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burgerstation's Introduction

Welcome to Burgerstation.

Enjoy your stay.

Licensing

All code is licensed under CC BY-NC-SA 3.0 unless otherwise noted.

All other assets including sprites and sounds are licensed under CC BY-SA 3.0 unless otherwise noted.

rust_g.dll is licensed under MIT. See rust_g_license.txt for details and copyright information.

burgerstation's People

Contributors

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burgerstation's Issues

Drill Kit

AS of right now, if you have multiple drill kits in your inventory, using one will use the charges of all three at once

Fix Leaper Loot

No one likes Leaper Loot. Leaper appears to be too hard for what it gives.

Glucose unobtainable

No recipe, chem vendors don't have it.
Seen as it's needed for bicaridine, slightly crippling for manual bulk chemists, even if you can grind up pills.

Quickfire/Burstfire attatchments

After some testing with weapon attachments, i have found that both the quickfire and burstfire adapter does not actually do what it says it does. all it does is make the gun shoot less accurately while still being jsut as fast as it was. this was all tested on the NT Carabiner, L-HON, and the DMCA

Close inventory arrow

the arrow for closing the inventory keeps copying itself and showing up after closing an inventory and will continue forever

Nerf leaper again

still a extreme pain to fight, with the homing toxin fuckyou balls and the constant teleportation spam

please give the teleport a 2-3 second cooldown

please heavily reduce the lifetime or damage of the balls

Kinetic Accelerator

SO the KA projectiles will freeze after leaving the bounds of the map. they dont seem to have a point where they disappear and will jsut start to clog the map borders after awhile. also cave bats are a pain to hit ranged with them

Mesons

Mesons dont work. cant see tiles through walls
Also, mining bags and KAs nee to be added to the Mining vendor

Implants can remove lungs

Implant yourself once, works as intended. The second implant will cause you to drop a sideways lung sprite that isn't a real item, presumably the previous implant that is supposed to be deleted.

Clear area dungeon

Some dungeon on the first floor has CLEAR AREA tiles around it, radio does not work in it, and light is messed up on it as well I believe? Attempting to add an image I don't know how github works so might not work

image

Tiles

It looks like none of the tiles outside the station have proper sprites to them. leaving green FOREST tiles and orange LAVA tiles. saltwater is dark blue solid tile and sand is beige. stone and caves seem fine.

Bandolier click usage feels backwards

Bandoliers are currently CLICK for one shell, ALTCLICK for a handful of shells, this feels unintuitive and like it should be CLICK for handful, ALTCLICK for singular.

Turf descs

So, I was writing some descriptions for things, mostly walls since those are missing descriptions, and noticed that turfs all have their desc set to their full_icon_string, this overrides any desc that was set for the turf itself.

(For example, if you set the rock wall desc to "Rock Hard", the rock walls actually generated wouldn't have that as their desc, they would have something like "/turf/simulated/wall/rock_wall_fnfs")

I know the cause of the issue, it's caused by a line in the simulated turf smoothing code that sets desc to the turf's full_icon_string. (Line 221 in _simulated.dm) I was just wondering if this was intentional or not.

(Sorry if this is the wrong place to ask this it seems like it might be a bug and I didn't know where else to put it)

Contracts dont properly show their rewards.

Title. They're all at a static value.
reward = /obj/item/currency/gold{amount=10*5} does not show 50, it shows 500, some contracts show 750. Their reward doesn't match their description.

dye doesn't work

i cannot be Literally Max Payne without a black jacket, please fix

Click-lag

Be player fighting boss
be spamclicking
take damage and need to heal
can't heal because character is attacking
die attacking

Crafted wand inhands are offset

The inhands for the crafted wand are only correct when facing the direction of the hand its in, looking left while in the left hand, and when facing the right when in the right hand.

how do i use this

i do not know how to use this please send help im lost and i dont know where i am please im scared call my mom

Stand revamp | Stand bugs + lack of variety

(Stand AI is confirmed broken currently)

af578d5e56fb7c7ad1f34751cbe66984

additional glitch(s):

Visual glitch

image

image

Audio Glitch: When having a clown stand, not having the stand out will still play clown shoe noises

Stands are kinda shit right now

Stands need more variety and different abilities. I propose the following stand classes

Ranged Stands
Stands like Mista's sex pistols, where he can shoot bullets which can relocate to the target if it moves. This can be implemented by making it so that you need mana for each shot.

Remote controlled Stands
Stands like Narancia's Li'l Bomber can be controlled remotely, it tracks its targets via Breathing (CO2)
This can be implemented by making it that when you click on an enemy, the stand move towards the enemy and starts to fire/use its ability on it, but doing so will make the user more vulnerable to all damage types

Melee stands
Stands like Dio's The World is a melee focused stand with an ability to temporarily stop time. A way we can implement this is that when the user uses The World's ability, it uses all the User's mana to freeze their enemies and do 10 critical hits on each enemy

Also the base melee of every Humanoid stand should at least be three tiles, having a one tile influence is kinda bad, makes the stand user VERY VUNERABLE when moving towards someone with a gun

Additional note: Humanoid stands can deflect bullets most of the time

Mining bags

As of yet, the mining mags have yet to be put back in the mining vendor.

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