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citadel-station-13-rp's Introduction

Citadel Station 13 RP

Build Status Percentage of issues still open Average time to resolve an issue

forthebadge forthebadge forthebadge forinfinityandbyond

This is the codebase for the CitadelRP flavoured fork of SpaceStation 13.

Citadel Station 13 RP, also known as CitadelRP was originally a fork of VOREStation, which separated on 01/25/2019.

DOWNLOADING

Downloading

โ— How to compile :exclamation

On May 9, 2022 we have changed the way to compile the codebase.

The quick way. Find bin/server.cmd in this folder and double click it to automatically build and host the server on port 1337.

The long way. Find bin/build.cmd in this folder, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile. If it closes, it means it has finished its job. You can then setup the server normally by opening citadel.dmb in DreamDaemon.

Building CitadelRP in DreamMaker directly is now deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file.

How to compile in VSCode and other build options.

Contributors

Guides for Contributors

CitadelRP HackMD - Design Documents & Planning

SQL Setup

The SQL backend for the library and stats tracking requires a MariaDB server. Your server details go in /config/legacy/dbconfig.txt, and the SQL schema is in /SQL/tgstation_schema.sql. More detailed setup instructions arecoming soon, for now ask in our Discord.

todo: update this section

Static Files

The following folders are considered 'static folders' and should be added to TGS4's static files:

These are also the folders you are likely going to encounter while managing the server.

  • /config: server configuration
    • /legacy: legacy configuration data go in here
  • /data: server persistent data
    • /asset-cache - default location for caching of generated assets
    • /asset-root - default location for generated assets to be served in webroot mode
    • /logs: logs are dumped in here
    • /players: player data, like saves and characters get dumped in here
  • /tmp: server scratch space
    • /assets - for asset generation

You only need to make the top level folders (e.g. config, data) static folders in TGS4.

Subfolders are automatically included.

LICENSE

The code for Citadel-Station-13-RP is licensed under the GNU AGPL v3.

All code with a git authorship date after 1420675200 +0000 (2015/01/08 00:00) is assumed to be licensed under GNU AGPL v3.

All code with a git authorship date before 1420675200 +0000 (2015/01/08 00:00) are licensed under the GNU GPL v3. If you wish to license under GNU GPL v3 please make this clear in the commit message and any added files.

If you wish to develop and host this codebase in a closed source manner you may use all code prior to 1420675200 +0000 (2015/01/08 00:00), which is licensed under GNU GPL v3. The major change here is that if you host a server using any code licensed under GNU AGPL v3 you are required to provide full source code for your servers users as well including addons and modifications you have made.

See LICENSE, LICENSE-GPL3.txt and LICENSE-AGPL3.txt for more details.

The TGS DMAPI API is licensed as a subproject under the MIT license.

See the footer of code/__DEFINES/tgs.dm and code/modules/tgs/LICENSE for the MIT license.

All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.

citadel-station-13-rp's People

Contributors

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citadel-station-13-rp's Issues

Proteans and large embedded objects

Brief description of the issue

Proteans when hit by large objects (like a mining drill) that embed themselves, and have the object removed, may heal but suffer reduced move speed like organic species.

What you expected to happen

-yank out object
-blobform
-Protean should be back to fine

What actually happened

-Yank out object
-Start gasping for breath
-paincrit in blob form
-Reform but be only able to move extremely slowly.

Steps to reproduce

  • Throw a large object at someone Protean
  • Yank out object once it gets stuck inside them.
  • Profit!

Code Revision

  • 2019-04-03
    9094314542b0dac909bb3d94124a8db45cf1822c

Anything else you may wish to add:

  • May also be related, Protean always displays low pressure issue even when they are immune.

Teshari Service Undercoat and Cloak issue.

Brief description of the issue: The Teshari service undercoat has no icon when equipped to the character, despite having an icon when placed on the ground or in my dufflebag, i'm also noticing that while I have the service cloak selected in loadout, it spawned a blank, unclickable item in my dufflebag rather then the cloak.

Mapping Error

Brief description of the issue

After firing up the Tesla I noticed Security on Asteroid 3 was not getting power, so I went to investigate and found that the power cable in Cargo Emergency Closet was not hooked up properly and had to re-wire it.

What you expected to happen

That the power cable would actually be hooked up.

What actually happened

Had to re-wire it.

Steps to reproduce

  • Power Station
  • Notice Security is not getting power
  • Look in Cargo Emergency Closet

Code Revision

  • Server revision: - 2018-06-13
    10322db71313c802fbbaca749d19228eab1ccd19

Anything else you may wish to add:

  • Cargo Emergency Closest on Asteroid Level 3
    ss13snafu

Veggie Momo invisible

Upon preparing the meal Veggie Momo, the finished product is invisible

Correct or ad icon/sprite

  • (Step 1) Add ingredients to microwave
  • (Step 2) cook
  • finished product invisible

Code Revision

Server revision: - 2019-10-08
8e814f9eff08255cafb656f7f39193e03b7805f0

Constructed Airlocks don't have wires.

Brief description of the issue

When you make an airlock (Only tried standard) and then tried to get to the wires, (screwdriver then multitool or wirecutters) the tab for wires just dosen't show up.

What you expected to happen

To be able to see the list of wires, and cut, pulse, or attatch signallers.

What actually happened

Nothing.

Steps to reproduce

  • (Step 1) Create a standard airlock from scratch.
  • (Step 2) Attempt to modify the wires.
  • (Step 3) Cry

Code Revision

8c1f4fee60e97b406da26839d0326d5ef3930e1c

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

Xenobio- slimes only attack monkies forever and don't feed.

Brief description of the issue

Give a monkey to a slime to have it feed and it will simply attack it till the end of time, untill literally the body begins to gib

What you expected to happen

The slime to attack the monkey untill it falls down, and then glomp it. Eventually- the slime will grow.

What actually happened

The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!
The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!
The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!
The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!
The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!
The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!
Unknown's right foot flies off in an arc!
You hear a loud cracking sound coming from Unknown.
The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!
The grey baby slime (803) has attacked Unknown!
The grey baby slime (574) has attacked Unknown!

Steps to reproduce

  • (Step 1) Make monkey.
  • (Step 2) Give monkey to slime
  • (Step 3) Slime attac.
  • (Step 4) Slime attack it.
  • (Step 5) It attacks...
  • (Step 6) ....
  • (Step 7) It still attac.
  • (Step ... ?) Ugh.

Code Revision

  • ef492b9a8c5fe067ddcd49ddc9fbb6a50a750b9a

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

https://puu.sh/Bvvux/5fec7a1780.jpg Gibbed monkey.

Sillicate on windows causes the sprite to disappear completely

Brief description of the issue

Applying the reinforcement sillicate onto windows causes them to vanish. It's funny.

What you expected to happen

The sprite would update to the reinforced glass window.

What actually happened

The sprite disappeared. Turf remains, but the icon vanishes.

Steps to reproduce

  • (Step 1)
    Create sillicate
  • (Step 2)
    Spray sillicate onto a window
  • (Result)
    An iconless window.

Code Revision

Server revision: - 2018-10-28
b6ca0c9cf7bc6fbe420ddd75bbda841a77580df7

Anything else you may wish to add:

https://puu.sh/BSvPM/b9b1fe731e.png

[Endeavor] General Feedback

Brief description of the issue

Fuck the rest of the formatting for this one. So two issues I noticed, not related to bugs, are the engineering layout and the bar. With engineering it just looks...really bad with how it's smushed right up against the elevator the way it is, and the engine area looks rather cluttered for my tastes. Plus if that thing goes nuclear, the elevator is GONE with how close it is to the shaft. With the bar, it's not really my complaint so much as something everybody else wouldn't shut up about, but it's "too small" apparently. God forbid people find other places to AFK in besides the bar, right?

Oh, right. As for positive feedback: the layout of the whole map's piss easy to navigate (unlike the tether, which confused me for multiple shifts when i first saw it) and I'm enjoying a return to more...traditional layouts for departments. Traditional being "closer to the usual ss13 maps instead of tether snowflake nonsense". It feels familiar and cozy. Plus hey, 5 condensed z-levels vs. fucking seven huge ones like the tether is great.

Found this ladder in Research maint. Looks kinda...janky. https://gyazo.com/cf473c684ac261983ae4eb9f40670bea

The VR area sends this message EVERY time you step onto the green tiles, gets a bit spammy. No idea if that's fixable. https://gyazo.com/d8a8c262c5227502b3998629ed1893bd

As a final note: some signs around to point people TO the stairs and/or elevator would greatly help navigation.

All in all, 7/10. Fix the listed stuff for it to go up to a 8/10 :)

The serious issue with wheelchairs and borgs

Brief description of the issue

Oh god where to start.
Borgs riding wheelchairs basically able to outrun people on the highest stats for speed via vore custom species traits. Vtech module is completely redundant.
Borgs can fall from a Z level to the one below without any stuns or damage.
Borgs can go through people for some bizarre reason. Regardless of intent, the borg on the wheel chair will just phase through mobs of any type.

What you expected to happen

Borgs falling down the stairs going mach speed for doing wheelchair memes.
Borgs crushing the wheelchair when falling from another z-level
Borgs not being able to phase through carbons and just go full on collision with everyone harder than the titanic.
Everything a wheelchair is supposed to do.

What actually happened

Borgs ignore physics and telling Isaac Newton and Stephen hawking to go fuck themselves.
The pinnacle of grey tide innovation

Steps to reproduce

  • (Step 1) Acquire a wheelchair as borg
  • (Step 2) Fall from any higher z level to never be stunned.
  • (Step 3) Speed through people and just be the worst thing in existence.
  • (Step 4) Gotta go fast.DMI

Code Revision

2018-10-28
b6ca0c9cf7bc6fbe420ddd75bbda841a77580df7

Anything else you may wish to add:

No

Entertainment Monitor Cameras

Brief description of the issue

Entertainment Monitors list the NCS Northern Star News Feed as a potential choice.

What you expected to happen

Seeing as this is not the Northern Star, be a different name or removed.

Code Revision

  • (Found using the "Show Server Revision" verb under the OOC tab.)
    Server revision: - 2019-06-05
    0f50bab1a8e4efceb8f7385597264c145a6d9151

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)
    image

APC frame deconstruction multiplies metal sheets

Brief description of the issue

Deconstructing APC frames gives more metal than it costs to make one

What you expected to happen

I decon an APC frame with a wrench and get back the two sheets I just wasted. Simple enough.

What actually happened

I didn't get two sheets - I got five.

Steps to reproduce

  • Make an APC frame
  • Deconstruct it
  • Watch the multiplying metal

Code Revision

  • Server revision: - 2018-08-21
    9aa59ef32eb5a18cc670c45e3ba3d95247f3b611

Anything else you may wish to add:

  • This is fucking silly

Sprite issue related to dragon tail and poncho

Brief description of the issue

The dragon tail under the vore tab in character creation shows through the poncho, despite the poncho being in front of it.

What you expected to happen

Poncho to cover tail shown between legs when viewing from the front

What actually happened

When viewing front of sprite you can see the tail through the poncho

Steps to reproduce

Use dragon tail as customization on vore tab
Use poncho on loadout

Code Revision

0a189184aa6ba4d979e0c7a7059696681e1139c4

Anything else you may wish to add:

https://gyazo.com/fda7ec020bb384f84685b187efd5d9a8
Tail was colored green for visibility
https://gyazo.com/c79dd3b8617c714183ca5e02fe9b6f85
What the poncho should look like

[ENDEAVOR] Atmospherics Issues

Found three issues immediately in atmospherics:
Atmos_Cyan
The cyan pipe here (the Air-to-Supply pipe) is unnecessarily long. It goes off screen, then hooks back around on itself to go back a quarter of the way.
This pipe is also going to be highly pressurized the whole shift, making it nothing but a nuisance to anyone trying to modify pipes in the area.
There's even a dead pipe leading nowhere in the bottom left of the room, that would serve the same purpose as this pipe, with only a fraction of the distance covered.

Atmos_Portables
These are in the way of the hallway. Considering the amount of empty tiles there are on this map, it shouldn't be too hard to cut these six into the wall so that they're not in the way of people trying to walk past each other in a central hallway.

Atmos_Canisters
These canisters need to be contained, either in a separate room or glass windoors. As it stands, when these break (and they will break regularly) there's a good chance it could kill someone stood in the room.
(This same issue applies in Xenobotany. These are the two highest concentrations of canisters on the ship, and they all need isolating from the workspaces they're stored in.)

You cannot hit people with foam weapons

Brief description of the issue

You cannot actually hit people with foam weapons, merely swipe them over the floor

What you expected to happen

Being able to have a foam sword duel

What actually happened

disappointment.

Steps to reproduce

find foam weapon, attempt to attack, get no reaction.

Code Revision

  • (Found using the "Show Server Revision" verb under the OOC tab.)
    Server revision: - 2019-07-02
    69b7a2e2217c4070403fc8990859654be37235a3

Cannot deconstruct xenobotany equipment; creates frames instead.

Attempting to deconstruct (screwdriver > crowbar) the bioballistic delivery system or lysis-isolation centrifuge will instead simply spawn an empty frame, without removing the original object. This presumably also shits out runtimes, but I haven't been able to check that yet.

They are also unwrenchable, meaning that they cannot be moved around the lab if needed. Combined with the inability to move the smartfridge, this means that it is impossible to get an optimal setup for the lab without asking an admin or editing the map files.

2019-02-14, Code rev 532dbd2f57b6bcfe183f5995c494229d0f7bdc84

Handheld Translator doesn't translate right

Brief description of the issue

The translator doesn't seem to actually give the player holding it a translated message.

What you expected to happen

It translates the Unathi language like it's meant to while I'm holding it, or at least if I examine it right as it does its thing.

What actually happened

The sprite showed text on it... But it didn't actually translate.

Steps to reproduce

  • Get a handheld translator
  • Get someone to talk some foreign language
  • Cry as the brick's fuckin' useless

Code Revision

Server revision: - 2018-09-10
ef492b9a8c5fe067ddcd49ddc9fbb6a50a750b9a

Anything else you may wish to add:

  • Translator was printed from RnD.

Player-controlled corgis can't *bark

RP as Corgi, tried to bark, can't bark

*bark

nothing

Steps to reproduce

  • ahelp can I be a corgi plz
  • *bark

Code Revision

Server revision: - 2019-08-08
012c5ef6d17d6cb79b3daa735b670248cc8ff762

"Alurane Body" looks slightly incorrect when facing left.

noticing a sprite oddity
With how the "Alurane Body" is at the moment, a character's chest sticks outside of their clothing.

It also feels like there might be some layering issues. If "Alurane Body" is used first, then "Catwoman Chest Stripes", part of the stripes on the left when facing forward are obscured. I'm noticing some missing parts of the sprite when using "Fingerless socks" as well...

...or that might be part of a Vasilissan's legs for some reason being in front of all other layers.

Cannot finish air alarms

Brief description of the issue

It is impossible to finish air alarms after the stage of applying the frame to the wall

What you expected to happen

BE able to add wires/board to the air alarm

What actually happened

Nothing. Most likely a runtime.

Steps to reproduce

Use metal to create frame.
Grab frame, and make Air alarm on wall
Try to add the board/wires

Code Revision

  • 2019-06-02-8c1f4fee60e97b406da26839d0326d5ef3930e1c

Anything else you may wish to add:

  • May be the same for all other frames applied to the walls.

Clutch purse has no icon

Brief description of the issue

The clutch purse (item/obj/weapon/storage/briefcase/clutch) available in the loadout has no icon.

What you expected to happen

For it to.

What actually happened

No.

[ENDEAVOR] Head Offices: Unnessicary Seperators, Security Issues

Skipping the template because this is map feedback, and things like "What I expect to happen" aren't relevant.

Four of the Six head offices have these unnecessary desk window separators in them. They serve no real purpose, as anyone allowed into one of these offices is usually trusted enough to not start fucking around with shit behind the desk.
(It also distracts from the respect a head is supposed to command, if they first have to retreat behind a cage to speak to their employees.)

I'm omitting a screenshot of the CE office, since it appears vaguely sensible in split deign, with nothing particularly valuable on the "employees side" of the prison cell design.

CMO's Office:
End_CMO
The closet is on the wrong side of the separation, defeating the point of having the separation.

RD's Office:
End_RD
The table on the north side has an AI core chip and a Teleporter control chip on it. The photocopier and papershredder being on the other side of the glass mean you would have to cross the separator to perform paperwork duties.
So, absolutely no reason for this separator to be here either.
The RD also doesn't get a fax machine.

Now we come to the meat of this issue. The CD's office:
End_CD
At least everything valuable is on the correct side of the separator this time.
...Except for everything upstairs, that is. The real issue with that is that, being up the stairs means it's possible to barricade yourself in, or even attack from above.

So, in conclusion to the separators: They're not serving their purpose, they're just in the way.
They would also seem to suggest that they're supposed to be used in conjunction with office door controls, but no such office door control buttons exist in any of the offices.

Moving on to security issues with head/command/bridge area:
All offices are exposed either to maintenance or a public hallway, and in all cases have only one wall thickness and the CD's office even has a doorway facing a public hallway.
The poor HoP's office doesn't even get reinforced walls.

The deck 2 bridge entrance doesn't have an APC and starts depowered.
The bridge can be broken into from maint, requiring only that the front window be smashed.
There are two CMO stations on the bridge, both with identical computers.

PS: The CD's office has two sets of stairs on one tile.
End_Stairs

Edit: Would have been sensible to spell check BEFORE posting.

[ENDEAVOR] Virology Machine Missing

Simple issue: Virology is missing the centrifuge/antibody machine, without it the lab is useless.

Screenshot:
End_Viro
As screenshot shows: Virology only has an analyser, incubator and isolator, making it impossible to create virus dish samples, or antibody vials.
Also, for some reason there are two refrigerators?
(The one on the left appears to be the correct one for the department.)

fultoning dense stuff (maybe?) tends to get Fucky

Brief description of the issue

Fultoning things that aren't people sends the aforementioned thing to the Shadow Realm (read: drops it in nullspace (0,0,0) I guess?)

What you expected to happen

Stuff I fulton'd to not be dropped in nullspace, requiring admin intervention to retrieve it.

What actually happened

Stuff I fulton'd was dropped in nullspace.

Steps to reproduce

  • Fulton a thing that isn't a mob (i.e. not you).
  • Wait for it to return.
  • Realize that it's trapped in nullspace.

Code Revision

2019-09-26 - 1421b1b89d8ec70823b09d13d2a1123e3bc6d7a3 - clientside security patch testmerged

Anything else you may wish to add:

I'm pretty sure it's tied into #1304 somehow. Maybe it's putting the stuff into crates?

Food duplication via microwave

Brief description of the issue

Microwaves can have food duplicated

What you expected to happen

The microwave should of gave me a message that "the microwave is already turned on"

What actually happened

I kept turning it on even though it was already on making multiple of the same food.

Steps to reproduce

  • Put ingredients into microwave
  • Hold Alt and click on the microwave to turn it on
  • while holding Alt keep clicking the microwave

Code Revision

Anything else you may wish to add:

  • nothing else needed to say.

Wormhole futon recovery packs broken on certain objects

Brief description of the issue

Wormhole futon recovery of certain objects fails silently.

What you expected to happen

Attaching an object makes it spawn around the area of the futon beacon

What actually happened

Mining drill clamps and heads will fail silently and not show up. Ore boxes will sometime show up.

Steps to reproduce

  • Place a futon beacon corner on two sides by a wall.
  • Leave and go to a non station Z-level
  • Futon items to said beacon.

Code Revision

Server revision: - 2019-04-22
cf08f34e39637878628823be173ec8a1b2499116

Anything else you may wish to add:

  • I think it might be a underdark issue.

military hardsuit helmet BIG invis

Brief description of the issue

military hardsuit helmet is invisible when deployed on humans

What you expected to happen

the helmet to exist

What actually happened

i was bald but my head was covered

Steps to reproduce

  • (Step 1) equip military hardsuit
  • (Step 2) deploy hardsuit
  • (Step 3) realize your head commit no exist

Code Revision

  • (Found using the "Show Server Revision" verb under the OOC tab.)
    i forgot

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)
    image
    image
    helmeted

image
image
unhelmeted

Science southern airlock to planet lets anyone inside

Brief description of the issue

As a miner, I was able to get into the first floor of science without any issues.

What you expected to happen

I expected to get into the station.

What actually happened

I got into science instead.

Steps to reproduce

  • (Step 1) Be a miner
  • (Step 2) User the airlock on planet from outside science to get inside.
  • (and so on)

Code Revision

  • (Found using the "Show Server Revision" verb under the OOC tab.)

Server revision: - 2019-09-10
24c260566301df685d776ea07724406ef2682595

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

Left arm from bioprinter has a blank icon

Brief description of the issue

The left arm, as printed from a bioprinter, has a blank icon. If you put it in your pack you can never take it out again.

What you expected to happen

It to have an icon

What actually happened

It didn't have an icon, was not interactable once stored in inventory

Steps to reproduce

  • (Step 1) print a left arm at the bioprinter
  • (Step 2) put it in your pack
  • (and so on) regret

Code Revision

  • (Found using the "Show Server Revision" verb under the OOC tab.)

Server revision: - 2019-07-02

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

Akula can't speak Common Skrellian

Brief description of the issue

For a long time, I've played as a akula nurse character where then the lore (As I know it) was that Akula were a race genetically modified by the Skrell, and were thus able to speak their language.
For a long time I've been able to speak Common Skrellian as this character, but untill recently- I'm unable to.
"Check Known Languages" in the IC tab states clearly that I cannot speak common skrellian, though nothing prevents me from understanding other people speaking it.

What you expected to happen

Me-> Ziah Qubassi warbles, "Hello Qaiu!"
Other-> Qaiu warbles, "Hello Ziah!

What actually happened

Me-> Ziah Qubassi says, ",k Hello Qaiu!"
Other-> Qaiu warbles, "Hello Ziah!"

Steps to reproduce

-(Step 1) Be akula
-(Step 2) Have Common Skrellian as a known language at roundstart
-(Step 3) Try to speak skrellian
-(Step 4) Greytider Akula says, ",k I'm trying to speak skrellian but can't!"

Code Revision

ef492b9 (This link actually 404's! I'll try and update it when the server can find its own reversion.)

Anything else you may wish to add:

It's my understanding that something in the Polaris upstream got synced that prevented certain races from speaking certain languages such as encoded audio language- intended only for IPCs or synthetics. Apparently this also stretches to Akula being unable to speak Skrellian, which breaks our lore. (as I understand it. At the very least, breaks my character.)

Oddly, VOREstation's VOREStation/VOREStation@6831216 (Their server reversion) doesn't have this issue anymore. If we get the correct things in the upstream, this issue could fix itself.

[ENDEAVOR] VR Janibots break when you get on

Boarding the janiborgs make them disappear and become unsable.

What you expected to happen: to be able to board the pussy wagon without it being thanos snapped into dust

What actually happened: It go poof

Steps to reproduce

  • Go into VR
  • Load up the Yacht SIM
  • Go to the janitor closet
    -Get on the janicart
    -Watch as it poofs from under you

2019-08-28

afc8950b0a6602ae2b07464f760659947eb8f70f

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

Continuous Integration Bug

Brief description of the issue

The command "python tools/TagMatcher/tag-matcher.py ../.." exited with 1.
This has been happening to a bunch of PRs lately, so I think there's an error with the CI for the repository.

What you expected to happen

Tests pass.

What actually happened

Tests failed.

Steps to reproduce

  • Open a PR with literally any code.
  • Wait a few minutes
  • Get a big stamp of disapproval from Travis.

Anything else you may wish to add:

Occurs in at least 3 different PRs that would otherwise be fine:
https://travis-ci.org/Citadel-Station-13/Citadel-Station-13-RP/jobs/429694619
https://travis-ci.org/Citadel-Station-13/Citadel-Station-13-RP/jobs/429694703
https://travis-ci.org/Citadel-Station-13/Citadel-Station-13-RP/jobs/431894708

[ENDEAVOR] Rant and critiques about the new map.

Alright, this is going to be a mixture of opinions and objective feedback on the new map being demo'd as I write this. I would consider myself an experience mapper, though I don't work particularly on this codebase. I'm responsible for Engineering and Security on the Tether for those that don't know my involvement.

Overview

  • SS13 does not cater well to organic designs, i.e. curves, which the Endeavor seems to have a lot of. The general egg-shaped exterior makes it difficult if not impossible to efficiently utilize space effectively which leads to my next issue with the general flow of the map. You can achieve curvature on a larger scale with greebles. See the 3rd bullet point.
  • The "Shape then fill" methodology this map took creates a lot of issues regarding the use or rather the misuse of space. I can tell the creator thought of a general shape, mapped that out, then filled the interior and did not compromise on the exterior in the slightest to make the departments function the best they can. There is a lot of wasted space across the staggering five Z levels. The Southern Cross used a shape and stuck with it but the mappers were willing to compromise the exterior shape to accommodate the department's needs and this would work to the advantage of the department. Medical now has windows to space in their patient rooms and engineering has direct exterior access. These are things that are much harder to accomplish when you don't compromise on the set shape.
  • There is very little verticality incorporated into the map's design despite it being five Z levels. What I mean by this is that Z transitions in departments feel like afterthoughts to cram in that last bit of space required for a minimally functional department.
  • Diagonal R-walls are the same thing as double R-walls and this hurts me on a spiritual level.
    image
  • While the vertical hallway design is functional from mindset of getting from A to B quickly it is very prone to causing station-wide blockages. There are few hard atmos blockages though being so far into a practically underground station makes this a very minor issue.
  • The main hallways feel souless with no distinct characteristics between the Z levels. While visually unappealing it is also disorientating until you recognize "Oh, that door there means I'm on Z4, not Z5." Personally I separate parallel hallways between Z levels by 2 or 3 tiles and add turns to switch sides of the hallway below/above when needed. I feel this technique keeps the advantages of close-by hallways while also adding more options to make hallways unique. Alternatively you can add outcroppings full of seating, vendors, and other minor things to have things stand out just a touch more.
  • The mix of quarter-tile floor markings and the modular type used in the Tether is not very visually appealing. It looks like you're walking between two.
  • Please use the proper directional sprites for corners of the modular floor tiles. This just looks bad:
    image
  • This sort of ties in with the above bullet but there are not enough windows.
  • All airlocks are absolutely and unnecessarily massive. I suspect cycling is painfully slow because of this. A 3x2 airlock is usually all that's needed depending on its main function. A simple exterior access airlock or docking clamp only needs a 1x1 space and a vent inside because you're realistically only going to be briefly walking through it with no equipment in tow.
  • The elevator is larger than a dorm room or a head of staff's office. This doesn't need to be the case and isn't so much of an issue as it is a pet-peeve.
  • Adding breaks in long windows such as the bridge or security briefing is a very easy way to add visual appeal. Walking by the pillars between the window will give the player a bit more visual stimulation. You might not think it's much but it goes a long way.
  • Inline stairwells with such a small gap between them is bound to cause issues. Some clients (Probably all but I haven't confirmed) have a frame or two that's skipped when transitioning via stairs. Them being so close means it's pretty easy to accidently walk up 2 or 3 more Z levels than you wanted.

Now onto departments.

Engineering.

  • Double blast doors are unnecessary. It would be easier to just increase the rad resistance of blast doors than to explain with engineering has this weird trapezoidal shutter system.
  • While I have not tested this recently, a SMES being ejected can only be thrown over so many tiles before it stops dead. I believe it was five tiles before it stops being thrown and I doubt anyone's messed with the code to make it go farther. The reinforced floors outside the chamber probably need to go. Please test this in your next revision if you intend on keeping this map.
  • Atmos is a warehouse as it should be but it's incredibly barebones. Pipes are not colored correctly and there are a few cardinal sins for user-friendly atmos design aside from the coloring. Pipes shouldn't go under machinery and R-walls unless absolutely necessary not only because it's a pain in the ass to replace those pipes (for R-walls anyway) but it obstructs the player's vision when they're reading the layout.
  • Atmos' canisters have no doors or windoors protecting the rest of atmos from them if they pop. I think you took inspiration from the Tether's toxins lab with the conveyors below them but this really isn't necessary and is a bit annoying.
  • CE's office and EVA should be swapped in position. This would allow the CE's office to have lobby access and have EVA hook up directly to Atmos and the workshop. Unify the two EVA storages as well, there's no point in keeping the suits separated.
  • The scrubber and pump filling stations are out in the hallway but could be recessed into it and given windows to atmos to break up the monotony When you move them, be sure to think ahead on how an engineer might expand them since this is a very common practice on servers that actually have engineering issues.

Security

  • It is laughably easy to escape the brig. At any moment you are either one door away from a yakety-sax until the lobby doors open if they're not already (They will be as officers rush in to try to taze the perp's ass) or a public-facing R-wall. Although to the map's credit those walls are right next to the elevator and cargo foyer so it's at least in the public's vision most of the time.
  • There is no visitation. While without mechanical function it serves as a way to easily transport items between outsiders and inmates and allows for RP.
  • Solitary has no sleepers in it, nor does the brig itself. Sec's going to have a pileup of SSD on a bad day.
  • 3x hallways in departments are plain-and-simple not necessary. You could gain a lot of useful space by shaving off one tile from every hallway.
  • You could shave off some of security's lankiness by condensing the briefing room to be more reasonable. I adore the little office rooms, though, and I'm going to steal that in a heartbeat.
  • The open space above the brig beside the head of security's offices aren't significant enough to serve any purpose and just makes it easier for people with wings to escape.
  • The forensics lab hallway and surrounding maintenance just don't need to be there. I don't believe it adds anything and takes up a lot of space you could be using more effectively.
  • It's a walk to get anywhere in sec, especially from the forensics lab to evidence storage.

Medical

  • I'd tell you what I think about medical but I don't know where to find it. Medical is so far away from everything in terms of walking distance. For a 5Z station it should be as central as possible.
  • The distance from surgery to the AMS (Advanced Medical Scanner) is huge.
  • Likewise the distance between resleeving and the morgue is a lot. You'll end up dragging dead/SSD bodies in sight of the public lobby which is a bit of a pain for the doctors just trying to do their job.
    -The virology shuttle is cute but personally I think it should use one of the [material]_hull style walls to differentiate it from the station and prevent sprite merging. By no means is this necessary.
  • Psych is the perfect size for an Oxycontin party but a little large for an RP room. It's also lacking grilles in the windows.
  • The break room is pretty sad. Usually the medical break room is pretty posh comparatively.
  • Medical's missing the aux storage room that normally houses medical hardware like extra IVs, wheelchairs, and a syringe gun.
  • The CMO's office looks like a parole officer's office with those reinforced windows. Just a gripe.
  • The Rescue Suit is just.. sitting out in the open on a table right next to the lobby. There's already an existing EMT bay for it.
  • The EMT bay really doesn't need R-walls.

Research

  • Again, 3x hallways are not necessary inside departments. It's wasted space.
  • Xenobotany's really lacking in trays. You could expand it out to the edge of space by having that maint tunnel dip down a Z level and then go back up later on in maint. This would also fix the dead end that maint tunnel has.
  • Putting mining right next to research was honestly a great idea. You could add a simple conveyor or disposal pipe to put those diamonds straight into the hands of the scientists, though. Could free up a touch of space for mining to use.

Cargo

  • My only complaint with cargo itself is that it's a big bland and large.
  • Mining not being next to cargo is usually a bad movie but since mining's right next to research I guess it's not so much of a big deal.

Civilian

  • The chapel's mosaic floor decals are meant to be used on tiled floors, speaking of, the dark floor tiles in the chapel is a classic look.
  • Additionally the more I look at the misaligned door the more I can feel my blood vessels expanding.
  • The kitchen, bar, and botany are very nicely designed. If you have nothing else to look at for inspiration, this is what you should try to emulate for the other departments. There does need to be a meat hook to properly cut up some creatures, though.
  • The library's.. somehow feeling very crampt and oversized at the same time. There is a massive hallway beside it but there are only four shelves in the library main room.
  • The """"study"""" rooms having a lock is pointless if any yahoo can peak in on your yahoo from maint. Either move the study rooms to the edge of space or give them tint control. Or both.
  • The Maltese Falcon shouldn't be mapped in fully functional. There don't need to be 3 bars on an oversized station. I like the vibe it gives as a sort of brothel but organizing something like that should be on the players. This space is now always a bar and never going to be what an engineer or maint diver wants it to be.
  • I love the exercise and relaxation center sort of vibe you're giving with the pool area but I do have a gripe as an engineer main that the sauna room exists. Things that the engineers are able to build and have people actually participate in is already in short supply. This is a personal gripe, however. I'm not sure if other engineers feel the same way.

$$$$ Command.

  • The bridge has a really stellar design but does need a bit of refinement. It's massive in that central area.
  • The bridge meeting room/overlook should just go straight to space. The windows aren't electrocuted either.
  • The captain's quarter's are lavish but feel extremely hostile to the person entering. On top of that it's one door or one R-wall from being breached.
  • The NT breacher suit in EVA should be in a more secure location. It has considerable armor values.
  • The AI's core is only one R-wall away from the vagrants that inhabit the station. I couldn't imagine living in these sort of conditions.
  • This is just overkill..
    image
  • Tcoms being the size of Atmos is a trend that should have died the moment it was nessisary to put with the station and not on its own Z level. Tcoms being huge on the Tether is a result of it being copied and pasted from The Northern Star's map which was copied and pasted from Baystation 2014's Box station which was only massive because it had room to spare.
  • There is no way in hell Command needs their own VIP lounge. It's just begging to form elitist cliques which needless to say is something no one wants.

Exploration

  • That shuttle is dummy thicc, the clap of its propulsion is going to alert all the simple mobs in the Z level. Seriously though it needs to be slimmed down.
  • May god have mercy on your soul. At least engineers don't ever have to deal with double shuttle walls.
    image

Edit: Reorganized a bit of text to make some bullet points flow better in case someone comes back to this for design advice or something.
Edit 2, this time it's personal: Removed some lines per Killian's comment.

[ENDEAVOUR] Decks by the Numbers

I'm just going to look through this in DreamMaker and throw out thoughts as I go!

DECK ONE

  • As some have mentioned, the Viro Shuttle walls need to be a different type.
  • Both port and starboard fore sections of this deck have a lot of dummy maintenance that could be repurposed into useful space for Medical and Science alike.
  • Science has this really awkward 3-wide corridor running through most of it. Cut that down to 2-wide like most of Medical to get some space back.
  • Ditto, axe the shuttle corridor down to 2-wide. The airlock will be able to cycle faster with less tiles to work (not that it should ever need to cycle, strictly speaking).
  • RD's office window setup is goofy as fuck, as FFS mentioned.
  • Someone went absolutely ham placing trash piles around tcomms (aft port maint). A few of these could probably stand to be axed or moved into other areas.
  • Speaking of tcomms, as others have mentioned it's not very well protected and may need some tweaking.

DECK TWO

  • I'm not really qualified to speak on Engineering or Atmos, so I won't.
  • Remember what I said about dummy maint space on Deck 1? The Break Room and Patient Rooms for Medical can be dropped down if that space is rearranged, instead of being this weird little isolated space on a lonely side-staircase.
  • The Command Bar seems like a cute idea on paper but as others have suggested elsewhere I think it's a bad idea long term. Command should by all means have a quiet breakroom/conference room, but a whole bar? Nah.
  • Instead, consider replacing it with an armored vault. This map lacks one, and it's a possible target for antags and events down the line - heists, etc.

DECK THREE

  • Oof, that double-window, non-electrified bridge "meeting room". If need be just make the whole thing out of a custom polarizable reinforced window.
  • The space outside the meeting room is considered the "Bridge Hallway", whereas the unpowered 'bubble' is considered the Bridge itself. Flip these!
  • Lots of dummy maint up here too.
  • As others have noted, the NT Breacher needs to be in a more secure location if it's to continue existing.

DECK FOUR

  • I've said it a dozen times and I'll say it a dozen more: the Explo shuttle is a turgid abomination. I intend to experiment with alternate designs with new layouts when I have some free time/energy.
  • Aside from that Exploration ain't too bad! It's well-equipped but not overly so. I think my only real 'issue' is that it seems kind of weird that exploration meeting looks out immediately over a solar array.
  • Tether has the PF's office between prep and meeting so you can easily keep an eye on both of them. I'd suggest considering doing this here too. Make Prep where Meeting is, PF's Office over Prep, and Meeting over PF's Office. This also means the Meeting Room can look straight out into space without the solars in the way.
  • There's an absolutely egregious amount of dummy maint space on portside fore of cargo.
  • The PF's office doesn't need a GPS on top of the locker; it's a default locker item now.

DECK FIVE

  • Like Med/Sci, Sec has this awful three-tile-wide corridor. Cut it down and reclaim some space!
  • The Construction Site is a thing, I guess? Give it some windows to the outside at the very least.
  • Fucking christ there's a three-deep block of rwalls fore of Sec's firing range. What are they being given that can potentially punch through that much? Literally nothing. It's a practice range, they should be using practice lasers and blank/practice ballistic rounds. Cut this down to doublewide max.
  • I realize the CE and RD get their own hardsuits, but giving the HoS their own is asking for someone to wear it ready-but-undeployed 24/7, especially if antag/event rounds become more common. I suggest replacing this with the proto-suit ASAP. That said, I do like the idea that it has a few extra modules just for the HoS. Maybe keep those in one of the lockers.

GENERAL

  • Excessive amounts of triple-wide corridors. Many of these could easily be knocked down to double-wide to reclaim space without significantly limiting mobility or accessibility. The triple-wide central corridor makes sense, but elsewhere not so much.
  • The CE's office is the only place with a fireaxe cabinet. Tether has one in the EMT Bay, one in Atmos, and one on the Bridge.
  • The Elevator is much Fatter than it needs to be and could probably be cut down to more reasonable proportions as a double-elevator. I suggest two 3x2s with the inner divider and outer walls made of glass. The free 2x5 aft of the elevator on each deck can be repurposed into corridor, maintenance, or etc. space as desired (alternately it could be some kind of special/cargo elevator that skips Deck 2).
  • The use of metal foam as literal filler is a cute but inconsistent touch. I'd honestly suggest filling the outermost 'ring' of maint tunnels with it entirely for consistency. Then there won't seem like there's so much wasted maint space, I think.

In Summary
The map seems to suffer from a lot of excessive maint-padding and wasted space, and the maint space that isn't pure padding is very bland - there are no 'scene rooms' like Tether's secret fight club/hidden cybernetics lab/etc. and very few quiet repurposeable areas like the Abandoned Locker Room or Surf2 Bar Maint, which some people might appreciate. Be sure to use fake walls to make "inaccessible" areas.

Basically, have some defined 'rooms' within Maint that can easily be repurposed.

That's all for now! I might add more ingame experience based feedback on here later if I can actually be around for full playtests.

[ENDEAVOR] Outpost missing doors

Doors in some areas of the outpost found via the mining shuttle are missing,

Dorms, Bathrooms for sure, haven't seen all rooms.

Assumedly some appliances are missing as well. The diner there only have utensils but no appliances or food supplies. One would assume it would come with at the least a microwave but, I am not the map maker.

Service Hound (Blackhound) Riding

Brief description of the issue

Blackhound's (Sub-Module of ServiceHounds) Can't be ridden by organic crewmembers, like other cyborgs.

What you expected to happen

To be able to place people on my back, using the right click option.

What actually happened

There is no option, like with the other modules.

Steps to reproduce

  • (Step 1) Join the server as a cyborg.
  • (Step 2) Pick the service module and pick the Blackhound skin.
  • (Step 3) Right click any organic humanoid, and notice that there is no robot mount/dismount option.
  • (and so on)

Code Revision

  • (Found using the "Show Server Revision" verb under the OOC tab.)
    Server revision: - 2019-03-17
    b909fa0fe5577d3745d8d06fbadd0ce0517407ed

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

v2 aerostat has doubled airlocks

Brief description of the issue

Airlocks are doubled up on the aerostat. Guessing it might be related to #1519, much like how runtime maploading tends to get goofy.

What you expected to happen

Single airlocks on V2's aerostat. As it has been. Historically.

What actually happened

Double-spawned airlocks. Very weird.

Steps to reproduce

  • literally just go to v2 bruh

Code Revision

Server revision: - 2019-10-21
0bc43babc7f1991b6059e26bcc6f3925c6034738

Anything else you may wish to add:

image

Inconsistent TEG and ZAS behavior

Brief description of the issue

SME TEG coolant loop behavior is inconsistent with the conservation of energy.

What you expected to happen

The cooling loop input of the SME's TEGs should have lower temperatures in the input of the coolant loop than the output part of the coolant loop.

What actually happened

For one reason or another, the coolant input to the TEG will have a higher temperature by around a degree or two compared to the output loop while transferring heat from the hot loop of the SM

Steps to reproduce

  • Setup the SM
  • This bug occurs randomly, incidence rate is higher at higher temperatures.

Code Revision

  • All

Anything else you may wish to add:

  • Most likely relate to the old baystation bug regarding float point and temperatures (numbers in general) causing it to change into a negative kelvin value.

Fulton recovery pack bugs charachter sprites.

Brief description of the issue

Using a fulton recovery pack in the underdark makes player naked and prevents items from dropping

What you expected to happen

Beacon should drop futon items and or people.

What actually happened

Items and person stuck until admin intervention, play sprite naked while ascending.

Steps to reproduce

  • Place beacon in under-dark
    -link beacon to fulton system
    -active beacon to yourself or other player character
    -ascend permanently.

Code Revision

-2019-04-03
9094314542b0dac909bb3d94124a8db45cf1822c

Anything else you may wish to add:

  • Underdark was also broken that round.

Red space suit replica has no icon

Brief description of the issue

Red space suit replica has no icon

What you expected to happen

The thing to have an icon

What actually happened

It just displays green text next to your character that says 'suit'.

Steps to reproduce

  • (Step 1)
    spawn red space suit replica
  • (Step 2)
    wear red space suit replica
  • (and so on)
    see there is no icon

Code Revision

Server revision: - 2018-10-28
b6ca0c9cf7bc6fbe420ddd75bbda841a77580df7

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

Neither Zorren species can speak Terminus.

Brief description of the issue

I have a Flatland Zorren. No custom species. Flatland Zorren ears and a Vulp tail from the VORE menu. No custom species named there either. When I get in-game, I can understand Terminus just fine, but not speak it. It's supposed to be their native language. Tried remaking as a Highlander Zorren, but same issue.

What you expected to happen

Being able to speak Terminus using ,4, as it says on the known languages.

What actually happened

Known Language says this:
Terminus (,4) - cannot speak!
Trying to talk using Terminus doesn't parse the ,4, instead inserting it into the message.

Steps to reproduce

Just make either type of Zorren and try speaking as their native language.

Code Revision

Server revision: - 2019-03-17
b909fa0fe5577d3745d8d06fbadd0ce0517407ed

Continually Flashing Grub Hiding Spots

Whenever a grub is disturbed from its hiding spot the machine continues to flash. Only way I've seen it stop happening is after killing a fully grown grub and its machine stops flashing.

[ENDEAVOR] Research and Development not Syncing with Robotics

Brief description of the issue
Syncing levels with the console in RnD does not sync to the Robotics console,

What you expected to happen
Research levels to sync across both consoles.

What actually happened
The Robotics console does not sync with the levels in RnD.

Steps to reproduce

  • Step 1: In Research and Development in Science, increase any Research level through the destructive analyzer.
  • Step 2: Sync the levels to the Server.
  • Step 3: Go to Robotics, and at the console, sync the levels.

Code Revision: 2019-08-28
afc8950b0a6602ae2b07464f760659947eb8f70f

Anything else you may wish to add:

  • I don't know if this is because the server for RnD does not sync to the levels, or if it is just the Robotics console that is unable to sync, only Research Director would be able to confirm this.

Shuttle error

Reported error with the supply shuttle not actually arriving on station

Supply crew called supplies and the shuttle was registered as arrived

Shuttle never actually arrived on station with the supplies, instead claiming it had arrived and could be sent away.

Unknown if this is constant but it happens seemingly at random, simply reproduction involves just ordering the shuttle.

Code Revision

69b7a2e2217c4070403fc8990859654be37235a3

Anything else you may wish to add:

As stated it appears to be happening randomly and multiple times

[Endeavour] Engineering Department and general map issues

Brief description of the issue

List of running mapping issues in engineering.

List of issues

-Engineering ladders around the SMES have the "deck X" signs on top of the ladder.
-Engine room lacks an eject button
-CE office lacks an eject button
-CE office lacks a Ce hardsuit (maybe it was lag?) and a set of superior goggles
-AI upload, AI core, PDA log servers have no/inactive turrets and is missing controls
-Telecoms lacks turrets/turret controls
-the ship exterior is only one r-wall wide.
-Chapel has a strange bug I can't find yet regarding it spawning with <80kpa.
-Drone fabricator does not sync even when detected.
-VIP lounge has hidden wall that leads to the bridge.
-Bridge lacks announcement devices, and Keycard devices.
-Secure areas lack electrified grilles.
-Research security outpost has wrong access permissions.
-Telecoms can be broken into by cutting down a single regular wall and breaking glass
-Atmospherics SMES is not in it's own room with APC
-Telecoms, security, cargo, command, medical, engineering lack their own SMES with APCs.
-Atmospherics lacks toxin (empty) canisters. Same for engine storage.
-Engineering SMES doors will runtime.

Anything else you may wish to add:

-I sleep. Ask questions and I explain later.

[ENDEAVOR] Cargo stuff FUBAR

Brief description: Some crates don't arrive, duplicate orders seem to get cut in half.

What you expected to happen: All orders to be sent in

What actually happened: Crates were missing.

In set of two separate orders, 4 supply crates were ordred, only two arrived.
Second order was 2 collector crates, only one arrived.

Test of four separate items, labled test 1 - 4 as the reasoning, 'test 1' failed to arrive, doors jammed.

Steps to reproduce

  • Order items
    -Approve items
    -Sent shuttle

Code Revision: 2019-08-28

afc8950b0a6602ae2b07464f760659947eb8f70f - (Found using the "Show Server Revision" verb under the OOC tab.)

Anything else you may wish to add:

  • third order caused doors to jam, cargo's doors opened, the shuttles did not, shuttle failed to undock with last order and was forced launched

Ore Satchels can grab from inside bags

Brief description of the issue

A relatively recent PR added the ability for ore satchels to automatically slurp up dropped ore and then transfer it into a dragged ore box, if any, so long as the satchel is in one of your hands, on your belt, or in your suit storage. However, they continue to function even when placed within a backpack/duffelbag. This causes continued "you failed to pick up anything!" spam when the satchel is full.

What you expected to happen

Ore satchel would stop picking up shinies when placed within my backpack/duffelbag.

What actually happened

It did not.

Steps to reproduce

  • Take ore satchel.
  • Place within backpack storage.
  • Walk over loose ore.

Code Revision

  • Unknown/Current

Anything else you may wish to add:

  • This has only happened once so far, during an expedition. I haven't tested it out or tried to reproduce it with other mining adventures as I don't usually play mining.

Random mob deaths and perma stasis after pod destruction.

Brief description of the issue:

round ID is the date: 2563-06-08, station time 04:00
Character Involved: Yuri Daruski
Staff involved: Kered2

Mining in the underdark, Daruski was attacked by a phoron spider and a jelly blob, refuged was found inside a deployable shelter, base variant. Phoron spider and blob were alive, with only the spider being hurt. Said blob and spider stood in the doorway of the pod while Daruski entered the sleeper. After some time passed the mobs began moving once again, taking a few short steps, the blob outside and the spider entering fully inside the capsule. Both mobs spontaneously died, with no apparent reason, with no apparent stimulus.

The death of the phoron spider caused an explosion normally found with said spiders which lead to the destruction of several of the interior components including the stasis pod. This action successfully kicked Daruski from the no longer existent pod, however it kept the stasis sleeping effect long after he was removed from said pod. This included the period after Daruski was Admin healed. Quote from Kered2 in an AdminPM, "Your sleeping variable hard resets every time I try to restore it, without the actual source object I'll probably need some command that I don't know to restore it."

Daruski was brought to the tram exit for "treatment at central" to fix this apparent coma.

Steps to reproduce

  • Place individual in statis pod
  • blow up station pod

Steps to reproduce mob deaths are unknown.

Code Revision

  • Server revision: - 2019-06-05
    0f50bab1a8e4efceb8f7385597264c145a6d9151

Anything else you may wish to add:

  • N/A

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