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hippiestation13-1's Issues

Stepping on lattice causes movement.

Bug: When you step on a lattice, it will cause you to move further than intended.

If there is a lattice setup, like below then you will be able to step on and around both lattices. BUT
XOO
OXO
OOO

(X is lattice, O is open space)
If you step on the lattice, like the setup below, you will proceed to keep moving in the direction you were moving in before, yet you can step around the lattices.
OOO
OXO
OOO

I don't know how to fix this, but, you could perhaps make the lattice count as a "flooring" so when you stepped on it, you wouldn't slip and slide around.

There are no cameras in the boxing ring

Titles says it all; There are no security cameras in the boxing ring. Without them, how will the AI be able to announce the epic wrasslin' that goes down? I'll tell you how, it wont! That simply will not do!

The wizard is counted as dead when turned into certain mobs

Fairly self explanatory, the wizard is counted as dead by the game resulting in the round ending if turned into the following: Carp, spiders, possibly more.

To reproduce: Find an unrobust wizmin, steal his staff of change, turn him into shit until he is counted as dead. Alternatively, acquire the mind-swap spell, get turned into a spider or whatever, then jump into the wizard's body.

(Also I have no idea how to add tags to my title please don't kill me it's my first time here oh god)

Mechs start at 20% charge

When inserting a new cell into any of the exosuits, you end up with 20% charge, regardless of the actual charge of the cell. Bears further investiation.

Replica Pods not working

It seems the problem comes when you need to harvest it. I can inject the seed with blood and when I scan it the yield production is 1 but when it is ready to harvest all I get is some more seeds.

Revenants take no damage

Despite having a health percentage tracker and an ability that "Draws from your health pool", revenants take no damage from any source save for things that delete/gib such as bombs, but that's not damage, just immediate death.

Brainrot is an annoying asshole.

So, at approx 7:10 P.M, 30 minutes before this post, Brainrot gets loose. Ok, no problem. Contact only & easy cure... Or so we thought.

Chemistry begins working on alkyzine, but shit is going ape. I go into chemistry and take 50u of alkysine for myself and pop a few pills and inject some of it. Ok, I should be cured. Nope. Inject some more, nope.avi. Go to viro and create a anti-bodies-metabolism virus and distribute it, 7 minutes left until shuttle. NOPE.AVI. Still not cured, even though the virus is at 5/5 and FINALLY it makes antibodies. Meanwhile, brainrot completely destroyed the station and everything is going to hell. All because of one guy with a brainrot bottle.

TL;DR: Brainrot is uncurable unless you actually work at viro, even though the cure is alky but it dosn't work.

AI law 0 not synching with starting borg

Bug details: When AI becomes traitor (Law 0) the starting borg wont get the law 0 but still get notice that supposed to have one. This is very confusing as the notice you get make it seem you are separate traitor from the AI yet no objectives are given or a Law 0.


How to reproduce: AI has to be a traitor then review your laws when your the starting borg.

Notes: confused


Round end stuck in a nukeop-minor victory round

Log: [debug] machinery process hung at tick #534. Process was unresponsive for 90.1 seconds and was restarted. Last task: 0. Last Object Type: null
Diary: [debug:diary] machinery process hung at tick #534. Process was unresponsive for 90.1 seconds and was restarted. Last task: 0. Last Object Type: null
Log: [debug] machinery process was killed at tick #534.
Diary: [debug:diary] machinery process was killed at tick #534.

The round ended,nukeops set the nuke left of singulo at the catwalk surface(coordinates should be 76,115,1). The round freezed on the image where you see the station and the sun. Admins had to restart manually to un-freeze the server.Hope this helps.

Many lights on the station start off

Hey look another bug report; Lights around the station, most notably in the janitor's closet and the mech bay, start off, well, off, even if they are fully powered and the light switch is turned on. This doesn't always happen every round, but is rather frequent anyway. They can be fixed by simply removing the light tube and putting them back in the socket, or turning the light switch off and on again.

Change Cargo Shuttle blacklist to whitelist

as title says, currently several items are whitelisted, change this to a whitelist, as people tend to forget that you can move cargo telepads into the shuttle, to get into Z2.

Medbay Mapping Issues

  1. Mebay Storage is surrounded by rwalls but the windows aren't electrified. this should be a thing.
  2. Chemistry doesn't have any lights in it and it gets REALLY dark when the light outside it gets broken.

Security Headset Without Security Channel

Can't tell if this is just a coincidence (I found it on the table during the round the bug occured) but the Security Bowman Headset that spawn in the arrivals security checkpoint locker doesn't actually have the security channel on it's list, and can only listen and use common channels.

Some things wrong with constructs

Bug details:

Constructs are fucked in a variety of ways.

  1. Flashbang a construct. Wham, deaf forever.
  2. Artificers get auto-muted and can't mend, gg.
  3. Alien toys try to leap at constructs' faces.

How to reproduce:

  1. Flashbang a construct. Shazam, never hears again.
  2. Mend yourself a lot. WHAM, muted.
  3. Place an alien toy near construct. It tries to hug you but it can't. You have no proper face.

Notes: I had such a bad time because of these two, holy shit

Captain maintenance not protecting against rad events

As the title says, staying in captain's maintenance, the one between capn office and teleporter,doesn't protect you in radiation storms event. On the map,that area is in the capn office turf, but it should maybe be a maint turf apart...

Secway Issues

few glitches with secways

  1. Right clicking and selecting "Pick Up" when next to an item when on a secway doesn't work, however pulling, examining, and even just left clicking to pick it up instead works.
  2. Pulling someone in handcuffs while on a secway does not restrain them, they can run out of your pull.
  3. When on a secway, dialog menus like when filling up an air tank from an air canister glitch out and close and open and do a bunch of weird stuff. I have only tested this with the air canister menu.

Borgs missing metal rods

Bug details: There now a blank spot where rods used to be. Most likely due the recent metal rods change.

How to reproduce: Become Eng Borg and open the modules panel.

Notes: repairs to floors now takes a lot more energy now due having to use rcd.

Pool Controller href abuse

there are noif(emagged) checks on Topic which allows me, and others to just inject the right href to fuck with it.

Minor (and extremely easy) Map fixes

  1. Arcade Maintenance door is named "Garden Maintenance"
  2. Wooden Table inside the Bar to the very left is missing a chair to the south, makes it look out of place. (muh ocd)
  3. Abandoned lab should be renamed to Abandoned Lab

I can do all three of these fixes but I have no idea how to commit or put the fixes into effect, I'll need someone to teach me.

Large Beaker stuck to left hand

I broke into chemistry to make me some Tricordrazine due to a slime nearly killing me. I ejected the large beaker from the machine so I could put stuff into it to make a pill version of Tricordrazine. I don't think it worked as I had to use a different beaker to make the thing. Eventually I realized I could not drop up or throw it so I picked up a syringe with my other hand and dropped that one just fine. At this point I contacted the admin Nebyab so I could get some help. The beaker behaved strangely and erratically. At one point I did manage to "drop" it but instead of appearing on the tile I was standing on it showed up small and slightly above the swap button. I clicked on it and it picked it up again despite it supposedly being on the other side of the wall in a place I could not see. Later on when Nebyab put me into crit I was in a sleeper and it filled up with a pink liquid and when I got out it was gone again. It was only gotten rid of when Nebyab deleted all the large beakers in the station. I hope this bug report has been helps solve the problem.

Possible exploit which allows Hulks to wield double E-swords.

In a recent round an exploit was discovered that allowed a hulk to wield a double energy sword. From what we were able to piece together, they had used a multi-tool on it to change it into the rainbow variant. This somehow bypassed the code which should have prevented the hulk from wielding a double energy sword. They went on to mention that they were already a hulk when they ordered the E-swords and constructed the double, but that they used the multi-tool on it before they turned it on.

I don't currently have the ability to test this issue myself via this code branch, but this needs to be looked into.

Slime Processor Bugged

Bug details: Stops working when it loses power

How to reproduce: Make xeno or wherever its placed lose power, when you turn it back on again it should still not be working.

Notes:Not a big one, but really annoying.

Cargo Shuttle

Bug details:
The cargo shuttle never arrives after being called and waiting the two minutes, it just displays late.

How to reproduce:
Just call the shuttle and wait.

Notes:
Cargo can't function till this is fixed.

Carp revived via Lazarus Injector are still hostile to other people

See title; Carp, normal, mega, and presumably magic, revived with a Lazarus Injector are hostile to everyone but the one who revived them, resulting in your ass getting sued and it getting euthanized when it bites a poor clown's face off.

While I do love the idea of creating a carp army to take over the station, other mobs, such as goliaths, basilisks, and hive lords, are compleatly docile to everyone, even if attacked (Though they still will attack a certain few other mobs, such as Russians ((RIP Pool Russian)), and carp).

The cargo shuttle never arrives

Like the title says, and I'm sure you guys have noticed by now, the cargo shuttle never arrives once called, with the console screens simply stating "cargo late" after the normal two minute travel time.

(Oh god sorry for so many bug reports but I'm bored out of my mind and needed something to do)

Please provide tor.php

I'm currently setting up a public hippie-like server, but i'm unable to find the file to self-host http://media.jamiehankins.co.uk/tor.php anywhere, can you provide this?

You can use items when turned into a statue by the wizard.

When you get turned into a statue by the wizard, you can still use any items in your possession. This includes shit like PDAs and I assume megaphones. You can't do some stuff like drop/throw items, construct things, or turn on/off some items. Not sure how big of an issue this is but should be addressed.

Optimise singularity so it doesn't lag the server to shit

Getting goon master controller certainly helped with the lag, however, let's face it, singularity is still calling too many goddamn procs for it to even be managable.
I suggest that the singularity is greatly optimized - maybe reduced speed, maybe remove the deconstruction of everything, SOMETHING to reduce it's laggy nature.

Deck of cards duplication bug when in a pocket

When you drag a deck of cards out of either pocket slot, it removes the deck sprite from the pocket and gives you that deck, but an invisible deck then fills the slot, and you can draw cards from it while not being able to put anything else in the pocket slot over it.

Cigar sprites do not show up on monkeys.

(For reference, I am Zack ingame, if that matters.)

Title states as the issue is. Cigarrette sprites work fine, both lit and unlit, however, attempting to put a cigar on a monkey will work, but the cigar will be invisible, lit or unlit.

Rev round ended (code broke?)

So, basically, the game said the code broke and to report it, so here you go.

The heads of staff were killed or exiled! The revolutionaries win! Round-end code broke! Please report this and its circumstances on GitHub at https://github.com/tgstation/-tg-station/issues Command's Approval Rating: 70.8%

The head revolutionaries were: Mon0 was Landon Fryer (survived the revolution) Caxxo was Chad Griffiths (died) Michaelgudgeon was Harmony Snyder (survived the revolution)

The revolutionaries were: DaWhatTheFox was Sue Bowchief (survived the revolution) Villeri was Honksy (survived the revolution) Super Jockey was Ayyy Lamia (survived the revolution) Dungeonbones was Lupe'an Nascero (survived the revolution) ZodTheZod was Braxton Hale (survived the revolution) Mrisump was Rick Mouthers (survived the revolution) Theonlydkdreng was Emil Stabil (died) Speakercity was Russel Rader (died) Emoriamor was Braylon Sutton (survived the revolution) Jake mate was Jake Fartaway (survived the revolution) Superdead was Goodwin Mcintosh (survived the revolution) Mgoodmanm was Jake Haynes (survived the revolution) CptCrunchie was Manley Mueller (survived the revolution) Rui55best was Theodore Hunam (survived the revolution)

The heads of staff were: Cookiepopo was Colten Moore (died) RandomDoge was Elizabeth Quinn (survived the revolution) Grigga was San Holo (died) Wizard1012 was Vinny Potter (body destroyed) Robotumus was Okeiri (body destroyed)

Apparantly, the HoS walked onto the cargo shuttle to grab a shipment of loyalty implants, which completely broke the code(??)

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