vlggms / tegustation-bay12 Goto Github PK
View Code? Open in Web Editor NEWA repository for Space Station 13. Tegu Station is based on BayStation 12 codebase, with modifications, of course.
License: GNU Affero General Public License v3.0
A repository for Space Station 13. Tegu Station is based on BayStation 12 codebase, with modifications, of course.
License: GNU Affero General Public License v3.0
N/A, runtime report
N/A, runtime report
N/A, very very very broad errors across different types of flooring.
## ERROR: Cannot read null.x - sound_player.dm - 229
## ERROR:
## ERROR: Cannot read null.x - sound_player.dm - 229
## ERROR: proc name: PrivUpdateListenerLoc (/datum/sound_token/proc/PrivUpdateListenerLoc)
source file: sound_player.dm,229
usr: null
src: /datum/sound_token (/datum/sound_token)
call stack:
/datum/sound_token (/datum/sound_token): PrivUpdateListenerLoc(the sparks (/obj/effect/sparks), the plating (113,103,4) (/turf/simulated/floor/plating), null)
Moved (/decl/observ/moved): raise event(the sparks (/obj/effect/sparks), the plating (113,103,4) (/turf/simulated/floor/plating), null)
the sparks (/obj/effect/sparks): forceMove(null)
the sparks (/obj/effect/sparks): forceMove(null)
the sparks (/obj/effect/sparks): Destroy(0)
the sparks (/obj/effect/sparks): Destroy(0)
the sparks (/obj/effect/sparks): Destroy(0)
the sparks (/obj/effect/sparks): Destroy(0)
qdel(the sparks (/obj/effect/sparks), 0)
/datum/callback (/datum/callback): InvokeAsync()
Timer (/datum/controller/subsystem/timer): fire(0)
Timer (/datum/controller/subsystem/timer): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop()
Master (/datum/controller/master): StartProcessing(0)
Likely multiple rounds or revisions, can check logs if necessary.
Runtime logs, cdt-auxL
After emagging the holodeck console and trying to use the "wildlife simulation" option that appears, nothing happens. Loading a different default preset and then pressing the wildlife simulation button appears to reset the holodeck to it's default "off" state.
I'm new to traitoring on baycode so I'm not sure what exactly this is supposed to do normally, but I'd assume it's supposed to actually have an effect. Worth noting that other aspects of an emagged holodeck, namely holo weapons doing real damage, seem to be functioning correctly.
Just emag the holodeck and try to use the "wildlife simulation" option that appears.
Unknown, only tested it the first time earlier yesterday.
Client version 514.1571
Because the crew transfer factor is below 1 when the round is less than 2 hours long, if only one person is on the server and they vote to transfer, the game will not consider it as a vote and so continue the round.
Since the only person on the server wants to transfer, it should count their vote and initiate said transfer, otherwise they are stuck until 2 hours have passed.
Self-explanatory.
/datum/vote/transfer/handle_default_votes
in code/datums/vote/transfer.dm
.
Judging by the git blame, 3 years.
Current versions across the board; game ID irrelevant.
You don't fall when walking on a catwalk in high heels.
You don't fall when walking on a catwalk in high heels.
Catwalk.
For eternity
Everything.
The input box for an OOC message has "Toggle Dead OOC.", which is likely not intentional.
It should not have such a description.
Self-explanatory.
A cursory search in the repository shows that the only text match is /datum/admins/proc/toggleoocdead(), which makes little sense. However, it may be related.
Unknown exactly, but I have always seen it and only cared now to post it.
Client Version: 513
Server Revision: Revision Unknown
Game ID: cdQ-c802
Current map: SEV Torch
The head of staff hardsuits available in the auxiliary EVA storage do not fit unathi because of their digitigrade legs, and are thus unwearable. It is possible this also extends to skrell.
Given that unathi can be heads of staff now, it makes sense that they can wear the hardsuits intended for them.
Self-explanatory.
Likely the issue that the boots are not designed for digitigrade feet. The medical EVA hardsuit works for plantigrade and digitigrade, and the appropriate behavior can likely be taken from there.
Probably forever, but only became an issue after #12.
Client Version: 513
Server Revision: Revision Unknown
Game ID: ccB-de4c
Current map: SEV Torch
If you don't properly close a markup in one section of your crew records, it carries on to the rest of the record beneath it, including other sections. Example, where there is no closing [small] tag after the artist credit:
This can also happen to any nanoUI window, though it is the most pronounced here.
Markup should be sanitized/closed at the end of each section to avoid things like this.
Create records/a nanoUI window. Make an opening markup tag like [small]
and don't close it. Watch the chaos.
Probably forever, given the nature of the bug.
Client Version: 513
Server Revision: Revision Unknown
Game ID: ccI-aQpF
Current map: SEV Torch
Giant spiders can perform their leap attack in space, despite otherwise lacking any EVA movement capabilities.
Ideally there'd be a check for solid ground beneath the mob before the leap is performed. If you're trying to kite the mob out a window or door into space (like on the yacht away site), them being able to reverse course and attack you is very counterintuitive.
Just go to an area with giant spiders in space (the yacht away site is the best for this) and let them aggro on you. At any point you're in space, they'll try to chase and float away until they leap at you while floating in vacuum.
Unknown, but as I don't believe simple mob behavior has been changed anytime recently, probably for quite some time.
Client version is 514.1571
Server revision unknown
https://github.com/vlggms/tegustation-bay12/blob/dev/code/modules/turbolift/_turbolift.dm
this documentation sucks; namely it doesnt point out two things you have to codedive/check debug logs and runtimes for when it breaks after the fact.
When examining a department memo, the text is black instead of colored like it should be.
The text should be white, or some readable color.
Examine a departmental memo.
maps\torch\items\memos.dm
Unknown.
Client Version: 513
Server Revision: Revision Unknown
Game ID: cdH-dfx0
Current map: SEV Torch
C4 doesn't detonate welding fuel tanks, either when placed on the same tile or directly adjacent.
Given that a single pistol round will immediately detonate a welding fuel tank, I would expect C4 that can destroy walls and doors to do the same.
Just place C4 by a welding fuel tank. At the time I was only messing with signaler-triggered C4, but I can't imagine detonating via timer would change anything.
Unknown, only tested it earlier today.
Client version is 514.1571, server revision shows unknown for me.
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