why the recent change is pretty bad (or maybe balanced)! What are the possible fixes, you name it! The reason why this was made was because apparently a lot seems to have a lot of things to say, but none seem to be sure where to lump where the main devs could actually read.
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I'll start first: This new 'manifold bursting' merge is really detrimental not only for engineering, but also toxin researchers. The idea why manifold was first added was so to have a container that doesn't burst and maim the players ever since scaling leak was added, among other things (such as uncontrollable leakage, messing up the mix). The idea that it was added just because TEG making big power is short-sighted, especially with no proper solution to mitigate it (HGC can only reach 1 billion kPa as of writing).
The necessity to have unbreakable pipes is a must from the ever evolving player base that slowly more and more educated about the atmos system. At the end, it's impossible for players not to hit the game limit. It scales with knowledge, and there should be a better system to mitigate it. Some examples that could probably work:
1. Make unbreakable pipes HPD possible, but only be bought for a really high price. this scales well with PTL output (competency of engineers) + competency of QM to get the thing. This also works for toxins because they would be able to make their bombs somewhere in the middle (or even early) in the round.
2. Stackable reinforcement / scale up HGC's limit. This gives more incentive to gather resources and reinforce the pipes before doing something really big
There was a new merge as of writing, however, reaching 100x pressure would still be hit within small amount of time, and thus engineering/toxins gameplay of just squatting and welding pipes will return.
Newest Atmos pipe related merge: Pipes incased in walls have increased fatigue pressure
-----
Atmospherics is one of the core mechanics in SS13. We have air, we have plasma, and it's up to the players to harness it. We have science, which has a toxins wing dedicated to research plasma and all about gas properties in SS13. We have TEG engineers, trying to min-max temperature and pressure exchange between TEG loops to make good power. This was usually controlled with the existence of atmos pipes, which lets player controls down to the molarity of the gas to achieve the goal.
However, with the very recent change , this has made the ability to achieve these goals are really hard. This wasn't the first time that happened, e.g. Scaling leak was added which received a lot of backlash . It was understandable that somewhere down the line, the atmos system needs to be balanced, but it's clear these kinds of changes needs more consultations before it was added.
This thread aims to be a general catch-all about everything around atmos pipes (and to collate it). What do you used it for, why the recent change is pretty bad (or maybe balanced)! What are the possible fixes, you name it! The reason why this was made was because apparently a lot seems to have a lot of things to say, but none seem to be sure where to lump where the main devs could actually read.
____
I'll start first: This new 'manifold bursting' merge is really detrimental not only for engineering, but also toxin researchers. The idea why manifold was first added was so to have a container that doesn't burst and maim the players ever since scaling leak was added, among other things (such as uncontrollable leakage, messing up the mix). The idea that it was added just because TEG making big power is short-sighted, especially with no proper solution to mitigate it (HGC can only reach 1 billion kPa as of writing).
The necessity to have unbreakable pipes is a must from the ever evolving player base that slowly more and more educated about the atmos system. At the end, it's impossible for players not to hit the game limit. It scales with knowledge, and there should be a better system to mitigate it. Some examples that could probably work:
1. Make unbreakable pipes HPD possible, but only be bought for a really high price. this scales well with PTL output (competency of engineers) + competency of QM to get the thing. This also works for toxins because they would be able to make their bombs somewhere in the middle (or even early) in the round.
2. Stackable reinforcement / scale up HGC's limit. This gives more incentive to gather resources and reinforce the pipes before doing something really big
There was a new merge as of writing, however, reaching 100x pressure would still be hit within small amount of time, and thus engineering/toxins gameplay of just squatting and welding pipes will return.