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The Shiptest Codebase

Home Page: https://shiptest.net

License: GNU Affero General Public License v3.0

Batchfile 0.01% Dockerfile 0.01% Python 1.48% DM 88.41% HTML 2.17% Shell 0.12% CSS 0.06% JavaScript 5.86% PowerShell 0.03% SCSS 0.58% C# 0.06% C++ 0.05% PHP 0.14% TypeScript 1.00%
space-station-13 space-ship byond tgstation game ss13 hacktoberfest exploration-game ftl

shiptest's Introduction

Shiptest Codebase

Checks Percentage of issues still open Average time to resolve an issue GitHub issues GitHub top language

forthebadge forthebadge forinfinityandbyond

This is the codebase for the Ship-based Shiptest flavoured fork of SpaceStation 13.

Shiptest is a thrill-packed round-based exploration and roleplaying game set against the backdrop of a whimsical metal spacefaring machine masquerading as a spaceship, with charming spritework designed to represent the sci-fi setting and it's dangerous undertones. Have fun, and survive with your crew!

DOWNLOADING

Downloading

Running on the server

Maps and Away Missions

Requirements for contributors

Guidelines for Contributors

Documenting your code

Policy configuration system

CODEBASE CREDITS

  • Whitesands, for the original codebase
  • /tg/, for the original codebase of the original codebase
  • BeeStation, for the many QoL changes
  • Oracle, for the inspiration and wonderful features and sprites
  • Interstation, for bridging the gap between Oracle and Modern /tg/
  • YogStation, for multiple different features
  • Baystation, for the initial overmap concept and sprites

And thank you to any other codebase not mentioned here that has been used in the code. Your wonderful contributions are known.

LICENSE

All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU AGPL v3.

All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)

See LICENSE and GPLv3.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.

shiptest's People

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shiptest's Issues

skipper-class has no plasma in the plasma tank

Issue reported from Round ID: 55 (Girlboss Station: Shiptest)

Reporting client version: 513.1536

exactly what the title says, its a scam, a fraud, theres no plasma in the damn plasma atmos tank

[BUG] Some Wood Tables on Riggs can't be Deconstructed

Round ID: 215

Testmerges: 230, 154, 108, 264, 263, 242, 225, 218, 191

Reproduction:

Some of the wooden table on the Riggs class are the wrong type. This makes it so they can't be deconstructed. Also when they are destroyed, they do not drop wood.

To solve this, the 4 tables circled in the image below should be changed from /obj/structure/table/wood/bar to /obj/structure/table/wood.

image

[FEATURE] directional walls

Name of feature:

Directional Walls

Additional Info:

i'm going to preface this with the fact that I know that byond really doesn't like directional windows and firelocks and that adding more things that block directionally would be asking for fucked up and evil bugs to occur, and the fact that I also do not care
shiptests are very small and for organizational purposes it would be nice if you could make single-sided walls rather than fulltiles- just thinner walls that probably aren't the strongest. they'd be objects rather than turfs, too?

[FEATURE] IPC Expansion

Name of feature: IPC Expansion. Make them cool :)

Ideasguy time.
My general idea for IPCs is that they should be significantly more versatile throughout the round for a specific form of labor at a time, while never being a very good jack-of-all trades.(humans are that :) )
Effectively, IPCs would have actual utility and abilities similar to a cyborg but without the limitations and some of the power stripped. IPCs should be more about customization and modularization, as installing upgrades for an IPC to fit with a "build" would way better than... now. As of right now, the only upgrade they can receive is the ability to eat.(i think?) Kind of boring.
Anyways, lets begin.

Chassis

What does IPC stand for? That's right. Integrated Positronic Chassis, so why not add some actual variety (OR GAMEPLAY) there? The basic rules go as follows:
Every chassis model has plus-sides and weaknesses, as well as some having unique abilities based on their manufacturer. Also to note, every chassis model would be able to store different types and amounts of modules, which I will get to later. Now, starting from the top:
(i dont actually know how damage mods within species work, and i dont know if its even possible to have it be seperate within a species, however i am an ideasguy and thus im not going to hurt my small brain thinking about it and just will use the modification values i found in the code)

- ALL IPC BONUSES, WEAKNESSES AND STATS

  • All IPCs run on power, functioning exactly the same as they do now, with the power plug.
  • Almost all IPCs are subsequently incredibly weak to EMPs.
  • All IPCs are immune to radiation.
  • IPCs cannot wear hardsuits. (they dont fit, their sensors dont work through the suit, etc) They can, however, wear normal space-suits.
  • Almost all IPCs are slightly more resistant to zero-pressure environments.
  • Almost all IPCs are weak to burn and heat damage of varying degree.
  • IPCs do not need to breathe.
  • IPCs do not metabolize chems. (cant inject them anyways)
  • IPCs can only be healed through specific means. (welder, wire, etc)
    Assume the mod changes for all chassis are this unless otherwise stated:
    burnmod: 1.75
    heatmod: 1.5
    brutemod: 0.9
    punchdamagelow: 5

- Morpheus Cyberkinetics Chassis
The "baseline model", this one is the most similar to the current IPCs in function. They are the most modular and have the greatest potential for upgrades, however they have no unique function or abilities.

  • Can accept modules of all sizes.
  • Can accept up to 8 modules.

- Bishop Cyberkinetics Chassis 1.0, Ward-Takahashi Manufacturing Chassis
The first of three medical chassis, this one is designed as a general side-grade to the baseline. They aren't as modular and are a bit weaker, however they are slightly faster.

  • Can only accept module size 1 and 2. (small, medium, basic, advanced, etc, idk, thats why im using numbers)
  • Can accept up to 6 modules.
    burnmod: 1.85
    brutemod: 0.95
    speedmod: 0.15 (slightly faster!)

- Bishop Cyberkinetics Chassis 2.0
The heavy version of the original, this chassis is meant for EVA rescue missions. Not super modular due to the special features present, though of all of the chassis capable of space-walking, this one is the weakest, but fastest and most modular.

  • Can only accept module size 1 and 2.
  • Can accept up to 4 modules.
  • Cannot wear armor or helmets.
  • Can survive in zero-pressure environments.
    armor: 10
    burnmod: 1.8
    speedmod: -0.2 (slightly slower!)

- Hephaestus Industries Chassis 1.0
The "medium" combat chassis, sports increased armor at the cost of a small amount of speed. Fairly modular. Sports weak EMP protection.

  • Can only accept modules size 1 and 2.
  • Can accept up to 6 modules.
  • Very weak EMP protection.
    armor: 20
    speedmod: -0.1

- Hephaestus Industries Chassis 2.0
The "heavy" combat chassis, sports greatly increased armor at the cost of a lot of speed. Not very modular. Sports weak EMP protection, can space walk, and packs a punch.

  • Can only accept module sizes 1 and 2. (literally not enough space for any more)
  • Can only accept 2 modules.
  • Very weak EMP protection.
  • Cannot wear armor or helmets.
  • Can survive in zero-pressure environments.
    armor: 50
    burnmod: 1.65
    speedmod: -0.65
    punchdamagelow: 10
    punchdamagehigh: 25

- Xion Manufacturing Group 1.0
The first-in-line, multi-purpose cargo-engineering chassis. Sports increased heat and pressure resistance at the cost of a teeny amount of speed. Includes a big storage implant and integrated welding goggles.

  • Can only accept module sizes 1 and 2.
  • Can accept up to 4 modules.
  • Increased pressure resistance from normal.
  • Includes big storage implant.
  • Includes integrated welding goggles.
    burnmod: 1.6
    heatmod: 1.25
    speedmod: -0.1

- Xion Manufacturing Group 2.0
The ultimate engineering chassis. Has great-super-awesomely increased heat resistance, can survive in zero-pressure environments, has some armor, but is very slow. Sports weak EMP protection, a big storage implant, a toolbelt implant, and integrated welding goggles.

  • Can only accept module sizes 1 and 2.
  • Can only accept 2 modules.
  • Cannot wear armor or helmets.
  • Weak EMP protection.
  • Includes big storage implant.
  • Includes toolbelt implant.
  • Includes integrated welding goggles.
    armor: 20
    burnmod: 0.9(!!!!!)
    heatmod: 0.9
    speedmod: -0.65
    punchdamagelow: 10
    punchdamagehigh: 15

- Shellguard Munitions V2 Chassis
The "light" combat chassis, sports greatly increased speed, some armor, and some heat protection at the cost of all modularity. Sports decent EMP protection.

  • Cannot accept any modules.
  • Decent EMP protection.
  • Cannot wear armor or helmets.
    armor: 15
    burnmod: 1.5
    heatmod: 1.3
    speedmod: 0.8
    punchdamagelow: 10
    punchdamagehigh: 15

- Zeng-Hu Pharmaceuticals Chassis
The ultimate medical chassis. Very light and speedy, includes a big storage implant, a night-vision medical hud, an on-board upgraded defibrillator that drains from the IPC's battery, a surgery tool implant and finally, total EMP immunity. Very fragile.

  • Cannot accept any modules.
  • EMP immunity.
  • Includes NVG MedHud.
  • Includes unique integrated upgraded defibrillator.
  • Includes surgery tool implant.
  • Includes a big storage implant.
    burnmod: 2
    heatmod: 1.55
    brutemod: 1
    speedmod: 0.3

I couldn't think of more. Well, I could, but this gets the idea across fine.

###MODULES
Modules are upgrades for IPCs that can be acquired through research and (hopefully)exploration. They enhance or add new abilities to IPCs, some introducing new abilites and debuffs, while others are just straight upgrades. Each module falls under a size group, where you can put as many modules in that your chassis allows until the size cap is reached. For example, if my chassis has a max of 4 modules, I could fit four(4) one(1) size modules within MYSELF, and so on.
Modules can be swapped or added using surgery, or by using a RIPCED. Oh yeah.

Module Size 1

- Integrated Flashlight. Drains small amounts of power while active. Can be upgraded with another module point to unlock a more powerful mode that drains medium amounts of power while having the effectiveness of a spotlight.
- Armor Plate. Adds 5 armor to your chassis. Can take 2 of them. Decreases speed by 0.05 when used.
- Integrated Welding Goggles. Welding goggles. Yep.
ETC.

Module Size 2

- HUD Implant. All of them except the NVG ones or whatever. Obviously, separate.
- Small Storage Implant. Gives you, the, uh, storage implant.
- GUN FINGERS. Activate the ability then click to be able to shoot 5 relatively weak bullets out of your hand. Does small damage to the arm that has the implant when fired.
- Surgery, Toolbelt, etc Implants.
- Integrated Welding Tool w/ small tank.
ETC.

** Module Size 4**
- Jetpack. Drains power when used.
- Flame-Thrower. Oh yeah...,,,.,.,
- Portable Teleporter. Functions like teleporter array but you can deploy a portal anywhere.
- Automatic Research Surveyor. The best thing ever, I think
ETC.
Perhaps there could be more, I.E. types of limbs and such.
Upgrades to internal parts of IPCs could be explored and should, but i dont want to write anymore ๐Ÿ˜ญ

Additional Info:

share your ideas or things you think i should change
numbers aren't really accurate

[BUG] Ship location inconsistency bug

Round ID: NULL

Reproduction:

  • Spawn a ship in addition to the one loaded roundstart
  • Dock the second ship
  • Dock the first ship
  • The second ship (overmap object) is moved to the location of the first ship (overmap object)

[BUG] docking issues

Round ID: 163

Testmerges:

The following pull requests are currently test merged:
#108: '[MDB IGNORE] Baytiles/the great ship prettyfication' by retlaw34 at commit abd9fd0
#218: '[DNM] Swifter's Ship Emporium!' by swifterjack at commit 3d11864
#130: 'bay clicky noises' by retlaw34 at commit 281b094
#154: 'Disable Events' by ZephyrTFA at commit f821d7d
#179: 'Update Define Spacing' by ZephyrTFA at commit 289cc24

Reproduction:

I tried to dock at a planet with another ship, we both docked but could not find eachother, i undocked and the planet was gone

[BUG] Stamps be borked

Round ID: 192

Testmerges:

#236: 'Individual Bluespace Jumping' by ZephyrTFA at commit 3e74246
#230: '[TEMP] Disable loadout costs' by AsciiSquid at commit a7399a3
#154: 'Disable Events' by ZephyrTFA at commit f821d7d
#224: 'Ghetto chem improvements' by PrefabQuasar at commit a260be0
#251: 'Teshari additions' by MarkSuckerberg at commit d8e5608
#225: 'fix local playsounds falloff' by Cenrus at commit 5b60401
#218: '[DNM] Swifter's Ship Emporium!' by swifterjack at commit 7742134
#108: '[MDB IGNORE] Baytiles/the great ship prettyfication' by retlaw34 at commit 2166aac
#191: '(Kinda) reworks the black market' by SqueezyS at commit acc3b80

Reproduction:

So it would seem that stamping papers doesn't work right, as you cannot stamp specific spots of them. When I tried to stamp some shipping manifests the stamp would just go to the top-left. Trying to stamp again would put another stamp right next to it, a third one would go next to it, and then they'd go down a bit and the process would repeat.

[FEATURE] Ghost role rework

Name of feature:

Make ghost roles work better with how shiptests are run

Additional Info:

So the purpose of ghost roles are to get players back in the round in a fun way after they have died, or for players to kill time after they have died. However, some ghost roles have a completely unique and fun gameplay loop that's a nice change of pace from the normal station gameplay loop, while still opening the opportunity to interact with them.

The same is true for shiptest, however it works a little worse. Since ruins only load when a planet is visited, its usually free loot since theres no ghost roles using the loot/ no ghost roles defending the loot, and those who do play are immediatley interacted with by the ship crew that landed there.

So what i'm thinking of is something like this:
Replace the ghost role button for ghosts with a 'lobby' button
It opens up a lobby menu similar to TG's mafia lobby system, where a random ghost role is picked and ghosts can ready up
If enough players ready up for the same ghost role, it will load the appropiate planet, load it on the overmap or choose a existing planet on the overmap, then spawn them all in at the same time. Any empty slots can be joined later like it used to be.

[BUG] Permanent HUD from prescription healthHUD glasses and probably the other prescription huds (not mesons) from gear.

Round ID: 206

Testmerges:

Can't get right now but shouldn't be the fault of any of them anyways.

Reproduction:

Give a character nearsighted and any eyewear gear item, said item gets overriden by regular prescription. Give them prescription healthhud and they also get a permanent healthHUD from roundstart and no way to get rid of it too, very fun, security is likely to also be the same, science is untested and I'm unsure, no permanent mesons. Has been the case probably since these were added to the loadout options.

[FEATURE] Cybernetic Stomachs (or a way to fix stomachs)

Name of feature:

Cybernetic Stomachs (or a way to fix stomachs)

Additional Info:

Because for some reason there isn't a cybernetic organ for that nor a surgery and that makes it so if you don't have a fresh monkey/legion corpse on hand you can't fully fix a body whose organs have decayed and that makes me ANGRY.

[BUG] Some map templates (ruins) don't spawn in correctly

so basically a number of ruins/map templates are super broken and dont spawn correctly, only seeming to be one empty square that at most breaks a single rock. iirc marg actually temporarily fixed this for one round by changing some kind of parsing thing related to a specific map template (dwarf fortress), but we didnt try spawning it in again.

Round ID:

186

Testmerges:

this probably isnt relevant because its been a thing for a while

Reproduction:

one ruin we've confirmed doesnt fucking work is the legion-infested dwarf fortress. attempt to spawn that in using the map template spawn thing in Debug and you'll get jackshit.

[Bubble ship starts without any air tanks]

Name of feature:

Air tanks to breathe please

Additional Info:

Bubble's supposed to be a colony ship but the mining suit storages have zero air tanks in them, rendering them pretty useless, and there's no oxygen cannisters nor air cabinets anywhere in it

[FEATURE] THE GREAT RETURN OF THE LIEUTENANT

Name of feature:

LIEUTENANTS BACK BAYBEE

Related Pull Request on other codebase:

Whitesands13/Whitesands#544 THE LIEUTENANT KILLER

Additional Info:

So, people have discussed before making the Head of Personnel act as a Comms Officer, or be the First Officer, or other such things, for Shiptest. HOWEVER. I RAISE YOU, THE FORGOTTEN, REDHEADED STEPCHILD FROM HISTORY PAST. THE LIEUTENANT.
REPLACED IN FAVOR OF THE SOLGOV REP IN THE LINKED PR, WE CAN USE THE DIFFS TO RESURRECT THE LIEUTENANT, WHO IS AN ACTUAL LITERAL PERFECT FIT FOR SHIPTEST, AND FINALLY GIVE OUR FORGOTTEN LAD SOME LOVE.

BRING HIM BACK!!!

To-Do Q3

Shiptest Q3 To-do list

Backend

  • Fix powernet not regenerating issue #15
  • Fix space ruin inability to throw issue #22
  • Remove/rework shuttle IDs
  • Ability to spawn ships without serious admin intervention
  • Remove is_station_level and other such unecessary/broken defines #215

Frontend

  • Remove access requirements on APCs, Air Alarms, &c... #64
  • Add a way to end rounds IC #65
  • Remove emergency/arrrivals/&c static shuttles
  • Give ships per-ship features, such as a bank account for each ship
  • Add jobs per ship
  • Rebalance events?
  • Add simple round objective goals

[FUCK] you can click multiple times on the dock button to dock multiple times

Round ID:

41, but this has been observed before

Testmerges:

not relevant

Reproduction:

spam click the interact button while over an encounter

watch the time dilation flare up like the admins just spawned 10 singularities

i dont think i need to elaborate as to why giving anyone the ability to lag the server out is a bad idea

[BUG] Anomaly announcement locations are comically wrong

okay so uhhh i think we've all realized it at this point but very very often anomaly announcements just completely lie and the anomaly spawns on a different part of a different ship. this so far hasn't been a problem up until a pyro spawned in the dorms of a box-class, melted a crew member who was AFK because no one thought the anom was on the ship, killed the other crewmember who went in with a firesuit because lmao slime, and finally made the ship uninhabitable for everyone left alive with extreme heat. and then later on a grav anomaly spawned on the same ship and said it had spawned on the bridge of the OTHER ship. in other words, it is fucked up and evil and should be fixed before a shiptest gets screwed by the inaccuracy again.

Reproduction:

trigger anomaly event with several ships spawned and then cry

[BUG] Helm Console Failure

Issue reported from Round ID: 212 (Shiptest)

Reporting client version: 514.1557

Current Testmerges

#230: '[TEMP] Disable loadout costs' by AsciiSquid at commit a7399a3
#224: 'Ghetto chem improvements' by PrefabQuasar at commit 8f5da34
#251: 'Teshari additions' by MarkSuckerberg at commit d8e5608
#225: 'fix local playsounds falloff' by Cenrus at commit 5b60401
#218: '[DNM] Swifter's Ship Emporium!' by swifterjack at commit 8e25383
#108: '[MDB IGNORE] Baytiles/the great ship prettyfication' by retlaw34 at commit a7f6eaa
#191: '(Kinda) reworks the black market' by SqueezyS at commit acc3b80
#242: 'Adds the Coldridge-Class Corvette' by AtlasRules at commit 72dbfa5
#154: 'Disable Events' by ZephyrTFA at commit f821d7d
#263: 'The Scrapper' by Omppusolttu at commit 54db1ee
#260: 'Slime Time: Minor midround slimeperson customization!' by mcmeiler at commit 49a2e1f
#264: 'Boyardee Type B' by retlaw34 at commit 60376e4

The helm console on the shetland does not show the overmap, and instead shows a camera centered on the user, navigation controls and velocity indicator are non-functional, issue is probably inconsistent to replicate, since it has been seen earlier, on another ship.

Replication

As before, replication may be difficult, as the issue seems to occur at random

[BUG] Buy a cricket, get a raven

Round ID:165

Bought a cricket-class, got a raven-class with missing tiles in the main room, get Neo to force-load a new ship
Nobody joins my ship, I'm blaming this bug instead of anything reasonable.

Testmerges:

#108: '[MDB IGNORE] Baytiles/the great ship prettyfication' by retlaw34 at commit abd9fd0
#218: '[DNM] Swifter's Ship Emporium!' by swifterjack at commit 3d11864
#130: 'bay clicky noises' by retlaw34 at commit 281b094
#154: 'Disable Events' by ZephyrTFA at commit f821d7d
#179: 'Update Define Spacing' by ZephyrTFA at commit 289cc24

Reproduction:

Buy a cricket, suffer.

[FEATURE] typing indicators

Name of feature: Typing indicators

Related Pull Request on other codebase:

Citadel-Station-13/Citadel-Station-13#12015
fixes for that:
Citadel-Station-13/Citadel-Station-13#13559
Citadel-Station-13/Citadel-Station-13#13698 (we might have the parts of this that don't relate to tying indicators)
Citadel-Station-13/Citadel-Station-13#13727
Citadel-Station-13/Citadel-Station-13#14809

or Whitesands13/Whitesands#288 but fix it because it did not work in this PR

Additional Info:

they are extremely fucking useful for RP

[BUG] egun overlays are a bit fucked up and evil

Reproduction:

so for some reason when most energy guns have low/no ammo it shows the ETAR overlay for no ammo??? I don't get this. This happened after the security rearming PR merge and I have no idea why.

[BUG] IPCs have lungs

Round ID:

Reproduction:

IPCs spawn with lungs. They are completly useless and spam a message if decayed.
A easy way to see this is to do self surgery organ manip on chest
image
another way is to health analyze a dead ipc to see the damaged lungs show up
image

[FEATURE] SecTech vendors

Name of feature: SecTech vendors for ships that have security officer role enabled.

Mapp sec tech vendors in brigs pllsssss.

Related Pull Request on other codebase:

Additional Info:

[BUG] Good Clean Fun vendor in Boyardee-B is inaccessible.

Round ID: 210

Testmerges:

#230: '[TEMP] Disable loadout costs' by AsciiSquid at commit a7399a3
#224: 'Ghetto chem improvements' by PrefabQuasar at commit 8f5da34
#251: 'Teshari additions' by MarkSuckerberg at commit d8e5608
#225: 'fix local playsounds falloff' by Cenrus at commit 5b60401
#218: '[DNM] Swifter's Ship Emporium!' by swifterjack at commit 8e25383
#108: '[MDB IGNORE] Baytiles/the great ship prettyfication' by retlaw34 at commit a7f6eaa
#191: '(Kinda) reworks the black market' by SqueezyS at commit acc3b80
#242: 'Adds the Coldridge-Class Corvette' by AtlasRules at commit 72dbfa5
#154: 'Disable Events' by ZephyrTFA at commit f821d7d
#263: 'The Scrapper' by Omppusolttu at commit 54db1ee
#260: 'Slime Time: Minor midround slimeperson customization!' by mcmeiler at commit 49a2e1f
#264: 'Boyardee Type B' by retlaw34 at commit 60376e4

Reproduction:

Bartender doesn't have access to the windoor that blocks the Good Clean Fun vendor (and additionally the one that blocks the floorsafe.)

[FEATURE] Spiecies locked ships

Name of feature: Spiecies locked ships

Related Pull Request on other codebase: N/A

Additional Info: the idea is that you can have certain ships be a certain Spiecies only, such as possible an abductor only space ship, or an IPC only ship that is pretty much inhospitable to organic life but silicons can thrive in it, etc.

[BUG] Many Hostile Mobs Don't Aggro Spacepods

Copy of Whitesands13/Whitesands#629

Round ID: Behavior present on Whitesands, reconfirmed on local test server

Testmerges: None

Reproduction:

  1. Construct spacepod
  2. Add a weapon to the spacepod (optional)
  3. Fly around looking for hostile mobs
  4. Hang around said mobs (or shoot them)
  5. Many will ignore you (goliaths, watchers, small legion, etc.)

[BUG] powernets are goddamn weird

Round ID: NULL

Testmerges: NULL

Reproduction:

so basically: Move the ship. That's all you need to do to trigger a total powernet collapse. I have no idea why this happens. Reloading the powernet with that one admin verb works consistently to fix it.

[BUG] Taser overlay is borked

Round ID:

N/A

Testmerges:

N/A

Reproduction:

Get a hydrid taser from a sec-tech
change the firing modes
Notice how the prongs disapear
image
Weirdly the prongs come back when out of ammo
image

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