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civ13's Introduction

Civilization 13

GitHub code size in bytes GitHub repo size

WHAT IS THIS?

Civ13 (formerly 1713) is a game based on Space Station 13 code, which features several epochs of human history. It features both RP and Combat maps and gamemodes.

Civ13 Discord

discord

Official Website

https://civ13.com/

Playing the game

You will need a windows machine or a virtual machine running it from another OS.

  1. Download the latest BYOND distribution from http://www.byond.com/download/

  2. Register a BYOND account at https://secure.byond.com/Join

  3. Launch BYOND from BYOND/bin/Byond.exe and login.

  4. Navigate to Space Station 13 and search for the Civilization 13 server.

  5. You will start playing in seconds!

Setting up a Server

Disclaimer: Python scripts will not function appropriately when Hosting within a Windows or WSL environment and support for such usage will not be provided. Most scripts are called externally by our Discord bot which will be required for a proper installation.

Windows

  1. Install both BYOND and Python 3

  2. Download this repository, preferably with GitHub or another git program if you want to keep it updated.

  3. Open civ13.dme with BYOND DreamMaker and compile.

  4. Open civ13.dmb with BYOND DreamSeeker to launch the server.

Linux

  1. You will need a linux machine for the automated install, preferably Ubuntu. Open the command line.

  2. Download the INSTALL file. You can use wget https://raw.githubusercontent.com/Civ13/Civ13/master/INSTALL for it. If you don't have wget installed, use sudo apt install wget first.

  3. Use sudo bash INSTALL and it should install everything you need.

  4. You're all set! Run the launch.py file inside the scripts/ folder. Use python3 launch.py.

civ13's People

Stargazers

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civ13's Issues

Numerous grammar typos in the code on highly spaghettified objects

Describe the bug
Both 'savanna' and 'saltpeter' along with probably some other's are not American/European english distinct but are grammatically incorrect, and tied up with many proc's, code arguements, chemicals and processes.

To Reproduce
Steps to reproduce the behavior:

  1. Use browser to check grammar
  2. Alternatively a dictionary or comprehensive level school education.

Expected behavior
'Savannah' and 'Saltpetre' and grammar is proofchecked, though i know most of grammar conventions on this repo are typically American.

Horses spawn on the far side of the New World nomads map

Describe the bug
Ahistorical and nonsensical, the horse spawner for the New World Nomads map is on the furthest corner and also deep inside the jungle. By the time you've navigated there on foot you're probably in no use for a horse to cover the wide swathe of terrain.

To Reproduce
Steps to reproduce the behavior:

  1. Observe a Nomads New World map
  2. Scroll all the way to the New World's jungle
  3. Observe the broad northwest half of that area
  4. Spot a horse

Expected behavior
Horses spawn on both continents near the temperate coasts, or just in the old world and you boat them across to bring to the new.

Screenshots
neigh

  • I was testing some new horse sprites if you're wondering why they dont look the same as usual, but now they're way out of range of me to access without a map-change.

Additional Context
Caused by #365

Canceling faction creation still gives you the officer tab

If you click "Create faction", then leave the name field blank and cancel while choosing the banner colours, you still get the officer tab without being in a faction. All of the tab's commands can't be used, although empty faction announcements still show up in the admin log.

Research Bugged on Civilizations (Bronze Start)

Attempting to research on Bronze start declares your civilization to be too advanced, and that it can advance in "-30 minutes", "-45 minutes", etc.

Leaving a civilization and starting your own has no effect. The timer continues to nosedive into the negatives with no progress possible.

Splashed oil is not flammable on other people

Describe the bug
Splashing petroleum or olive/refined oil by means of cracking a clay or glass pot/bottle against someone's head, or otherwise chucking it on someone does not invoke a fiercely reactive flame when lit up with a torch/lamp or otherwise.

By comparison, alcohol sets people on fire fine.

To Reproduce
Steps to reproduce the behavior:

  1. Squash olives or gather petroleum from a spring, prepare a jug or drink cup
  2. put oil inside a clay jug or drink cup
  3. splash or smash it on another person, perhaps yourself
  4. attack with a torch or a flame lit lamp for simplicity (copper/bronze) and not be affected.

Expected behavior
I splash people with oil and if they can't wash it off soon enough with warning they're covered in a flammable substance before they walk over a campfire or something and get torched, they're going to struggle to survive.

Otherwise i could just use fire arrows, alcohol or gunpowder to increase the potentcy of my primitive napalm with precedent on greek fire. and byzantine cloth wrapped molotov's

Additional context
Spilt oil leaving puddles to set on fire for a minor oil fire as opposed to a roaring oil spring fire would be also a satisfying solution once flammability is addressed.

Chem dispensers cant be destroyed

Describe the bug
Chemical dispensers cannot be destroyed easily, moved or otherwise altered once built, making them indestructable and impassable to people without the means to cause enormous damage.

To Reproduce
Steps to reproduce the behavior:

  1. Tech up to era when availible
  2. Create a chem dispenser out of glass
  3. I tried using a hammer on it and a wrench, nothing happend

Expected behavior
Players can move and otherwise get rid of the chem dispenser and it's more closely linked to the portable chem dispenser type

Additional context
Would running it over with a vehicle work?

Reminder for Taslin - Implementation of the Periodic Table

Describe the bug
Periodic table needs finishing, amongst adding a dangerous effect to arsenic and probably some other chemical related stuff.

Expected behavior
Chemistry has some finesse, berries, liquid mercury, uranium and frog meat kills you from the resulting active periodic elements.

Screenshots
well he did say to

Markets and global exchanges cannot trade liquids within containers.

Describe the bug
Liquids inside containers aren't persistently carried through the purchase transaction, and are deleted upon purchase causing players to lose time effort, and making the purchaser feel cheated

To Reproduce
Steps to reproduce the behavior:

  1. Put liquid inside a container, like a clay jug or wood mug
  2. Put the container up for sale on a market stall or global market.
  3. Purchase the container from yourself or have another person do so
  4. See empty container.

Expected behavior
Liquids can be sold along with the container, and this will push forward people to start applying additional pricing to stimulate the economy.

Screenshots
Nothing to show. Skipped.

Additional context
Preferably within the fix, the contents and amount of units of the container should be visible as not to defraud the purchaser. Would allow us to sell containers of oil, wine, gunpowder and other commodities.

Tank is a shitshow (c)

  1. Machinegun in tank can get you stuck (tested only in soviet T34). You can get unstuck randomly (probably if someone pushes you in right way or tank switches directory)
  2. Navigating in tank is pretty epic considered that every living person is a busy tile. It takes a great amount of time to make things work and set everyone in their place.
  3. Tank can get stuck by no apparent reason (even if tracks are ok)
  4. Two veichles colliding is a shitshow lag time it seems.

Wading through water puts you on lowest layer pernamently

Entering a body of water or a flooded trench even once pernamently disfigures your character to be on the bottom layer of whatever turf they're on regardless of the items, it obstructs your movement but you might be unable to click yourself in a difficult position without using the turf tab.

Caused by the implementation of the feature in: 387b60a

To Reproduce
Enter body of water, then try to walk across cobble path, only to slip underneath it and other items.

Or dig your own trench filled with water and enter that instead, you'll pass straight through when the floor cover bridge is supposed to help you cross without actually entering the trench.

Expected behavior
I dont clip through the floorboards and the transition between land and water can be smoothish enough to not be a problem. Floor cover bridges are respected to not land the player in a water transition.

Screenshots
dont look at me, im shy

Additional context
It also puts any specific objects on fortifications on the lowest layer (wood structure barricade etc), people can use this to grief probably by doing actions like using bows and arrows while being untargetable themselves, server's dead for population too probably because this is scaring them off.


Recommendation

  • Please PR before you directly commit to the active server or use a localised repo client before you have had chance to QA any faults out for a WIP feature.

Most siege based TDM maps do not have a source of metal for arrowheads/convenience items

Describe the bug
TDM maps like medieval's karak and camp particularly do not have a usable source of arrow heads to replenish ammunition or large/spawned in with character reserves of ammunition.

These maps need some long term maintenance to ensure that they're playable, a mine behind the grace wall for lesser civilian roles to excavate, or to play sapper into the fortress.

To Reproduce
Steps to reproduce the behavior:

  1. Be archer
  2. Try using only arrow shafts on your longbow
  3. Eventually run out of ammunition, sacrifice the stupidest soldier for some bones to make a bone pick
  4. Die to longsword or something

Expected behavior
Players with a vetted crafting list or resources nearby can replenish their ammuntion in order to enable a proper full scale siege and whatever allowed strategies to do it they wish, including blowing up with rudimentary barrel gunpowder bombs if they know how to mix.

Or are just given a infinite supply of arrows by some means, like making the old arrows out of wood.

lamps on wood poles can't be re-lighted

When a lamp is put upon a wood pole, it cannot be interacted with by the hand to turn it off or on when fuel is availible to run it.

To Reproduce
create a lamp, copper/bronze/iron and attach to a wood pole, it will light for a second and go inactive, attempting to refuel and activate will fail, so its stuck there.

Or fuel a lamp before placing, and put it on the pole where it will auto-light up, when it runs out of fuel it can be refuelled but not be able to be turned on again

Expected behavior
That we can flick lamps that are on poles on or off,

Additional context
This could be fixed by allowing players to activate laterns with inputs like [CTRL] click or a right click verb, infinite lamps for mapping could least have a var on whether they can be toggled. if pernament light is a feature.

Constrictor Snakes runtime and don't seem to constrict properly.

Describe the bug
According to dream daemon's runtime log (see screenshots), boa constrictors either can't constrict other mobs or are running the proc in a way that is 'unreadable'.

To Reproduce
Steps to reproduce the behavior:

  1. Run game with map with constrictor snakes on it
  2. Leave for a while, watch dream daemon runtime log output or spawn animals near boas to attack

Expected behavior
Boa snakes don't try to contrict simple mobs they aren't able to and only use the attack on humans/carbon mobs

Screenshots
sllithering

Tanning racks have no sanity checks and tanned pelts are psuedo steel sheets

Describe the bug
What the hot diggety damn am i meant to be looking at, this cheated me out of my tech lead on chad+, the detail is that skinning a bear hide (typically) with a sharp knife will give you a hide which is simultaneously a steel sheet. When inserted into a tanning rack (which it doesn't reject even though its not meant to go in dry) it'll start tanning and crash the server with a loop by the end.

To Reproduce
Steps to reproduce the behavior:

  1. Kill bear, grab intent, skin bear for pelt
  2. Skin pelt, inspect pelt
  3. Build tanning rack, without washing the hide like you are supposed to, put it on
  4. Server will loop and probably crash as the steel sheet tries to tan

Expected behavior
None of the above occurs, a chad+ round can continue undisturbed and people get their extra leather from pelts

Screenshots
wideshot
Narrowshot

  • tanning rack in far right of image

Additional context
Yew please test in dream daemon, pretty please thank you.

Structures from structures.dmi are still graphically bugged or code broken

Describe the bug
2 issues are present compounded into the same problem area likely caused by (Any of the commits on this list) - Windows don't complete after their multichoice construction phase

And that snow barricades that rely on structures.dmi (or windows.dmi who really knows anymore) are fully invisible (tested out in the open on green grass, literally nothing) and only targetable by using the turf [alt click] tab.

To Reproduce
Steps to reproduce the behavior:

  1. Dig snow
  2. Make a Barrier, its invisible.

  1. Create a sumerian or brick wall
  2. Choose a window
  3. It will return a plain wall of that type instead, not a trick, really just a plain wall.

Expected behavior
Fewer breaks, that the code runs, im not really sure what to put in this category as normally this kind of stuff is taken for granted.

Screenshots
Sprites are boringly non-descriptive or invisible, omitted until i find a good example.

Additional context
Medieval and Shoji Window's work correctly without fault despite using exactly the same system, i haven't investigated whether they are seperate to the affected areas though.

Snow Barricade DM explicitly says they inherit from window code file to help with the DMI's directionality and only have a item-state. Both sumerian walls and windows don't register the change as they'll remain brick walls and sumerian walls regardless of the multioptional input of a window, its not a sprite problem.

Two or more people digging a tile, or shovelling produces additional material

Describe the bug
Resources can be duplicated by co-ordinating people to use the same tools on resource collection sources like underground rock and soil/snow/sand etc.

To Reproduce
Steps to reproduce the behavior:

  1. Make pickaxes, co-ordinate to work on the same one
  2. 2 randomised ore drops will drop from the same rock according to the second pick's timer.

or

  1. Dig a soil plot once
  2. Call your friend over and on the final shovel, tell him to shovel too, you now have 3 dirt
  3. Till the soil, dig once (4 soil, same plot)
  4. Now both dig and produce (6 soil total) from the same plot.

Expected behavior
That we dig it twice as fast? I was suprised it was even possible.

Screenshots
I won't betray the honorable unga who, told me about this exploit. Ill ask someone else to co-operate and get a picture with.

Additional context

  • Would be fun to be a feature to encourage people to work on the same activity for greater gains.

Only works on single charges EI digging a plot of earth with both, only creates 2, but the second and last time it can be shovelled with produce 1 each.

fuckung work on forest+ and add fucking trenches before I kill you also add these translations

var dictionary = {
"address": "port o' call",
"admin": "helm",
"am": "be",
"an": "a",
"and": "n'",
"are": "be",
"award": "prize",
"bathroom": "head",
"beer": "grog",
"before": "afore",
"belief": "creed",
"between": "betwixt",
"big": "vast",
"bill": "coin",
"bills": "coins",
"boss": "admiral",
"bourbon": "rum",
"box": "barrel",
"boy": "lad",
"buddy": "mate",
"business": "company",
"businesses": "companies",
"calling": "callin'",
"canada": "Great North",
"cash": "coin",
"cat": "parrot",
"cheat": "hornswaggle",
"comes": "hails",
"comments": "yer words",
"cool": "shipshape",
"country": "land",
"dashboard": "shanty",
"dead": "in Davy Jones's Locker",
"disconnect": "keelhaul",
"do": "d'",
"dog": "parrot",
"dollar": "doubloon",
"dollars": "doubloons",
"dude": "pirate",
"employee": "crew",
"everyone": "all hands",
"eye": "eye-patch",
"family": "kin",
"fee": "debt",
"female": "wench",
"females": "wenches",
"food": "grub",
"for": "fer",
"friend": "mate",
"friend": "shipmate",
"friends": "crew",
"fuck": "shiver me timbers",
"gin": "rum",
"girl": "lass",
"girls": "lassies",
"go": "sail",
"good": "jolly good",
"grave": "Davy Jones's Locker",
"group": "maties",
"gun": "bluderbuss",
"haha": "yo ho",
"hahaha": "yo ho ho",
"hahahaha": "yo ho ho ho",
"hand": "hook",
"happy": "grog-filled",
"hello": "ahoy",
"hey": "ahoy",
"hi": "ahoy",
"hotel": "fleebag inn",
"i": "me",
"i'm": "i be",
"internet": "series o' tubes",
"invalid": "sunk",
"is": "be",
"island": "isle",
"isn't": "be not",
"it's": "'tis",
"jail": "brig",
"kill": "keelhaul",
"king": "king",
"ladies": "lasses",
"lady": "lass",
"lawyer": "scurvy land lubber",
"left": "port",
"leg": "peg",
"logout": "walk the plank",
"lol": "blimey",
"male": "pirate",
"man": "pirate",
"manager": "admiral",
"money": "doubloons",
"month": "moon",
"my": "me",
"never": "nary",
"no": "nay",
"not": "nay",
"of": "o'",
"old": "barnacle-covered",
"omg": "shiver me timbers",
"over": "o'er",
"page": "parchment",
"people": "scallywags",
"person": "scurvy dog",
"posted": "tacked to the yardarm",
"president": "king",
"prison": "brig",
"quickly": "smartly",
"really": "verily",
"relative": "kin",
"relatives": "kin",
"religion": "creed",
"restaurant": "galley",
"right": "starboard",
"rotf": "rollin' on the decks",
"say": "cry",
"seconds": "ticks o' tha clock",
"shipping": "cargo",
"shit": "shiver me timbers",
"small": "puny",
"snack": "grub",
"soldier": "sailor",
"sorry": "yarr",
"spouse": "ball 'n' chain",
"state": "land",
"supervisor": "Cap'n",
"that's": "that be",
"the": "thar",
"theif": "swoggler",
"them": "'em",
"this": "dis",
"to": "t'",
"together": "t'gether",
"treasure": "booty",
"vodka": "rum",
"was": "be",
"water": "grog",
"we": "our jolly crew",
"we're": "we's",
"whiskey": "rum",
"whisky": "rum",
"wine": "grog",
"with": "wit'",
"woman": "comely wench",
"women": "beauties",
"work": "duty",
"yah": "aye",
"yeah": "aye",
"yes": "aye",
"you": "ye",
"you're": "you be",
"you've": "ye",
"your": "yer",
"yup": "aye"
};

Ores only return one despite [ALT] splitting stack input

Describe the bug
If you split a resource to draw from it with [ALT] you will recieve the input number back appropriately, despite this; ores will always return a value of 1 ore to the user no matter how high the input

The resulting annoying effect is that ores have to be managed manually always by clicking either hand to shift amounts.

To Reproduce
Steps to reproduce the behavior:

  1. Dig plural amounts of ores and put them in a stack.
  2. [ALT] click on the stack inhand or on the ground and input a number higher than 1 into the prompted box.
  3. Only recieve 1 ore back instead of the called amount, the remainder are still in the stack.

Expected behavior
That the correct amount is returned so i dont have to click, count and micromanage so much.

Screenshots
Uninteresting. Skipped.

Additional context
I hadn't noticed or tested any other stacks types, wood etc seems to return normally, i haven't tested stone but i assume its the same since it is also a mined resource.

May be related to #203 's 'fixes'.

head surgery is fucked

tries to fix broken bones in head
'CUTS OPEN NECK'
OOPS HEAD IS AMPUTATED

tries to do any other organ damage surgery on head
why am I cutting into the neck to fix teeth

Using a key ring on a door doesn't work

Using a key-ring on a door is supposed to allow you to open doors without taking out the key, but trying to do that just has you lock/unlock the door without actually doing anything.

Keyrings do not work on lockable furniture

Describe the bug
After setting a piece of miscellaneous furniture to a key setting, using a keyring with key attached in hand will prompt no response to activate the key's function on the target. As opposed to taking the key off and using it inhand.

To Reproduce
Steps to reproduce the behavior:

  1. Make keyring, key with a digit code, and a piece of lockable furniture (ideally a wood chest)
  2. Set key to the furniture, put ring in pouch slot for ease of use, and put key on the ring
  3. Drag the whole keyring to hand slot from pouch slot and use on the furniture
  4. The chest will not change state to locked/unlocked until the key is taken off

Expected behavior
I do not have to take the key off the keyring, so i can foolishly put all the supplies in my storeroom's lockers/chests in a single key to be lazy.

Screenshots
I will update if i find anything relevant but this is a code problem, there isn't to my memory any message back to the chat i could show you.

Additional context
I only tested this with chests, please check lockers, cabinets and anything else besides to follow the correction to this fault.

#107 vaguely related.

Unstackable ores, unconcealing outhouses

  1. Some ores have become unstackable. Confirmed for iron, copper, tin, sulphur and saltpeter. Stone works fine.

  2. If outhouses are supposed to conceal the user (akin to SS13 closets), they don't. You are still visible outside with the door closed.

Rail right turn

Rail right turn cannot be crafted. If you try to build the right turn, you get the left one.

Gladiator TDM combat dummies are all broken too soon

Describe the bug
The Gladiators map wasn't provided with dummies to train upon that do not break under stress, meaning eventually they are all gone, not so much a uneven advantage as a disadvantage for everybody based off a few individuals.

To Reproduce
Steps to reproduce the behavior:

  1. Take a weapon with reasonably high DPS
  2. Attack the dummy to raise your statistics
  3. Once a few dummies are destroyed go to the ring, other gladiators will not have equal opportunity to train

Expected behavior
The dummies are invincible for players to practice attacking and get the feel for the speed and weight of weapons as well as build statistics during downtime instead of directly competing risking lethal injury at the expense of other players.

Screenshots
naked man pit

  • you can say these are now sand wrestling pits but theres nobody who wants to come here as the main attraction of using weapons is now gone.

Additional context
Additional signage and a small ring/infrastructure around a sand pit to denote that its a ideal place to practice wrestling would be very welcome so that the gym room gets used as much as every other room.

Snowy Dirt tiles do not react to light

Snowy dirt tiles are permanently dark and do not light up when a player has a lantern, torch, or other light source. They get brighter during the day but are pitch black during the night.

Can be reproduced by approaching the "snowy dirt" tile with any light source.

Bath buckle and trap you until you die.

Describe the bug
Baths added in #289 are deathtraps that capture dirty ungas and don't release them until they die of natural causes or succumb, i stripped off in the hopes maybe once it cleaned me it would release me, but the low power on the stone bath was ineffective.


To Reproduce
Steps to reproduce the behavior:

  1. Drag click self to the bath to buckle yourself to it, can be done clothes on or off
  2. Get stuck, maybe mentorhelp PM or admin PM
  3. Admin with perms frees you or you die because there's no way out.

Expected behavior
I get at least clean, as opposed to very clean with a stone bath and don't end up meeting a grisly fate because the bath is too comfortable/slippery to get out of.

Screenshots
dirty dirty unga


Desktop (please complete the following information):
Byond on a cheap ass laptop running Windows.

Non wet hairless hide can still be put on a tanning rack to cause a loop

Describe the bug
A variation of #379 , using a un-wet skinned hide on a tanning rack will cause a loop when it completes tanning.

To Reproduce
Steps to reproduce the behavior:

  1. skin a pelt
  2. Put hide on rack
  3. It will tan and force a loop, because the washed hide stage was skipped.

Expected behavior
Tanning racks to work at all. Tanning racks reject non-wet hide. Taslin to test in dream daemon the entire process before he says he's fixed it.

Screenshots
AAAAA

Additional context
I posted the issue report early by accident, i've edited it now though. Sorry if it looks borked in discord.

I got my hide from a monkey pelt, i was holding 2 hairless hides at the time so it might have counted as a stack even though the rack only accepted one.

Sailboats are bugged

Sailboats can be buckled into themselves. Attempting to then buckle yourself to the boat causes the pixel offset to increase rapidly, making it no longer possible to interact with yourself and effectively rendering you invisible. The hitbox remains the same but the icon has disappeared to some far off portion of the map.

Can be duplicated by dragging a sailboat to itself and then buckling the player character into the sailboat.

Bakelizer, tendons surgery, spriteless gun

Bakelizer
Put in 80 units of oil, it worked for several hours, produced 3 units of plastic.

Tendons surgery
After performing the steps scalpel > hemostat > retractor hemostat wouldn't do anything, thus couldn't fix tendons/useless body parts.

Spriteless gun
Not sure if should call it a bug, but if you begin crafting a gun on a gunsmith bench and then choose "cancel" everywhere, a spriteless object "gun" still appears. Guess "cancel" should stop the crafting process at any stage, cause otherwise you can make a single useless gun part or botch it in some other way.

Crenulated Walls Horizontal/Vertical only face North/East

Describe the bug
Regardless the orientation of the player, crenulated walls cannot be rotated upon construction (not post construction to avoid exploits on TDM maps like Karak) like other barricades/fortifications and are useless for defence for shooting arrows over besides very specific entrances.

To Reproduce
Steps to reproduce the behavior:

  1. Obtain stone & a bow and arrow ready to fire
  2. Build the crenulated wall horizontal/vertical
  3. Shoot from the south/west (as appropriate) first, the arrow is blocked by the pernament north/east facing wall
  4. Shoot from the north/eastern direction in the opposite side of the wall (appropriate to horizontal/vertical), the arrow fires over.

Expected behavior
They atleast face in the expected direction when built, either exactly or to the direction in which the arrows will be flying over them.

Screenshots

  • I would provide but its not terribly descriptive, also quite hard to picture capture a arrow going over a wall with my image cropper.

Additional context
Its not a sprite bug, i've tried shooting over the walls which were built in many non standard positions. Id suggest standing in the cardinal directions of north and east while building it always puts it in the appropriate two directions despite vertical/horizontal, and while standing facing south or west, doing the opposite.

Will need to be reciprocated with sandstone rock crenulated walls too #292 etc.

[Exploit] Infinite stew

make stew

grab intent someone or something

put the grab into the pot of stew

it creates a bowl of soup with all the contents of the stew inside

repeat until pot empty

put water in pot and place one of the many stews inside

repeat the process

Healing from bandages supercedes cleaning a wound

Describe the bug
Wounds that are healed by bandages don't allow you to clean the wound and make a full recovery unless it is applied before the bandage, making it inefficient.

To Reproduce
Steps to reproduce the behavior:

  1. Would yourself with a nasty gash
  2. Grab the bodypart on your target doll on yourself to put pressure, medical herb & finally bandage it up
  3. It will heal efficiently
  4. Gash another part and repeat using only a bandage,
  5. You wont be able to healing herb it afterwards and the bandage will be slow and likely still painful.

Expected behavior
Bandages can be applied to treat pain wherever it is present even if the body part isn't greviously injured dissapearing afterwards and healing herbs always applicable to be put on a wound post-bandaging.

Additional context
Sometimes i've noticed the methodology of pressure with grab, cleaning, then bandaging not only promotes the fastest recovery (grab and herbs alone fully stop a bleed), but also causes bandages on the affected part to dissapear properly versus the bandage being used by itself.

Baths do not scale in cleaning power, showers are ineffective.

Describe the bug
Baths are meant to be ranked in effectiveness, but are more or less not worth the investment beyond aesthetics because they all clean to the same rate, as was unintentional by the PR creator.

Showers are similarly devalued despite having a additional role of keeping away radiation and cleaning clothes a little bit before #289 was added which does not seem to be being fufilled.

To Reproduce
Steps to reproduce the behavior:

  1. Create a Stone and a Bronze/Iron/Metal bath, and a Shower
  2. Get naked and dirty and get inside and turn on
  3. Probably var-edit yourself back to full dirtyness or go from bath to bath/shower, cleaning yourself.
  4. Your status of dirtyness will not improve beyond 'slightly dirty' rather than 'clean' or 'very clean' when frequented the upgraded metal baths and shower.

Expected behavior
Creating better forms of bathtubs serve as a later game replacement to washing with a pot and maintain a high level of hygiene so you can focus on something else without worrying about the long term degredation of stink lines.

Additional context
It would be nice if development would catch up to let us shower our clothes too while we are still wearing them and standing beneath to knock off a minimal bit of dirt/external blood besides radiation on maps like wasteland once the efficiency of each thing is fixed.

Second head grows after decapitation, cannon sway reversal

  1. Upon decapitating a human character, a second head appears on the body in place of the severed one.

  2. It seems that sway coordinates for the artillery reverse themselves if a cannon is facing East. Tried with the 1713 cannon and modern artillery, for both left and right sway were reversed when facing East, i.e. adding negative numbers swayed the fire to the right, adding positive numbers - to the left.

Wake up teleport

  1. Exit Server
  2. Enter again Server
  3. As soon as you enter, press Wake up
  4. Wait 30 seconds
  5. And you get teleported to last sleeping spot

Making brick windows deletes the cover entirely

Describe the bug
If you make a brick window when it asks you what type of wall you want to make after making a brick wall, choosing a brick window will just delete the cover and possibly cause a roof to collapse on you.

To Reproduce
Steps to reproduce the behavior:

  1. Obtain two pieces of fired bricks
  2. Build the first part of the brick wall then add another brick to it.
  3. When the menu asking you "What type of wall" appears, select the window.
  4. Instead of making a window, it will just delete the cover.

Expected behavior
It will just create a roof that will collapse on you instead of a brick window.

Additional context
Just another one of YewTM's coding mistakes, as if that's not a surprise.

Exploit - Cut up loincloths return 3 cloth's worth of stronger bandages

Describe the bug
Leather is natural and easy to obtain, 1 turkey can provide 2 leather when butchered without skinning, however making or destroying your starting loincloth gives you 3 cloth bandages that are more powerful than leather ones, reduce pain and bypass medical skill for crafting.

It seems this feature wasn't meant to unbalance every mode but gulag so badly.

To Reproduce
Steps to reproduce the behavior:

  1. Unequip or craft a new loincloth or piece of clothing
  2. Knife in hand, press c to cut it up
  3. Recieve rags back
  4. Craft rags into 3 bandages

Expected behavior
There is some degrading returns from cutting up certain pieces of clothing, such as small ones or ones made out of particular types like metal and wood.

Wood returns a log/splits into splinters, cloth has less rags, leather items return leather strips or raw leather back to be used into leather bandages instead, metal (by some means) returns scrap metal, with crafting sheets if relevant for all.

Additional Content
More crafting lists could be added this way, or maybe check what it drops by dividing item size vs material type.

Neither player faeces or manure creates saltpetre when urine is added

Describe the bug
When urine is caught in a pitcher and added to faeces it bubbles internally but does not actually make any form of tangible product we can use that was promised in #325 unless there is a additional step we are unaware of (in which case id call that a really opaque feature)

To Reproduce
Steps to reproduce the behavior:

  1. Fire a clay pitcher
  2. Pants off, urinate over pitcher to catch the contents
  3. Poop somewhere else
  4. With pitcher in hand, apply reagents to the poop.

Expected behavior
Saltpetre pops out of the poop with it qdeling after mixing it either in the appropriate ordinal age or it just doesn't mix.

Screenshots
As amusing as poop and pee is ill pass on screenshots

Additional context
I hadn't strictly tested this with manure, 2 to 1 is also a very unfair ratio since urination doesn't happen as often as shitting.

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