alanii / newhestia Goto Github PK
View Code? Open in Web Editor NEWBastion of Hestia but seperated from main fork.
License: GNU Affero General Public License v3.0
Bastion of Hestia but seperated from main fork.
License: GNU Affero General Public License v3.0
When built into a strucutre, reinforced glass becomes normal glass. This also happens for borosil.
Expected:
Been an issue since the last hestia build tbh.
Server Revision: 2d7d99d - master - 2020-10-16
Game ID: b9E-cTOU
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.
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.
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.
When a player spawns in as a Serpentid Queen, there are the following issues
They spawn in with the name of their character in the slot rather than being prompted to change their ascent character's name.
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
Likewise Serpentid Adjuncts spawn as the same pitch-black GAS race but re-named monarch serpentid worker.
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.
Serpentid exosuits do not have the same radiation shielding as other ascent exosuits, leaving them susceptible to radiation poisoning.
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.
Spawn in as a serpentid queen or serpentid adjunct during a round when the seedship is spawned.
No idea.
Since yesterday's update, 10/21/2020.
Client Version: 513
Server Revision: 4a9f687 - master - 2020-10-21
Game ID: b9K-cyR5
Current map: NTSS Dagon
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.
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.
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.
An eternity. This issue was literally something I was complaining about with the old vox away ship 5 years ago on baystation.
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.
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.
Doors named "Fusion Testing Facility"
Likely since they added access to the doors.
Client Version: 513
Server Revision: 325c80c - - 2020-12-06
Game ID: b0A-b89N
Current map: NTSS Dagon
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.
When sending materials up the supply drone (exporting), exported plasteel doesn't earn credits, despite being in the statistics ("points from exported plasteel")
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
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.
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.
Pick genemodder species, try to wear a command voidsuit, get a species cannot wear this error.
51e2113 b9G-cWEW
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