Always has been. In fact all station goals (if they relay to engineering department) require cooperation engineers with cargo. At least CE have to order stuff.
I like the new game changes but the perspective on the texture awakened some kind of primal fear in me. its like we have caught the glimpse of an another dimension...
GOD this was a needed update, there was one too many rounds that were just completely nullified by power gen not being managed well enough. not only does this give engineering more to do by upgrading solars, but it gives a stronger backup if something happens to the primary power gen.
The problem I see with this is that most stations come with AME and other sources that fully supply the station. Most don't even hook solars up and if you do so, you almost get mocked for it. "We already have thermal / singularity / tesla, who cares?" I always try to remind people that if one thing faults, and they do, it's always good to have backup. I'm still not good in atmospherics but mainly because it's always hogged by one solo guy doing his thing and they never want to teach you and refer to online guides instead.
Learning atmos by online guides is actually much better than trying to learn it ingame. It may seem less fun, but trust me, you don't want to learn atmos ingame, it's fucking painful. Also mocking someone for setting up solar panels is a skill issue (and is kinda rude).
I can only speak for Salamander, but you will find people in engineering setting up solars almost every round because backup power is good. Especially since the AME is really only for emergency power. Though I have seen, and I personally do this, the singulo be mostly used as starter power then turned off for the TEG. In the event TEG is sabotaged completely we may fire up Tesla/new singulo I agree online guides are helpful, but if anyone asks me in Atmos to show them stuff I will happily do so! (Once teh is done)
When I CE, I still always have people set up solars. It doesn't take very long and it's a good task for baby engis/TAs to first wrap their heads around the basics. We might not need it now, but when you need it, you really need it. Better to have a little power flow you can try to reroute where it is needed rather than have nothing
@@moreproblematic I also find it fun myself to hook them up and bring along a beginner. Solars are usually the first to get hit by asteroids and I explain this to beginners and show them also how to build grilles around them to protect them. This will also teach them crafting basics and making new platforms and the art of repair which I think is one of the core aspects of being an engineer aboard the station. Your job isn't to just hook up TEG and/or Tesla and go wander around, it's to actively monitor the power output and input and check the grid to see if something has broken down. I know it's a little mega-gaming on my part but if I see an engineer just wander off without a word they are usually an antagonist and they choose engineering just to have an easy access to insulated gloves. So they are in fact also meta-gaming in a way. I would just tell them to at least have coordinates on in case they get drifted. Keep it in role playing terms. I can't tell you how often I get ignored anyway, but it's not as bad as being QM with salvage who tend to right off the bat set sail and never come back with anything. I had to even take a break from SS14 because despite how much I love the game and play on MRP, people still play like LRP and ignore many of the rules in the game - like chain of command and NT responsibilities. So often I see captains who whine about lack of things to do, despite them being in charge. Most captains just take the role to bully people around instead of acting like a real supervisor and manager of the entire station. Then again most don't show the proper respect the captain deserves and RP-out of the situation with personal gimmicks. I love the lore space-law, but see it ignored by most because it's hard for a lot of people to follow and understand.
This is actually really nice! Still would love a way to use excess power (like selling) as engineers and atmos techs making a singo, or even just a TEG quick enough can just out perform any solar panel array. This gives engineers something to mess around though and i'm all for that!
Definitely a good upgrade for those shifts where Cargo makes a mint. Agreed though...Uranium panels and glass are WAY expensive, so seeing more result would be welcome.
This kind of small change is universally good. More crew interactions, more feelsgood moments for salvagers bringing in hauls of uranium, more reasons for engi not to go SSD (it is a blight)
i wonder how feasible changing how hot/cold you get in space could be linked to the sun position based on the solar panel sun tracking mechanics... Every time i see cold damage be the most prevalent due to space exposure i keep thinking "🤓Actually. You'd get turned into bacon before that'd happen due to not having a way to cool off in a vacuum besides radiating the heat away" almost every time.
While In enjoy this update, I still have issues with it. My issue with it is that it's a retroactive solution to the issue created by making base Solars unable to power the station well.
On default builds (not some fancy one, like goon or backmen) price doesn't depends from it. Unfortunately. More over, if you bring fabricator with 99999 of all materials it still will cost about 100-200 credits. But if you you will extract it on selling floor (whatever that pads on trade post called), price would increase.
I still won't upgrade solar panels unless we're swimming in resources; it's not worth it. I've watched entire solar arrays get demolished by meteors, and the health upgrade really doesn't cover it. Plus the damn space clowns just cutting a single HV cable and it takes off entire grid.. I'll stick to regular solars. Might be good for weird projects or shuttles, though?
So what the hell? Where's the supermatter? Where's the new(old) tg-gases? Where's normal RPD? Instead of interesting mechanics, we are offered to simply change the texture panels that give a little more energy. It's not funny at all. Glory to the Independent Atmos!
I'm a new engineer, so call me crazy, but.. I dunno, I'm kinda just.. Underwhelmed. Upgrading solars is such a tall order for such a low return, your starting stack of uranium is worth 15 more solars, which is worth 7.5kw. That's not going to do anything meaningful for the station's power output, so your time upgrading those 15 solars is wasted compared to setting up actually viable power options like the TEG, singulo, or tesla. They're also by far the easiest to sabotage, wire cutters alone are often sufficient to cut the solars off of a station, so they're not very robust. This just feels.. I dunno, like an extra layer of depth that doesn't solve any problems or fix anything. There's no gameplay loop here. I can't see this getting used often.
Definitely needs a bigger power output to be worthwhile. A stack of plasma gets you 3.25kw increase in power? A full stack of uranium giving almost 10kw is more worth it since there isn't actually that much use for uranium outside of high tier research toys.
Cool PR here, give em a big thanks for the cool upgrades: github.com/space-wizards/space-station-14/pull/29224
Holy shit, engineering will have actual work that not only increases power production but also needs cooperation with cargo/salvage?
Always has been.
In fact all station goals (if they relay to engineering department) require cooperation engineers with cargo. At least CE have to order stuff.
@@WhouseMD Station goals does not exist in wizden
@@romulo2714common downstream W
Thank space god. I always enjoy the process of setting up the solars and was sad that there's no gameplay past that.
@@romulo2714 wizden has made it clear they do not care about their players/good admins...
As a salv who brought (along with her team) 120 uranium, I am enthusiastic to see Engis do stuff with this
As quartermaster main i want to thank you as salvager for good work
@yurijpfaifer7940 YW. I mostly mine. On debris I mostly fill my pack and drag the multiple generator wrecks back (so OP)
Hooray! More to do in engineering than fixing bomb holes!
Nice profile pic
If this is approved, then it will be a reason for some attention to the solar branches themselves.
I like the new game changes but the perspective on the texture awakened some kind of primal fear in me. its like we have caught the glimpse of an another dimension...
Don't be afraid..... it'll be fun....😏
YYEESSSSS FINALLY THESE GOT MERGED!!!!! I saw this PR MONTHS ago and wished it was merged. WOOHOOO!!!!! ENGINEERING WIN!!!!!!
GOD this was a needed update, there was one too many rounds that were just completely nullified by power gen not being managed well enough. not only does this give engineering more to do by upgrading solars, but it gives a stronger backup if something happens to the primary power gen.
Yippee! More power
Yippee!
Hell yeah, a reason to work the solar panels
"Full gamma power baby"
game just came out and i already have ptsd of that voice line
Remember kids, when all the solar panels are green Nanotrasen says the array is ready to be removed from the station!
The problem I see with this is that most stations come with AME and other sources that fully supply the station. Most don't even hook solars up and if you do so, you almost get mocked for it. "We already have thermal / singularity / tesla, who cares?"
I always try to remind people that if one thing faults, and they do, it's always good to have backup. I'm still not good in atmospherics but mainly because it's always hogged by one solo guy doing his thing and they never want to teach you and refer to online guides instead.
Learning atmos by online guides is actually much better than trying to learn it ingame. It may seem less fun, but trust me, you don't want to learn atmos ingame, it's fucking painful.
Also mocking someone for setting up solar panels is a skill issue (and is kinda rude).
I can only speak for Salamander, but you will find people in engineering setting up solars almost every round because backup power is good. Especially since the AME is really only for emergency power.
Though I have seen, and I personally do this, the singulo be mostly used as starter power then turned off for the TEG. In the event TEG is sabotaged completely we may fire up Tesla/new singulo
I agree online guides are helpful, but if anyone asks me in Atmos to show them stuff I will happily do so! (Once teh is done)
When I CE, I still always have people set up solars. It doesn't take very long and it's a good task for baby engis/TAs to first wrap their heads around the basics. We might not need it now, but when you need it, you really need it. Better to have a little power flow you can try to reroute where it is needed rather than have nothing
@@moreproblematic I also find it fun myself to hook them up and bring along a beginner. Solars are usually the first to get hit by asteroids and I explain this to beginners and show them also how to build grilles around them to protect them. This will also teach them crafting basics and making new platforms and the art of repair which I think is one of the core aspects of being an engineer aboard the station. Your job isn't to just hook up TEG and/or Tesla and go wander around, it's to actively monitor the power output and input and check the grid to see if something has broken down. I know it's a little mega-gaming on my part but if I see an engineer just wander off without a word they are usually an antagonist and they choose engineering just to have an easy access to insulated gloves. So they are in fact also meta-gaming in a way. I would just tell them to at least have coordinates on in case they get drifted. Keep it in role playing terms. I can't tell you how often I get ignored anyway, but it's not as bad as being QM with salvage who tend to right off the bat set sail and never come back with anything. I had to even take a break from SS14 because despite how much I love the game and play on MRP, people still play like LRP and ignore many of the rules in the game - like chain of command and NT responsibilities. So often I see captains who whine about lack of things to do, despite them being in charge. Most captains just take the role to bully people around instead of acting like a real supervisor and manager of the entire station. Then again most don't show the proper respect the captain deserves and RP-out of the situation with personal gimmicks. I love the lore space-law, but see it ignored by most because it's hard for a lot of people to follow and understand.
Oh hey I remember when they first started work on it. Glad it's finally coming in.
Those engineers aint never making the uranium solar panels.
This is really cool honestly
very cool
This is actually really nice! Still would love a way to use excess power (like selling) as engineers and atmos techs making a singo, or even just a TEG quick enough can just out perform any solar panel array.
This gives engineers something to mess around though and i'm all for that!
Yeah I'd like for higher charged SMES to sell for more, maybe some way for engi to overcharge things for money too.
Definitely a good upgrade for those shifts where Cargo makes a mint. Agreed though...Uranium panels and glass are WAY expensive, so seeing more result would be welcome.
This kind of small change is universally good. More crew interactions, more feelsgood moments for salvagers bringing in hauls of uranium, more reasons for engi not to go SSD (it is a blight)
neat that yog's solar panels made it to ss14 at last
Finally I can achieve my engineering dream of making the station run 100% on solars...
SOLAR STATION, HERE WE COME!
god i fucking love solar, i think they were long over due for a buff, so im glad to see it.
a shame borgs won't be able to upgrade them
Something to do as engi is always good.
As a guy who always goes to solars after round start - me likee
i hope this also fixes the issue of having to disassemble fully when replacing the glass
2:31 wait can you actually grab meteors with a force gun?
I believe he used admin force gun, it can grab even wall and peoples 😅
Good pr, now we only need salvo to mine
Well I guess there us now a use for the colossal pile if plasma I usually have lying around.
Besides reinforcing windows
I have been begging solar to be buffed!!! This is amazing.. wish there was more power from it but this can 💯 work for low population stations.
i wonder how feasible changing how hot/cold you get in space could be linked to the sun position based on the solar panel sun tracking mechanics...
Every time i see cold damage be the most prevalent due to space exposure i keep thinking "🤓Actually. You'd get turned into bacon before that'd happen due to not having a way to cool off in a vacuum besides radiating the heat away" almost every time.
While In enjoy this update, I still have issues with it. My issue with it is that it's a retroactive solution to the issue created by making base Solars unable to power the station well.
Now we need a way to sell excess power to cargo
Is a charged smes worth more than an uncharged one? Worth checking this out.
Like goonstation's power beam? Yeah, that'd be handy
On default builds (not some fancy one, like goon or backmen) price doesn't depends from it. Unfortunately. More over, if you bring fabricator with 99999 of all materials it still will cost about 100-200 credits. But if you you will extract it on selling floor (whatever that pads on trade post called), price would increase.
Nice
super cool but just one question, can't we just build a foxton more solar panels for the same results?
yea
Fun!
So how many uranium panels would it take to power a small station?
I still won't upgrade solar panels unless we're swimming in resources; it's not worth it. I've watched entire solar arrays get demolished by meteors, and the health upgrade really doesn't cover it. Plus the damn space clowns just cutting a single HV cable and it takes off entire grid.. I'll stick to regular solars. Might be good for weird projects or shuttles, though?
Are you going to cover the Pursuer play test?
idk what that is
Great, now engineering is gonna be begging cargo for plasma and uranium more now xd
Wait… did we not already have solar panels?
omg solar panels are actually usable now?????
ZE POWER
Littenhead, how do you copy objects?
@@ARMAN-e9q6f P
Minecraft tech mods ahhh update
engineering always ignores these
Not me, round start I always connect solars
engineering is so deprived of content, the comments are getting excited for changing the colour of solar pannels.
These new solar panels look ugly. I hope they keep the current sprites and just change the colors on them
yyyeeeeey LGBT+ Solar
So what the hell? Where's the supermatter? Where's the new(old) tg-gases? Where's normal RPD? Instead of interesting mechanics, we are offered to simply change the texture panels that give a little more energy. It's not funny at all.
Glory to the Independent Atmos!
last
I'm a new engineer, so call me crazy, but.. I dunno, I'm kinda just.. Underwhelmed. Upgrading solars is such a tall order for such a low return, your starting stack of uranium is worth 15 more solars, which is worth 7.5kw. That's not going to do anything meaningful for the station's power output, so your time upgrading those 15 solars is wasted compared to setting up actually viable power options like the TEG, singulo, or tesla. They're also by far the easiest to sabotage, wire cutters alone are often sufficient to cut the solars off of a station, so they're not very robust. This just feels.. I dunno, like an extra layer of depth that doesn't solve any problems or fix anything. There's no gameplay loop here. I can't see this getting used often.
they kinda look bad
DISGUSTING CODER SPRITE
ngl they do look kinda ugly
Definitely needs a bigger power output to be worthwhile. A stack of plasma gets you 3.25kw increase in power? A full stack of uranium giving almost 10kw is more worth it since there isn't actually that much use for uranium outside of high tier research toys.