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Bad Deathclaw SS13 server -- This codebase is no longer being updated, please see https://github.com/BadDeathclaw/TG-Claw

License: GNU Affero General Public License v3.0

DM 88.79% Python 1.30% CSS 0.34% JavaScript 1.26% HTML 6.60% Shell 0.03% CoffeeScript 0.09% Batchfile 0.13% C# 0.38% C++ 0.10% Java 0.98% Visual Basic 0.01%
ss13

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bad-deathclaw's Issues

Heavy NCR Trooper

I would like to request them to be added to the game. They were present in the new vegas game and it makes sense they would be present here. A small buff to legion could be added because of their power armored status.

They should also take alot of hours to unlock, around elite ranger time, and only one should be allowed per round

Ghoul meat steak cannot be crafted into burgers/food

Ghoul meat when cooked is actually just typical monkey steak (revealed when adding to soup/custom food) renamed, but it is unrecognised by crafting for burgers etc and will not combine when assembled on a table with prepared buns & steak ready.

Technically all food with incompatible names/id's have some inconsistencies depending on exactly how they were re-labelled.

A solution needs to be found to differentiate the pallete of pre-war food to food that can be found & made from sources in the wasteland. Etc: geckon fillet "fillet-o-fish burgers" can be made, however are not fish at all, but fish fillets can be made synthetically from carpotoxin chemical mixing.

Eyebot-Defib bug

Simply put, if an eyebot equips a defib, they can't unequip it without an ahelp.

Autolathe jammed indefinitely processing stacks of metal rods

A autolathe printing off metal rods into a stack will cease to function after rods printed ontop of another stackmerge, attempts to screwdriver & lever to deconstruct and reconstruct will fail and it will refuse to print anything else waiting on the previous operation.

Removing the rods seperately one at a time works for printing but stacking them into a pile does not.

Issuing the message "The autolathe is busy. Please wait for completion of previous operation."

compiling error?

code\game\gamemodes\wizard\soulstone.dm:106:error unexpected var or proc name after . operator

Raider mob has an issue.

The raider mob sometimes will engage on a loop of lightning speed shots at the target for some reason, it has been reported enough to make an issue for it.

Metal mask not mask.

Made a pull request on Gitbucket or whatever it was called about this. Metal mask go into the head slot not the mask slot. Clearly says mask and it even states "Its a metal hockey mask" and shit. Please fix daddy. I can't let it ruin my immmerrssioooon!

Soil plots cannot be interacted with by reagent containers

Neither buckets or beakers (/variants) can transfer reagents into soils, including chemistry chemicals like ash (scooped up from decals from burned objects or made out of chemicals) to kickstart nutrients from non official nutrient chemicals (like ez-grow or bountyful harvest botany chems) or water from buckets. Leaving them barren.

  • Tool utensils to remove weeds work however etc but all other interaction with game objects (composting food, watering, pouring plant chems etc) do not.

  • This affects all player made soil plots & map placed soil plots too.

Miscellaneous other issues that make this a problem are that soil plots start with no nutrients or water make this issue more frustrating.

Light Box Glitches

Sometimes when its dark you can see some light box glitches, where the dark box will move and appear a light box. I believe this has something to do with the day and night system. Would look a bit better if it was fixed.

http://prntscr.com/jy3i0x

Raiders spawn 10 feet away from a horde of ghouls

Removing the ghouls from the ruins right beside the raider spawn (which most raiders accidentally bump into while taking shit from the spawn area, of which there are like 6 at any given time, most of them being glowing or armored) and if it's supposed to be a high level area, move the camp that raiders spawn in to a not high level area, since they spawn with pipes and single shotguns and shit armor and almost never work together to kill them from the onset since someone running from the ghouls often gets killed right at the spawn causing all other raiders to die upon spawning before they can even get their bearings

Bananium Ore cannot be acquired without breaking Server Rules

TL;DR: The only source of Bananium on the map is a Ban Trap whereas the only means of obtaining it is through rule breaking. Given that one cannot legitimately obtain it, the ore should probably be mapped out, or placed in a spot where one can acquire it without breaking server rules (random ore spawns or more public location). It serves no purpose besides being a metagame ban magnet in its current state.

bananium scandal

Facts:

The only place one can acquire Bananium Ore is the Legion Camp.
The Legion shun technology, and would NEVER use Bananium Ore
The only people who could find the Bananium Ore legitimately are Legion Captives, who lack the technology to use Bananium Ore.
In order to use Bananium Ore WITHOUT metagaming, one has to be an Escaped Vaulter who gets kidnapped, allowed to mine in that corner of the camp, rescued, allowed back in the vault, and be given new access to produce...
Airhorns. The only product that can be made with Bananium as of the current release.
Honk Mechs cannot be produced as of the NCR Base update due to the map's only Clown Costume being removed (Toy Store was the old location, which was not re-added when the NCR Base was moved there).

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