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aphelion-code's Issues

Diona item issue

"A Diona Nymph tried dropping flashlights in their hands, and others attempted to pick up the objects. Eventually, the flashlights would retract back into the Diona Nymph's hands. It can be easily repeated."

I have no idea how this would work.

Beakers Breaking with acid

Fix of beakers to not break when filled with sulphuric acid - most likely some compare somewhere that’s breaking them. BS doesn’t know glass is nonreactive

Bio-luminescent plants don't glow

Only the Glowshrooms have seemed to glow (as they should) .

Whenever trying to make other bio-luminescent fruits from Glowshroom DNA, they never glowed.

Machine var doesnt reset

When DCing and reconnecting, or seemingly at random, the machine var does not reset, leaving the player unable to move. A simple fix for this would be to have logout reset the machine var to null. I would do this myself, but im not at home.

Research Overhaul

It seems the playerbase would like to see new items produced by research rather than researching stuff that already exists. So I'm gonna divert a lot of time into that. I'm also going to be needing a spriter and someone to bounce ideas off of.

Fire Extinguisher Spray Detection

When you using a fire extinguisher on something if there is an object under under the target (on the same tile), It'll only spray the bottom object. After observing and playing as Xeno-biologist I have also noted that the spray will not detect some objects that adjacent to each other. I.E. if two slimes are next to each other and you spray the extinguisher. Only one of the slimes will be affected.

Toggle Bomb Cap to OFF verb addition

Implementation of a Toggle Bombs Off button under the Secrets panel, to change bombcap to 0/0/0 (UT code) - How about make this a “Set Bomb Cap” verb?

Probability Redistribution

Change of random events list to re-distribute probabilities away from significantly harmful unavoidable events (space dust/rods) - Space dust does about as much damage as a meteor hitting the side of the station. I have observed this.

Xenobiology slime pens access

The xenobio slime pen windoors don't have 55 access coded to them, so the slimes are opening the doors themselves and getting out. Easy fix, but I'm not sure how to edit the map properly.

Gitter.im

Recently i noticed that Gitter exists, i've played around with it at a channel for my private repo (Gitter) and i think it looks pretty cool. I'm making an issue to see if anyone else thinks it's as cool as i do.

It has a few things that make it slightly better than skype:

Just Register with Github and Try it out

or complain on how i sound like i'm advertising this

Robotics lacks bot access

Self-explanatory, robotics doesn't have access to the control panels of the bots they produce. May need a new set of access levels.

Whispers don't include "whispers"

When you attempt to whisper, rather than "name says quietly" or "name whispers" it misses out the "says" part. Very minor issue, i'll probably deal with it myself

[Suggestion] Minor construction drone/construction site suggestions.

One of main problems with construction drone is it's inability to load autolathe there in construction site, to get electronics for APCs and Air alarms. There is a gripper for it (/obj/item/weapon/gripper/no_use/loader), and construction drone with such gripper will be able to do some actual work beside setting this 20 solar panels.
Also adding battery production to autolathe (even /obj/item/weapon/cell/crap with it's 500 charge to hacked autolathe items) will make drone in construction site to do some work faster, not moving things through entire station because there is no power in some area.

Icon editing issue

After editing the icon variable to a certain setting a few times, you stop being able to set it to anything you've previously set it to. For example, i spawned in two jumpsuits and set their icons to uniforms.dmi. When i tried with a third, it didn't work. i could set it to anything other than uniforms.dmi, though

Coins take a minute to dissapear from inventory when used in machines

What it says on the tin. if you use a coin in a vending machine, it sticks around for about 30 seconds. However, this allows the player to vend as many items as they want during that time, pretty much for free. In other words, buy everything in the vending machine with one coin, if you're a fast enough clicker.

APC deconstruction issue

Summary of issue:When an APC has its terminal destroyed, it cannot be deconstructed.
Detailed description:The steps of deconstruction require to remove the paneling in front of the APC, and then removing wires linked to the APC. This does not work when those wires and tile have been destroyed.
Steps to reproduce: Destroy the wires and floor panel via an explosion from a supermatter that can go off because the walls haven't been fixed to not melt still, then have a rageface when you discover this while attempting to make a new engine.

  • I didn't write this description, as a note.

Sticky overlays. Again.

When clear toxins is used in an area, it still doesn't clear the overlays. I will look at the cleartoxins verb myself and see what I can do about it. Could probably set the overlays var to null and let the game regenerate it.

SM IS BROKEN (GAME BREAKING)

Apparently all of the piping is fucked and the SM cannot cool its self even at //LOW POWER//. This is game breaking

PDA Slots (PDA-slots branch)

Alright, so PDA slots work fine in every way, except you can't actually put PDA's in them. I've traced the issue back to the items.dm file in objects, under mob_can_equip. Help would be hugely appreciated.

ChemMaster 3000 Pill Creation

As of right now, the ChemMaster 3000 will ask three times how many pills you want from a source.

So, say you put in a beaker with 60 units of Bicard (for example, it's irrelevant what you use), and say wanted to make pills from that. So, you hit "Create multiple pills", and it'll ask you how many pills you want.. Except, the message will repeat itself 3 times.

It would appear that the first time it asks you how many pills you want, whatever amount you tell it is the amount it uses - so the extra two messages are never actually used/store anything.

I'll probably look into it pretty soon, but wanted to put it here officially.

Slimes are basically unstoppable, especially in outbreaks

I'm sure you're all aware of the situation. There are slime outbreaks multiple times a day, which even ERT's with firefighter mechs can't contain. Freeze rays used to be one-hit kills on slimes, you can now unload an entire gun into them and do seemingly no damage. I personally splashed an adult slime with 500u of water and they didn't die. Fire extinguishers do basically nothing.

All of this means that slime outbreaks are basically unstoppable, causing half of the station to die to slimes while the only defences against them fail due to an oversight on the part of baystation. I don't care if this was by design, as something baystation decided to do. It's awful, and it needs to stop.

Slimes needs to take as much damage from fire extinguishers, water and other sources as they used to. otherwise, we're going to continue having gamebreaking slime outbreaks over and over again. This ruins the gameplay experience, as it's basically a threat that keeps re-occuring, and there's nothing the station can do to stop it.

If nothing can be done, then the only solutions are to either put a super-powerful sprinkler system in place in xenobiology, or temporarily prevent the job from being selected. This has gone too far.

Xenoarch anomalies randomly bolt

I'm sure you're all aware of this one. Xenoarch anomalies anchor themselves in place, seemingly at random. This is minor for everyone except xenoarch players, in which case it is really, really irritating. I'm not aware of the conditions to reproduce this, though.

Canisters don't release gas when ruptured

For example, when an oxygen canister is destroyed, unlike its description, it doesn't release any of the gas inside it, even though the sprite very clearly shows it as ruptured. This is due to the fact that the destroyed variable prevents gas from being released, which is an oversight.

Robolimb surgery issue

In order to attach a full robotic leg, you must currently target the nonexistant foot. This has caused several fatalities in game, as surgeons struggle to find an attachment point. This should be changed so that you must target the leg, not the foot.

Inferior shield sprite in use

I understand that wer worked hard on the new shield, but it's honestly just bad. Revert it, please, then get a proper sprite.

Banana Cream pie does not show in Hand when caught

Any Banana cream Pie is not properly caught when someone throws it, and someone catches it, this is likely because the Pie's ability to splat on surfaces is not properly adjusted to how catching works.

HTML sanitizing on DNarrate/GNarrate/SMsg

Apparently HTML is being sanitized from these commands on a mob level or some other level I can't easily fix. I tried checking the adminverbs but all they give me a lead to is that they push the message to the target.

Flashes Blind AIs

Self explanatory. I clicked on the flash in front of me in my chamber and ended up blinding myself.

Forcefield Gens Bugged

Okay nevermind the bubble and hull shield generators do not work at all. And the emergency forcefield projectors don't seem to work either unless they're only supposed to activate when air is lost or some shit.

Phoron overlay/amount impossible to clear

When an area is contaminated by phoron, even after half an hour of siphoning by engineering, there is still usually about 0.003402 molecules of phoron left, and the phoron overlay (orange dotty thing) refuses to clear. Annoying as hell for engineering.

Fix of Rejuv needed

Change of Rejuvenate command to remove slowdowns (clean heal of character) !Currently only HALLOS removal got fixed!

Chemist windoor all access

The windoor on top of the chemist's desk leading to the medbay lobby has no access restricted to it. Any assistant can jump the table and open it and be in chemistry.

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