P.A.C.K.M.A.N. Portable Generators

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Kreydis
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Joined: 25 Feb 2015, 01:45

P.A.C.K.M.A.N. Portable Generators

Post by Kreydis » 09 Aug 2016, 16:52

Bug Description: It doesn't work. You can put plasma stacks in, but you will never get it out, or turn on the damn thing.

Steps to reproduce:
1. Set up generator
2. Put in plasma
3. Press all of the buttons and cry as nothing works besides putting plasma in.

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Artouris
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Joined: 03 Jul 2015, 20:42

Re: P.A.C.K.M.A.N. Portable Generators

Post by Artouris » 09 Aug 2016, 16:53

You actually need to be a place that has a APC, and have equipment enabled to turn on the generator.
Image

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Neray
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Joined: 23 Dec 2014, 22:36

Re: P.A.C.K.M.A.N. Portable Generators

Post by Neray » 09 Aug 2016, 19:16

For some reason you can't turn on pacman if there's no power in powernet that it's connected to.

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KingKire
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Joined: 30 May 2016, 11:53

Re: P.A.C.K.M.A.N. Portable Generators

Post by KingKire » 09 Aug 2016, 19:33

I was thinking to add this to the bug report soon, but i would say this is a bug for sure and not a feature. Im pretty sure pacman shouldnt be considered under the equipment circuit in the APC since that defeats one of the main purposes of having a generator (repowering a dark area). I've had more than a few times where i would haul the pacman to restart the dead powernet only to be tripped up by this weird bug.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Neray
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Joined: 23 Dec 2014, 22:36

Re: P.A.C.K.M.A.N. Portable Generators

Post by Neray » 09 Aug 2016, 20:48

It's a very old bug and I'm surprised it is still around.

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Jroinc1
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Re: P.A.C.K.M.A.N. Portable Generators

Post by Jroinc1 » 20 Oct 2016, 15:21

Still here. Real annoying.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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RadiantFlash
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Posts: 198
Joined: 23 Dec 2014, 18:29

Re: P.A.C.K.M.A.N. Portable Generators

Post by RadiantFlash » 03 Nov 2016, 19:04

It's not so much a bug, as a side effect of the pacman being a machine. It requires power to machinery in whatever room it's in, thats all.

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Jroinc1
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Posts: 995
Joined: 10 May 2016, 22:32
Location: Changes too rapidly
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Re: P.A.C.K.M.A.N. Portable Generators

Post by Jroinc1 » 03 Nov 2016, 19:59

RadiantFlash wrote:It's not so much a bug, as a side effect of the pacman being a machine. It requires power to machinery in whatever room it's in, thats all.
So how can we fix it?
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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MadSnailDisease
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Posts: 267
Joined: 20 Dec 2014, 22:05

Re: P.A.C.K.M.A.N. Portable Generators

Post by MadSnailDisease » 12 Dec 2016, 18:45

I'm pretty sure I fixed this a while ago. PM me if I didn't.

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