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sojourn-station's Issues

Enviro Mask Style Bugged

The enviro mask has the adjust style feature just like it's parent, the base mask. Though, after adjusting the style in a round I found that returning the enviro mask to the base style does not return it to the enviro mask sprite, and instead the parent base sprite.

I'd recommend checking the other masks that are children of the base mask to see if they have the same issue.

Steps to reproduce:
-Take enviro mask
-Adjust it's style to either kriosan or alternative
-Try to adjust it back and get the generic mask sprite
-Cry because the aesthetic is now lost

Soteria combat positronic implant very broken

the implant given to the combat positronic ethnicity will only activate about 3ish times before refusing to activate through any means. removing the implant and readding it won't fix it either, in terms of recreation you just gotta spawn as one and activate it a bit then wait. after a bit it should just refuse to activate completely

[SERVER CRITICAL EXPLOIT - DO NOT IGNORE ME] Posibrain DESTRUCTION

A recent server-critical exploit was found that allows users to hostile rename mobs without sanitisation, and to possess any mob in the game via the use of posibrains and similar. Without going into too much detail, it is essentially caused by a lack of checking if the mob you're designating to join as (via the href that shows up in chat) is actually the same one the ping came from.

Can be used to embed IP loggers in staff chat for example.

Or force them to execute admins commands.

Affects all versions of baycode!

Including Eris and Sojourn.

Blackshield Commander Armor's Icon are incorrect.

Blackshield Commander Flak's icon are green and not militia one, This will help.

obj/item/clothing/suit/armor/flackvest/commander
name = "commander's flak vest"
desc = "An armored, padded vest that's seen many long tours and is suited for heavy-duty operations. Heavy and bulky, it protects well against explosives and shrapnel. Smells of napalm and the sea."
icon_state = "platecarrier_mil"
item_state = "platecarrier_mil"
blood_overlay_type = "armor"
slowdown = 0.2
armor = list(melee = 45, bullet = 50, energy = 30, bomb = 50, bio = 0, rad = 0)

Cybernetic Shades Removal bug

When you remove cybernetic shades from your head, whilst having them deployed you will still have the option to retract and deploy them on command despite them being absent via quick button in the top-left corner.

Screenshot_4

Aberrant organs do essentially nothing.

All the hormones' effects are pretty much unnoticeable due to the fact that they're only secreted in tiny amounts and barely have any effect to begin with.

Non-hormone chems are pretty much all things that don't affect you or are straight-up negative (unless you're a cht'mant, maybe?), so they're ALSO not really worth ever using.

Aaaaand 3 points in a stat means basically nothing too.

[SUGGESTION] Blackshield uniform changes.

Right. The last PR was chaotic. Let's get a few things discussed before I try another attempt.

Let's go by opinions of Blackshield players first. Then we'll get to the leadership's opinions, let's get started.

Q: Do you want any form of rank representation?
A: No, but shoulderboard should be added to dress uniform box.

Q: Do you want the uniform in locker to be set to one colour?
A: Yes. Blackshield should be black/grey as their standard.

Q: Do you want uniform varieties?
A: Yes, but put it behind a vendor operated by the Sergeant. So Sergeant can issue out special uniforms when the situation requires.

Q: Do you prefer the new fatigue made by Trilby or the old Gorkas?
A: If it's like you said, then you can change to fatigue. It's more modular than the Gorkas and should completely replace Gorkas for Blackshield.

Q: Would you like stuff to be organised into small boxes instead of a pile of mess in the locker?
A: A box with the uniform: Shoes, fatigue, boots, a box with accessories: Rig, holster and a box with tools: Knife and tomahawk.

Q: Last question. What's varieties would you want in the future?
A: Fatigue skirt. Please.

Opinions are provided by: Cryleve#2325, Pedro9000#6451, PortuGoose#8032, MoJlodoY#0149, Мяу!#979, CDB#3485, Archduke Polyushko#0323, Sha ⚜#9155.

Now onto the leadership's opinion that I got throughout the discussion in both DM and #Player_staff_talk:

Sieghardt - Fleshbound#3710:
Late but true: We do not want Blackshield to be anything like milRP. It already went through that phase and was denied.
A -
I've been playing Blackshield for nearly two years now. I know the MilRP phase and it was horrible. You don't have to worry about it cause I know what I'm doing. Trust is important.

Christmas Possum (Kaz) - Possum#2853
Just to be clear, is the idea that you want to put all the custom stuff aside in its own, still accessible, locker and put just a single uniform color in the starting lockers?
A -
Yes. but like the opinion provided by the players above. It would be put behind a vendor and operated by the Sergeant to enforce uniform code. Right now varieties without enforcement is just Scavs with extra step. Blackshield is basically Scavs but somehow less effective. Even Scavs has dress code.

XVIII The Moon - CDB#3485
There is a uniform code. It just isn't really enforced by commanders and sergeants.
A -
I know this so in order to make it more effective. We need to give them the tools to do that in roleplay. Currently, a lot of sergeants and commanders has told me. That's enforcing it is impossible cause "It's in the locker, So I can wear it." argument. I've enforce said code for ages and I've met numerous people arguing with said words.

Trilby - Trilby#4809
Keep options. Do not remove them from locker.
A -
I'm not removing them. Though albeit would delete the gorkas if the changes are allowed.
I'm making them less accessible, not inaccessible. By making them vendor-only or Sergeant controlled. Allowing for a more uniformed style than "I wear what I want" situation.

Right, now onto the changes I propose:

1 - Replace Gorkas with the Fatigues made by Trilby, as well create a source path for the fatigue to deal with the "fiber" problem. Getting spriters (I can hire them.) to finalise the variants provided using adjust style.

2 - Sorting all the uniforms in sergeant, commander, trooper and corpsman locker into boxes instead of a pile of stuff. This would make a cleaner secure closet.

3 - All unsecure lockers such as accessories and spare uniforms will be filled with only standard issued black/grey colour fatigues.

4 - New vendor that can dispense spare uniforms in other colours such as Tan, green at the disposal of the Sergeant instead of
free for all access.

5 - Removing the duplicate Boltgun in the trooper's secure closet to prevent having two pistol and two mosin. Making the voucher redundant.

6 - Creating new path for the Fatigues so it's not overlapping with map-spawned fatigues. (Would need a mapper to check on this. If it doesn't spawn on the map or any unsecure lockers. Then this proposal would be ingored.)

7 - Buffing the commander and Sergeant saber damage to 20-30 cause it's currently 10 while the boot knife is 26.

8 - Hire a spriter to fully complete variants of the plate carrier, flak plate carrier and commander's plate in three patterns:
Tan, green and black for Blackshield. Same application to the fatigue, with three seperate fatigue in the following colour: tan, green black offering alt-styles in: Short sleeve, pants only and corpsman.

in total, if calculate correctly.
There will be three main fatigue paths, then seperate into three alt-style paths.
Would need total of 9 sprites. Excluding skirt options.

The helmet and armours would require total of
3 for the helmet.
6 for the normal plate carrier and it upgraded version.
6 for the flak plate carrier and it upgraded version.
3 for the the commander's overcoat/plate carrier.

EDIT:
Can I add a WW1 whistle too?

Latex Maid alt state broken

PR 3080 added an alt style for the latex maid dress. however, the verb only updates icon_state, which is the in-inventory sprite, and not item_state, which is the on-mob sprite. this is bad!

also the relevant verb has a typo, which I wouldn't bother opening an issue for usually but if you're changing that code anyway might as well fix it.

Labcoat toggle verb refactor broke every /storage/ children's icon and item states

An entire snippet of code was rewritten to accomodate just for ONE additional verb exclusively for ONE item out of the entire ammount of clothing/suits/storage

Currently, only the stock Labcoat has an established icon_drape, and every single other children of storage has icon_drape either undefined, or NULL (which doesn't stop the verb from appearing at all)

If one either willingly, or by mistake, decides to click on the "Drape coat" verb, the suit's icon will turn invisible for the rest of the shift, except in the rare ocassion in which buttoning and unbutonning verbs fix this back (currently only happens with the CBO labcoat, so I assume this "remedy" only works on other labcoat types)

A.I. Role / Mech module Issue - A.I. module for mechs doesn't work and won't be removed.

Blackbox testing of the A.I. mech module.

Desc: The A.I. module that the roboticist can make in the exosuit fabricator, which, when installed into a mech, should give the A.I. the ability to control the mech/exosuit in the same way as a remote drone, does currently not work.
Clicking on the Odysseus simply opens and closes the mech hatch (changes between occupied and unoccupied sprite), but doesn't allow for movement of the Odysseus or usage of its abilities. The A.I. camera focus simply locked on to the Odysseus, and would only detach from the Odysseus, when the "Tab"-button was pressed twice. The camera wouldn't change focus when prompted to by other means. Furthermore, when the roboticist entered and tried to eject the module, it wouldn't eject either, leaving it bricked inside the Odysseus.

Occurrence: Only tested and observed once for the Odysseus.

Planned future testing: To be tested for the Ripley, Ivan and if possible the Gygax/Durand, if not disruptive to the shift.

Ranger Primary Weapon Armstrong Selection is an empty box.

Thankfully it was round end when I decided to try this with my voucher. Got an empty box devoid of gun or ammo. I found an Armstrong in the cryo item storage and took it thinking the other Ranger had cryoed out with it and was curious to see if it came with lethal ammo or just rubbers like the Judge does and found it to be bugged.

another piping issue

so, wrenching a pipe with plasma in it, releases an infimal amount of plasma in the air, that apparently cannot be removed by any means (filtering or causing fires). That transforms that area into a spark hazard zone (anything that would cause a fire in a plasma environment sets only you and your square on fire)
how to reproduce the issue?
have a placed pipe with less than 400kpa of plasma in it
wrench it off
light a welder or anything that causes sparks
all in the same room
now you're on fire, good luck if you're not wearing protection

Bunch of Guild related issues

pipe

those pipes are either unable to be wrenched down (junction still works) or has extra steps that the average Guild member is unable to discover.
  • [ ]

ammo

both linked HP boxes print in HV (not slap, HV).
  • [ x]

lean tcomms

tcomms machinery uses 0 power
  • [ ]

Teleporting out of Crimson Jellys still mutates you

if you get pulled into the jelly as a psion and try to use journey to nowhere to escape/teleport out of it you still begin to take genetic damage and eventually turn into a once was. fixing genetic damage doesn't seem to matter as you'll just take more until you mutate and die, im not sure if teleporting through other means does it as well but i assume it does. recreation is just getting pulled into the jelly and using journey to nowhere to teleport out

Inflatables don't appear to be functioning.

Had inflatables just 100% not work on me making my life a nightmare. I did however have them work just fine maybe a week and a half ago. Unsure if they have only just broke or have become only somewhat functioning. Happened with stupidly high pressure from the nitrogen tank but worked fine some time ago with just a plasma issue.

Cyborg/AI/Exosuit bugs I have come across.

1 - Science Cyborg can pick up remote signalling device, a timer, and a proximity sensor, but despite it's ability to interact with them by activating the held item, the options are unavailable for change, rendering the cyborg completely unable of doing toxins explosive tests on their own without outside help.
Additionally, the Science Cyborg, and the drone are both unable to use the RPED at all - it simply does not work at any conditions, despite the gather method, despite clicking on the tile itself, despite clicking on the parts themselves - nothing works, the RPED storage is not even accessible to the cyborg after right-clicking.
2 - AI remote control module for the exosuit does not work, at all. When the AI shunts into the exosuit - it appears like the exosuit cabin is closed as though it is piloted, but the AI cannot do anything. If there is a person in the exosuit at that moment, and the AI ejects from the exosuit - the person is unable to control the suit, and the suit itself looks like it is empty when the AI leaves, and the person originally piloting the exosuit is unable to leave through conventional methods.
3 - When piloting an exosuit with a deployed MOD suit, and a selected mounted weapon, the pilot will be able to fire it with the middle mouse click. At the very least, you are able to fire the laser cannons from inside the cabin of a Ripley.

Big Outsider Spawn Problems

There is a rather large issue with how currently most Outsider spawns are mapped out, that being the cave spawns, preppers underground and even the swamp one.

Preppers spawn puts you in a small room with very little to get within it, that alone isn't a problem even if those robots can slowly whittle down your health with how many there can be but there is a much larger problem.

The very first airlock you open after having not enough resources to make yourself proper gear might contain a Forgotten Seeker if RNG hates you and unless it aggroes on some roaches you are Dead.

Something that has unfortunately happened to me multiple times, I managed to survive such spawn only once roundstart due to roaches that spawn in that first room having two Fuhrers that survived just long enough for me to get hits in on the damned thing and even then I got left bleeding, and if I were to spawn in any later into the round I most likely would be dead with no roaches to take the hits for me.

It really is annoying when literally you might not even step out of the room you spawn in to find yourself dead, and with the lack of tools, resources and space you can't really counter the Forgotten Seeker at all, granted once you do pass this first RNG spawn dice roll it is possible to survive one later on, with wood/metal/medicine and weapons you can gather at that point.

Forgotten Seeker being in spawn pool for this area does not make much sense, Outsiders at that point don't have enough resources/weapons/anything to deal with it and death is guaranteed unless in your RNG unluck you get lucky with RNG to have strong roaches fight alongside you and that is only for shift start, since after that no roach will be left alive to help you.

Simple fix would be to just . . . disable Forgotten Seeker spawning in the only room a freshly spawned surrounded by R walls outsider can go through to progress further.

On the same note the Swamps spawn has Mukwahs, the mutated bears that on a good day can dodge whole tube of slugs from a shotgun even but the actual problem with them is much more simple, random movement especially of other mobs that might attract their attention.

Especially for a late join that spawns there is a chance a Mukwah just happened to move away from the cave that is south east of the spawn, it is likely that a stray roach/spider/whatever attracts their attention outside while also possibly bringing out more than one.

North of the home also has a Mukwah for some reason, meaning that the player is stuck between Mukwahs and needs at least to fight one to go exploring further than their own house, that is if the mobs that spawn in and around the house don't attract Mukwah's attention directly to the house causing death most likely unless one is very lucky with weapons that spawn.

Granted unlike the preppers spawn this time the player is given resources, some space and weapons making being able to handle at least one Mukwah possible (unless that Mukwah literally side steps each slug you shot at them . . . something that did happen to me causing death just couple steps from where outsider spawns in)

But still, making the cave boarded up with wooden barricades would make their escapes outside less likely giving the outsider some space south of their spawn to explore in relative peace besides the roaches/spiders/traps that plague the swamps.

It would also fix the problem that the cave south east of the spawn is just a noob trap, if you do not know that Mukwahs lurk in the dark there you might want to take a peek in only to be greeted by a death welcoming committee:

obraz

Do notice the dead roaches that caused the Mukwahs to bunch up and approach exit of the cave.

And just to note, Mukwahs are rather very deadly, just one hit from them can deal enough damage to cause slowdown large enough that even races with faster walk/run speed won't be quick enough to get away from them, they got alot of health on top of that and immunity to flashes, but there are things around the spawn that make them survivable, good firepower if you happen to roll a nice gun or a proper trap.

Both of those spawns suffer from possibility of a very bad RNG that causes high probability of Death if not straight up makes Death inevitable just couple steps from where you spawn in especially preppers that really does not need a Forgotten Seeker to spawn in outside of the room player wakes up in and swamps could just have the welcoming committee of death boarded up, giving the player at least a moment to set up a trap or even run away from mobs they might not be equipped to handle so early into their round.

That RNG especially on prepper spawn can make you die less than 3 minutes in causing you to obviously not play the same character for the next 5-6 hours, granted unfair RNG is not the only problem with outsider spawns.

The caves spawns suffer from the fact player needs to know prior information if they want to get out, and I don't mean knowing where ladders are because being lost within caves can be fun, exploring them and such but while most mobs down there are manageable with few exceptions that need more proper equipment there is one mob that is a guaranteed Death.

The Nightmare Stalker has enough health, damage and speed to outrun, outdamage and outlive whatever a freshly spawn outsider could throw at them and with the fact they are 'invisible' one will notice them most likely too late to run away.

Be it shields, home-wrecker, starting weapons even things one might find within the caves, there is nothing that will save a outsider from that creature causing cave exploration to simply become "Memorise routes towards ladder from each spawn or risk death less than 30 minutes in"

Now granted with just 3 spawns affected by it one could potentially memorise where those things are, granted unless someone spends some time observing the round to find out where those things are that means at least 3 rather unfair feeling deaths + ones caused from forgetting a path if you happened to not get specific spawn for a while.

The reason those things exist I think are to protect c4 that spawn underground as loot ? then why not just . . . move them to a single path with c4 at the end of it with the path starting on a "DANGER EXPLOSIVES" sign and a wooden barrier ? it would make the danger obvious and when someone goes in they will learn a bitter lesson just once rather than relearing it from time to time with nightmares just being out in the open within one of the passageways.

TLDR

The Preppers spawn can spawn a Forgotten Seeker outside of the room you spawn in making surviving impossible.
Swamps have Mukwahs around where player spawns that with unlucky RNG of other mobs can get closer to where player spawns in a horde even making survival impossible.
Caves have Nightmare Stalkers that require knowledge of where they spawn if player wants to exit the caves since they are certain Death.

Those three things could really use improvement since fixing them would reduce number of unfair feeling deaths at the very start of the round and they can be oddly common if RNG happens to hate you, I happen to be on 4 round streak with those things.

"Small Invisible Light" is not so invisible.

As it says on the tin, the Small invisible light at the tunnel's entrance near preppers seems to have taken a lattice sprite.

First, play outsider and get tunnels spawn/venture to the preppers area
Second, locate the ladder up/down
Third, witness the light in all its latticed glory

image_2022-08-30_113826753
image_2022-08-30_113837235

Hull Dent Surgery Non-Functional

Encountered on-

Server revision: master - YY/MM/DD 2022-08-19
eb6b6eb825cee9acc9a3bfc5bb802732bdc4a004

Like it says on the tin, as of the noted revision it seems the hull dent surgery option does not function. If you are holding a non-welding tool, it will request that you use one but once you do have a welding tool the surgery option does nothing. There is no response on the text log and the damage to the limb does not decrease. On two separate rounds I attempted to use the hull dent surgery with an arc welder, a standard welder, and a Jolly Co-operation polytool. In addition I attempted the hull dent surgery option on a lightly damaged limb rather than a limb that strictly required the surgery. All three tested welder types and the damage test resulted in the same issue as noted prior. No response and no damage repaired on the affected limb.

For replicability I had three other persons attempt to repair the limb using the hull dent surgery and all three ran into the same issue noted before. No response in the text log and no damage repaired.

I did not have the chance to test if the hull dent surgery did not function on other players, only that it did not function when used on my character across those two rounds.

Bororsilicate/Plasma glass single panel

This is a really old bug we have
all you need to do is make a single panel of plasma glass and observe the lack of sprite
mechanically it operates as it should, you can make a containment for the SM engine with it and scare your friends as the invisible panels contain extreme temperature and pressure

Fire stacks knock you unconscious and never go out

What it says on the tin, basically. A bunch of people have observed that their characters get lit on fire and then set into paincrit (humans) or forced to reboot from heat (robots) within seconds from even fairly small fires (like the kind you get from critfailing with a fuel-using tool). Because the fire never goes out without being extinguished, that means anyone who gets even slightly ignited without people nearby is doomed to sit and watch their character be slowly eaten alive by the world's smallest grease fire. Last time it happened to me it took fifteen minutes! It is not clear to me that this behavior is intended; if it is, it still sucks.

A while ago someone on the discord said it was a bug involving overwear, for some reason? So attempts to fix it might start there.

mobs are hesitant to walk over corpses and have bad pathing.

I'm not entirely sure if this affects other mobs as well, but from recent updates, both of the mobs listed in the title don't properly attack like they're supposed to, generally walking around corpses and moving out of sight of the player to attempt to find a new way to reach them.

This happens less if there isn't any corpses of the same mob type present when they're aggro'd.

Toast doesn't work

Using a slice of butter on a piece of bread creates a butter sandwich instead of the objectively superior toast. Microwaving a slice of butter with a piece of bread produces a burned mess. Therefore, I cannot make toast with which to run to my anime school while shouting "I'm late!". Please resolve this.

Psi armor steals cog

Been a issue driving me nuts for a long time and after being reported more then once never got fix.

Gonna run though all the crap I was asked last time I reported this.

Yes I am aware psi armor grants you a tempt cog boost and would remove said boost after taking it off.
I am 100% sure without fail this is a issue I've seen it every single time I have used the armor.

The issue: The armor after removal will take away more cog then it boosted leaving you robbed of stats. Even if this is intended (I hope not) It's already a 4 essence cost plenty of a drawback as far as I see it. Robbing you of stats is very uncool moreso since forcing someone to grind stats is kinda meh. Some just wanna exist and not worry about that stuff.

As far as I'm aware this has been a issue since psionics was added.

Drag & drop into disposals causes invalid item state - can't be dropped

I picked up a plastic bag and wanted to dispose it. Didn't work, "you emptied the bag". Alright, drag and drop then. Now that bag is in the disposals bin AND in my hand.

Throw bag, aiming onto disposal bin. Nope. Throw anywhere else. Nope. Drop. Nope. Give it to someone. "You need to keep the item in your hands." They are trying to remove it from me. Nope. Rest. Still in my hand. Jump from another level. Nope. Can't put it into a autolathe, because they can't recycle. Can't put it on the conveyor. ahelp it. No one online. I'm out of ideas.

I'm able to reproduce this on a local server. To get my hand back, I have to set l_hand/r_hand to null. Doesn't fix the sprite, though.

Server revision: master - YY/MM/DD 2022-09-03
500dd8794332dabfb5235768050bcb69885195a0

Syringe Stat requirements

From what i can find on the wiki and read of the code, Syringes can be used on yourself at either 10 BIO/20 COG or being an addict.
But when i tried using them with the stats I had as an outsider it gave me the "You have no idea how to properly use this syringe!" message.
Untitled-1

Any stacks of ore fulfills beacon offers

Sand, silver, whatever material. It can be a single hunk of ore or dirt and it will fulfill the bounty.

image
image

I could split the sand by hand into single stacks and fulfill the bounty for thirty-six hundred credits.

Lonestar player reporting an economic bug, unheard of, wow!!!!!!!!!!!!!!!!!!!!

Sanctify group litany is broken

Tested all of the Church Group litanies after they were being a little sticky.
All of them worked but Sanctify, which seems to shut down on the third line:

"Ne malorum tangere terram."

Ritual ends there, and it gives the usual failure message of 'Cruciform feels cold against your chest.'
Tested all the other Group litanies during the round to see if it was a general issue. All worked but Sanctify.

Server revision info:
2022-06-01
24584a221d75c538d380aa3366370a104aed5a6f

Ancient Robot Mobs stay aggroed forever

Title is self explanatory. This affects Autonomous Sentinels and Forgotten Engineers, which have been quite literally reported to chase you forever, even trying to break down walls to get to you. Even if you are way out of their line of sight, the ranged mobs will still shoot at you with 100% accuracy with no aim warning, and act as if they are still in aggro range even if you change z-levels. This was reported some time ago, but I'm pretty sure it got shot down for some god-forsaken reason.

[Suggestion] Shaman path

Not sure if anyone would ever see this, but i have idea for Absolute shaman path.
Shamans see absolute as greater spirit/keeper of nature, and to reach him/her/them, you must merge with nature by drinking from rivers, growing plants with natural dirt, feel absolute through forest and help jungle cycle continue. Spiders, roaches and other mutants are considered abominations, as they're corrupted by metal they live in, recycled air they breathe, artifical trash they eat, and must be given a redemption in order to stop their spirit's torture.
It must be noted that tehnology that turns life in what we see in maintenance (e.g. factories, polluting rivers, genemod facilities that destroy precious genome we were born with) is considered evil, as it corrupts what Absolute gave us, Tehnology that allows life to thrive is considered holy (e.g. Eco-farms, water recycling facilities, pollution filter).

Some possible cruciform litanies:
Peace of spirit: Makes you neutral to jungle mobs (birds, pigs, leapers, etc)
Touch of nature: Allows you to tame one small animal (leapers, diyaab, etc)
Spirit mercy: Disorients maint mobs for some time (lore-wise you separate their spirit partially)
Blessing of forest: Upgraded plant growth litany.
Return to source: clears any unnatural mutations (obviously doesn't changes organs)

I'm not a coder, that's why it's an issue report and not PR.

Synths cannot equip facial hair

Issue: Synthetics cannot apply facial hair to themselves through CC. You can select the various styles of hair, but you cannot equip any of them; they will not populate on the sprite. I was trying to use the neckfluff option on my synth but found that the hair wouldn't actually populate on the sprite.

Expected Behavior: Being able to put facial hair on my synths as the option to have it is on the sidebar.

Actual Behavior: Being able to access the facial hair selection menu but being unable to actually use any of it.

Other Notes: I haven't properly joined a round with it to see if it might simply be a CC bug. I have tested this with both the Soteria Synthetic and the Unbranded Full Body Positronic species.

prospector shuttle vents when moving from place to place

got in the shuttle to move to greyson, got there perfectly fine no venting or anything and then on my way back to the landing pad the shuttle suddenly completely vented all air and pressure. not sure how to replicate it outside of just moving the shuttle around and seeing if it happens doesn't seem to fix itself either
Edit: having trash carts on it is what causes the vent, just figured that out now

WHERES MY FUCKING AIR

Can't look up!

Been a issue for such a long time. The look up verb for looking above you most often used for climbing tends to be very unreliable. Often not working at all for a awhile no real idea of exact kinds of time frames for this but then working again later. I can try and look up then come back an hour later and suddenly it's working and vice versa. Rather mild issue I admit but it's been annoying me for as long as I can remember.

I've seen others report having the same kinda issue often. No real trigger for it or anything I'm aware of just random.

[IDEA] introduce .45-70 Govt., an intermediate cartridge between 7.5 and .408

Considering that 7.5 is the 7.62 analogue and .408 is closer to .50 BMG or .338 Lapua Magnum, there's not really a sniper cartridge a la .308. Adding .45-70 (or .308 i guess) would mean that there's a round more powerful than 7.5 but not as powerful as .408.

It would most likely apply to just rifles, DMRs, battle rifles, etc. (please buff the lever action i BEG), and mean that there's a good intermediate sniper round.

Washing Machines can be rendered inoperable by pulling dirty clothes out without washing

As the title describes, right now there's a glitch that makes it so you cannot use the washing machine after pulling a dirty item out of it (e.g. not using the wash function). Here is how to replicate the glitch:

First, get 2 pieces of dirty laundry.

Second. Put in one of the dirty laundry and clean it.

Third. Put in the 2nd piece of dirty laundry, but instead of activating the washing machine, pull out the dirty clothing.

Four. Try to put it back in. Congratulations, you cannot do this right now.

This is a rather disruptive and easily performed glitch to those who use the Washing Machines frequently, so please try and get it fixed quickly.

With love, Stupidhead.

Ranged Mobs Attack Too Frequently

Issue stems from #3433

Currently, ranged mobs are attacking too frequently due to an oversight in Nikotheguydude's PR. From what I can tell, the issue is quite simple:

image

The new proc that has been added, shown above. This was originally three separate checks outside of a proc. There's a very major issue with merging movement and attacking procs into a single operation.

image

The changes as you can see above, the new proc is called three times back to back. Because this proc handles movement, hostile checks, and attacking all at once, mobs are able to attack 3 times back to back. In particular, ranged mobs are able to very rapidly fire their weapon.

Two ways to fix this:

  • Revert the PR entirely.
  • Separate movement and attacking into two separate procs and apply appropriate delays for attacks. This way, mob aggression will be higher without increasing their attacks.

Still very lacking nice RIG backpacks for us RIG enjoyers

A few RIGs off the top of my head are still lacking true backpack on body sprites frankly ruining the look of the rest of the suit and hurting those who want style with their suits. Still retaining the default strapped up backpack sprite that covers 70% of your chest ruining a otherwise nice RIG sprite.

Blackshield RIG (looks so cool so sad ;-;), and Advance AMI (why tho? It's just a repainted rescue RIG the one it's copied from does not have this issue) and Trauma Team RIG.

Might have 1 more I forgot I'll update this if I see it but these are easily the most common ones if I can't remember any others.

Edit: New church rig sprite also has this issue it looks very cool but the big goofy grey backpack makes it so I can't even tell what the hell I'm looking at

Mycus Hair

Mycus hair options are incredibly brightened/whitened, even when selecting dark colours
image

[BUG] Dropping carts in maintenance mode makes them invisible

After loading carts or lockers into a mech using a mech mounted clamp, if you leave it, go into maintenance mode and then deploy the wheelies to drag it around, if someone is inside and drops the carts/lockers they will be made forever invisible.

Not sure if it happens with all mechs but it was done with a Durand using a KILL CLAMP when this happened, with 3 carts and 1 medical locker inside its storage

Nanobots under remote control stop working, and are most likely assumed unconscious

Frequently when using the remote control function of the nanobot and using it to fight, it can end up in the unconscious state and then becomes unable to move, despite being able to attack around it and look around without any field of view issues.

I couldn't tell you what the relevant files are for this, but I'd guess it has something to do with the fact that the body of the player is sleeping while they are controlling the nanobot, and for some reason, the control is still saying that it is sleeping even in the nanobot, making it so that they cannot move. This theory might also explain why once they are in the resting position they are unable to get back up.

I know it doesn't look like much, but, this is what happens when I try to move with both the WASD controls and arrow keys, mouse included to show that something is actually happening and it isn't just a picture: https://imgur.com/a/KjD0E3C
This isn't a crazy bug or anything, but, for those of us who sadly like to use the nanobots to sweep through dangerous parts of maint without putting themselves at risk of getting jumped, it's a massive kick in the metaphorical nuts.

Edit: Before suggesting that the webs or the plating is the problem in the gif, this has happened on multiple surfaces with multiple conditions. It might be caused by the webs or plating, but taking it off of said surfaces doesn't fix it either.

PS. Controlled nanobots also can't hit webs or cacoons so fix that for bonus points.

Church's bioprinter problem

Church Bioprinters now have no material efficiency like they had previously, having to make everything in their basic mat cost is a problem specially when the church's rigsuit costs literally 100 plasteel

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