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Bastion of Hestia but seperated from main fork.

License: GNU Affero General Public License v3.0

Dockerfile 0.01% DM 89.60% JavaScript 0.27% HTML 7.76% Shell 0.13% CSS 0.19% Batchfile 0.01% Python 1.28% Java 0.34% Awk 0.01% SCSS 0.10% Vue 0.33%

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newhestia's Issues

Reinforced glass turns back into normal glass.

Description of issue

When built into a strucutre, reinforced glass becomes normal glass. This also happens for borosil.

Difference between expected and actual behavior

Expected:

  • Build window with reinforced glass
  • Have a "Reinforced glass window" built.
    Actual:
  • Build a window with reinforced glass
  • Have a "Glass window" built.

Steps to reproduce

  • Grab reinforced glass sheets
  • Build any structures out of it
  • Cry

Specific information for locating

Length of time in which bug has been known to occur

Been an issue since the last hestia build tbh.

Client version, Server revision & Game ID

Server Revision: 2d7d99d - master - 2020-10-16
Game ID: b9E-cTOU

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • [Couldn't find an existing issue about this]

Various vox weapon issues.

Description of issue

The vox weapons have several issues that prevent them from functioning effectively.
1: All vox energy weapons lose 50% of their overall max charge when you switch modes with them, then randomly lose further max charge as you continue to switch modes. For example: Switching the soundcannon from light (10 shots) to overcharge(4 shots?) then back to light causes light to have 5 shots, which it doesn't regen from. further switching of modes can slowly decrease this, as well. This actually prevents overcharge from working eventually on soundcannon, and prevents the flux cannon from using it's scatter mode even initially.
2: The vox spike cannon is infamously non-viable. As of testing, when used point-blank on the chest of a mildly (small brute resist, basic space suit) armored armalis, it creates a tiny bruise and knocks them backward slightly. The weapon's embed only functions on a completely unarmored target. This is more balance but should be taken into consideration as well.

Difference between expected and actual behavior

The Vox energy weapons, which have already had magnerfs, do not also need a second nerf from a bug as well. The Vox Spike Cannon, due to the bolt's travel speed, armor piercing, and damage, seemingly only functions viably against unarmed, unarmored targets being held down, at which point you might as well peck them to death.

Steps to reproduce

use vox energy weapon. switch modes. Cry when you have exactly two shots on a low-damage rapid firerate weapon.
Use spike launcher. Cry. keep crying. Cry harder when the bolts bounce off a civilian human in an emergency space-suit, doing about the same amount of damage as a low-cqc punch.

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Reinforced Concrete Walls have no sprites

Description of issue

Title

Difference between expected and actual behavior

Have a wall sprite

Steps to reproduce

Reinforce a concrete wall

Specific information for locating

image
image

Length of time in which bug has been known to occur

Client version, Server revision & Game ID

Monarch Serpentid Troubles

Description of issue

When a player spawns in as a Serpentid Queen, there are the following issues

  1. They spawn in with the name of their character in the slot rather than being prompted to change their ascent character's name.

  2. Queens spawn as the incorrect race, they currently spawn as pitch-black GAS with incorrect species information in the show species information verb and can not use the queen's small serpentid exosuit

  3. Likewise Serpentid Adjuncts spawn as the same pitch-black GAS race but re-named monarch serpentid worker.

  4. Serpentid exosuits and Small exosuits both seem to have Mantid Chemical Injectors incompatible with their biology instead of the Serpentid chemical injectors their suits are supposed to have.

  5. Serpentid exosuits do not have the same radiation shielding as other ascent exosuits, leaving them susceptible to radiation poisoning.

Difference between expected and actual behavior

Monarch serpentids should have a prompt to change their name and gender (for workers) on spawn

The correct Queen and Worker races should resemble this screenshot: https://prnt.sc/v4pzvl

Serpentid exosuits should have radiation protection and the serpentid chemical injector so that they don't accidentally kill themselves.

Steps to reproduce

Spawn in as a serpentid queen or serpentid adjunct during a round when the seedship is spawned.

Specific information for locating

No idea.

Length of time in which bug has been known to occur

Since yesterday's update, 10/21/2020.

Client version, Server revision & Game ID

Client Version: 513
Server Revision: 4a9f687 - master - 2020-10-21
Game ID: b9K-cyR5
Current map: NTSS Dagon

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

(Issue) (Baycode classic) He boot to big for he got-dang feet

Description of issue

Several of the away mission landing sites(exoplanet, asteroids, etc.) are far too restrictive, causing most ships, most notably the skrellian lander and ascent ships, to be unable to jenga into them and thus recieve no ability to land on them.
This is an oldie but a goodie, we need some way to fix it.

Difference between expected and actual behavior

The skrellian and ascent -landers- can in fact land on very few things. There's no reason why the empty space beside an asteroid shouldn't extend a few blocks further out in either direction in terms of landing space, and the same goes for the flat, uninhabited area on a plains exoplanet.

Steps to reproduce

1: Be offship.
2: Go to interesting site.
3: Try to use your dedicated away pod to land on something.
4: Try not to cry when it doesn't work.
5: Cry a lot.
6: ???
7: Complain on the git because you are sad.

Length of time in which bug has been known to occur

An eternity. This issue was literally something I was complaining about with the old vox away ship 5 years ago on baystation.

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Anyone with regular "Engineering" access can access the RUST engine's monitoring room.

Description of issue

There are multiple kinds of Engineering access, from just "engineering" to "engine" and "atmospherics", it seems that anyone with basic regular engineering access can walk into the RUST and turn on or off controls due to the entry door only have that basic access, which means Liason, Protection Agent, and likely any other who can usually just walk into the Engineering entrance can go in and melt down an active RUST to make it delete most of the ship.

Difference between expected and actual behavior

Expected: Only engineers able to Access the RUST rooms.
Actual: Be me, chad Asset Protection Agent, walk into RUST room after finding out I have access. What's this button do? Oops I just deleted half the ship.

Steps to reproduce

  1. Walk to RUST room as Liason or Agent.
  2. Open door with your basic engineering access.
  3. Touch everything you can.

Specific information for locating

Doors named "Fusion Testing Facility"

Length of time in which bug has been known to occur

Likely since they added access to the doors.

Client version, Server revision & Game ID

Client Version: 513
Server Revision: 325c80c - - 2020-12-06
Game ID: b0A-b89N
Current map: NTSS Dagon

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Travis Map Checks fail because of Jobs

The Job files are still a holy mess and should be fixed soon for Travis to go full green.

code/game/antagonist/station/cult_god.dm:7:error: /datum/job/squad_lead: undefined type path code/game/antagonist/station/cultist.dm:27:error: /datum/job/squad_lead: undefined type path code/game/antagonist/station/renegade.dm:7:error: /datum/job/squad_lead: undefined type path code/game/antagonist/station/renegade.dm:7:error: /datum/job/combat_tech: undefined type path code/game/antagonist/station/renegade.dm:7:error: /datum/job/grunt: undefined type path code/game/antagonist/station/revolutionary.dm:33:error: /datum/job/squad_lead: undefined type path baystation12.mdme.dmb - 6 errors, 0 warnings (10/16/20 5:31 pm)

Which occurs in the Example, Bearcat and Away Site checks since those datums are not included there.

[Supply] Plasteel doesn't earn supply credits when exported

Description of issue

When sending materials up the supply drone (exporting), exported plasteel doesn't earn credits, despite being in the statistics ("points from exported plasteel")
image

Difference between expected and actual behavior

Other materials such as plastic, wood, steel, and glass earn credits when sent up the supply drone. However, two rounds in a row, sending up plasteel didn't earn any points. It's usually about 3 or 4 credits per sheet, IIRC

Steps to reproduce

  1. put stack of plasteel in a crate
  2. load crate onto supply drone, close it
  3. close doors and send supply drone away with crate
  4. Check statistics (plasteel won't earn credits when drone arrives)

Issue bingo

  • Issue could be reproduced at least once
  • [] Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Travis doesn't have Permissions

Description of issue

Travis doesn't work, not sure what to do to fix. I am not knowledgable of how it works, just gotta hope nothing breaks for any major commits.

Genemodder species cannot use voidsuits

Description of issue

The Genemodder species is unable to wear command voidsuits and most likely the other types as well. There is no option to refit voidsuits to this species either.

Steps to reproduce

Pick genemodder species, try to wear a command voidsuit, get a species cannot wear this error.

Client version, Server revision & Game ID

51e2113 b9G-cWEW

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