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Official Oshan FIX THIS SHIT Thread!
#91
(04-04-2019, 09:59 PM)sodly Wrote: [Image: f22954490b.png]

This ONE FUKKEN LIGHT floating in the hall.

I am very sure that it's not part of the map, but placed by someone.
Possibly built a wall, attached it, and then removed the wall or such.

Mordent Edit: Is bug, fixed.
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#92
(04-06-2019, 05:56 AM)The Gorog Wrote:
(04-04-2019, 09:59 PM)sodly Wrote: [Image: f22954490b.png]

This ONE FUKKEN LIGHT floating in the hall.

I am very sure that it's not part of the map, but placed by someone.
Possibly built a wall, attached it, and then removed the wall or such.

It's there every round, my guy. I don't report map errors that can't be replicated, and Oshan was notably altered recently.

Mordent Edit: Is bug, fixed.
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#93
The Bridge Teleporter (15 minutes) and one of the Consoles in Engineering (30 minutes) started exploding every round and Lights are popping like crazy all over the station which results in everything being dark in half an hour. It's like something is hotwired somewhere and there is too much power going through.
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#94
(04-10-2019, 07:52 AM)Ficik Wrote: The Bridge Teleporter (15 minutes) and one of the Consoles in Engineering (30 minutes) started exploding every round and Lights are popping like crazy all over the station which results in everything being dark in half an hour. It's like something is hotwired somewhere and there is too much power going through.

Likely the result of an ion storm event, I think?
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#95
(04-10-2019, 12:53 PM)Mordent Wrote: Likely the result of an ion storm event, I think?

It seems to be happening every round. I remember it happened yesterday. And today we had 2 rounds of oshan after one another, on low pop, so it was very easy to keep track of everything.

Both rounds were the same, engineers gear up for vent hunting, find their hotspots and while setting it up, they hear "explosion near EVA storage". So they finish what they're doing, fix the one tile that breached, try to prevent free access to command rooms and when they're mostly done, they drag their asses back to engineering, hoping for a break, through half dark corridors. Only to find engineering in ruins, so they start fixing it and when they finished, everything is pitch black. And the only way to fix it, is to sit by the fabricator and call every crew member to help. You fix one light, another one pops few metres away. It's like this the whole time from the moment the first vent is working.

One of the rounds I did CE so I was really carefull and tried to setup SMES for the exact amount the station draw and maybe even undercut it, didn't help.
And the explosions are so often people don't even bother RPing it and there is usually at least one engineer going "not again".

We got so flustrated that we discussed it in OOC and called the shuttle.

... And are there some robots that are supposed to be destroying light? I never saw it personally but there was one guy that played AI twice in those two days and reported that there are some robots destroying lights, he was so flustrated he tried to cut their rechargers from power.
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#96
(04-10-2019, 01:29 PM)Ficik Wrote: ... And are there some robots that are supposed to be destroying light? I never saw it personally but there was one guy that played AI twice in those two days and reported that there are some robots destroying lights, he was so flustrated he tried to cut their rechargers from power.

Have you noticed a strange looking sparking guardbuddy wandering the halls? I know for a fact that his randomly generated sparks blow nearby lights out, but he doesn't move around untill someone with RD access starts their patrolling. Could be part of the problem, and the removal of his sparks would be a welcome change.
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#97
I'm going to hazard that the above is related to this issue, which I've also observed on CogMap and Clarion. The explosions would be from the fuel tanks beneath the bursting tubes in EVA and Engineering.
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#98
I think that a minimed got put under a shrub near QM on the latest update, sorry if it was some mechanic's doing though.

[Image: qxzSzRy.png]
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#99
QM does not start with a mule, and the mule seems unable to find any destination.
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This was supposedly intentional:

Quote:Oshan Laboratory deliberately forgoes MULEBots. Part of the reasoning is to avoid flooding, a bigger part of it is because the MULEBot's god-awful pathfinding problems would only be exacerbated on a map as large as Oshan. There's still beacons and such for the GuardBuddies and Securitrons, but they're not meant to be used by MULEBots.
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On Oshan, the stowaway trait can make you spawn in the coffins in the martian ship and presumably anywhere else out there that is dangerous.

It leads to a hilarious yet short round for the victim.
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(05-07-2019, 03:25 PM)Xeram Wrote: On Oshan, the stowaway trait can make you spawn in the coffins in the martian ship and presumably anywhere else out there that is dangerous.

It leads to a hilarious yet short round for the victim.

Has happend to me and I manage to rush through and have someone pick me up with a sub.

But im afraid that you may be able to spawn in one of the crates on station level, from which I know 2 are welded shut.
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The turret controller in the computer core room next to the RD office does not, in fact, control any turrets
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Late joining causes sparks.
Sparks can light your credits on fire.
Your on fire credits can now light you on fire.
While the solution is literally right outside and easily accessible, I feel this shouldn't be a thing.
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The same is possible with the oil left behind -- sparks can ignite that and immediately torch latejoiners.
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