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Unofficial Space Station 13 server for SsethTzeentach's late "Merchants' Guild" fan community, now fully separated from /tg/station.

License: GNU Affero General Public License v3.0

Batchfile 0.01% Python 1.16% DM 91.06% HTML 0.21% Shell 0.08% CSS 0.04% JavaScript 6.28% PowerShell 0.04% TypeScript 0.56% SCSS 0.36% C# 0.02% C++ 0.05% PHP 0.13%
hacktoberfest

merchant-station-13's Introduction

MerchantStation Codebase

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

forthebadge forthebadge forinfinityandbyond

This is the codebase for the Merchant Station, a modified /tg/station-based fork of SpaceStation 13.

Space Station 13 is a paranoia-laden round-based roleplaying game set against the backdrop of a nonsensical, metal death trap masquerading as a space station, with charming spritework designed to represent the sci-fi setting and its dangerous undertones. Have fun, and survive!

DOWNLOADING

Downloading

Running a server

Maps and Away Missions

โ— How to compile โ—

On 2021-01-04 we have changed the way to compile the codebase.

Find BUILD.bat here in the root folder of tgstation, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile.

After it finishes, you can then setup the server normally by opening tgstation.dmb in DreamDaemon.

Building Merchant Station 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.

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.

merchant-station-13's People

Contributors

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merchant-station-13's Issues

Default keybinds don't let you use mech strafe mode properly.

As it says on the tin.
ALT is normally block movement and doesn't let you use strafe mode properly in mechs by default.

Experienced pilots have this already rebinded some time ago, but the average player probably doesn't know about this at all.

Point vendors turn invisible when unscrewed

Seems to be an issue with icon state changing, probably an easy fix. (vendors don't have open sprites, i don't know where you even got the idea from. They have overlay sprites with the open panels you spud [there is also no mining vendor sprite, so i don't know how you fucked this up this badly])

Happens with ALL point vendors.

Before screwing:
image
image

Reproduction:

Use a screwdriver on any point vendor.

NanoMed Plus Point Vendor causing TGUI errors

image

This happened both with the ID rework revert testmerged, and with it not testmerged.

Reproduction:

Use the nanomed with a character with ERT engineer equipment gotten via "select equipment" menu. also happened with legit ERT.

Vehicles move diagonally without any slowdown applied.

Normally, spacemen get slowed down a bit when moving diagonally.
For some odd reason this does NOT apply to vehicles, which causes weird behaviour both visually and gameplay-wise.

It is OK for some vehicles to move diagonally at fullspeed, like the ripley and lawnmower do but it still looks weird. Probably has to do with glide_size.

[BOUNTY/Verified] {150 Dollars}

((OPEN/VERIFIED)) {shoefoot}
(Adds a new monster badguy on a similar level to slaughter demons)
(Can be spawned from certain crystal delams or spawned by wizards, they are basically a mix between weeping angels and SCP-106, basically it can only move when your not looking and it is extremely fast, when it touches you it teleport you to a arena where you must fight other players to the death that have been trapped and if you kill someone you are sent back to a random location on the station, they can unlock different powers by either consuming people or by absorbing electricity out of machines and what not, some abilities might be blink basically instantly teleport to a position they can see and click, maybe a version of jaunt. Cant really think of a way for them to be killed was maybe thinking for them to be unkillable only containable, but maybe there can be a weapon you can bring back to the real world from its pocket dimension or something that can hurt it, melee weapon or something, coders can also think of stuff to add or change.)
[150 United States Dollars]

For payment/contact shoefoot#1738 on discord.

Random integration test failure tracking issue

  Runtime in space.dm,171: Cannot read null.density
  proc name: Entered (/turf/open/space/Entered)
  src: space (126,126,4) (/turf/open/space)
  call stack:
  space (126,126,4) (/turf/open/space): Entered(Alice (/mob/living/carbon/human), the floor (127,126,4) (/turf/open/floor/iron), null)
  Alice (/mob/living/carbon/human): Move(space (126,126,4) (/turf/open/space), 8, 0)
  Alice (/mob/living/carbon/human): Move(space (126,126,4) (/turf/open/space), null, 0)
  Alice (/mob/living/carbon/human): Move(space (126,126,4) (/turf/open/space), null, null)
  Alice (/mob/living/carbon/human): Move(space (126,126,4) (/turf/open/space), null)
  Alice (/mob/living/carbon/human): Move(space (126,126,4) (/turf/open/space), null)
  /datum/unit_test/chain_pull_th... (/datum/unit_test/chain_pull_through_space): Run()
  RunUnitTests()
  /datum/callback (/datum/callback): InvokeAsync()
  Runtime in _element.dm,51: We just tried to add an element to a qdeleted datum, something is fucked
  proc name:  AddElement (/datum/proc/_AddElement)
  src: the iron rod (/obj/item/stack/rods)
  src.loc: null
  call stack:
  the iron rod (/obj/item/stack/rods):  AddElement(/list (/list))
  the iron rod (/obj/item/stack/rods): Initialize(0, null, 1, null, 1)
  Atoms (/datum/controller/subsystem/atoms): InitAtom(the iron rod (/obj/item/stack/rods), 0, /list (/list))
  the iron rod (/obj/item/stack/rods): New(0)
  the MULEbot (#1) (/mob/living/simple_animal/bot/mulebot): explode()
  the MULEbot (#1) (/mob/living/simple_animal/bot/mulebot): death(null)
  the MULEbot (#1) (/mob/living/simple_animal/bot/mulebot): update stat()
  the MULEbot (#1) (/mob/living/simple_animal/bot/mulebot): updatehealth()
  the MULEbot (#1) (/mob/living/simple_animal/bot/mulebot): updatehealth()
  the MULEbot (#1) (/mob/living/simple_animal/bot/mulebot): adjustHealth(7.5, 1, 0)
  ...
  the MULEbot (#1) (/mob/living/simple_animal/bot/mulebot): attack animal(Maintenance Bojar (/mob/living/simple_animal/hostile/regalrat/controlled), null)
  Maintenance Bojar (/mob/living/simple_animal/hostile/regalrat/controlled): AttackingTarget(null)
  Maintenance Bojar (/mob/living/simple_animal/hostile/regalrat/controlled): AttackingTarget()
  Maintenance Bojar (/mob/living/simple_animal/hostile/regalrat/controlled): MeleeAction(1)
  Maintenance Bojar (/mob/living/simple_animal/hostile/regalrat/controlled): MoveToTarget(/list (/list))
  Maintenance Bojar (/mob/living/simple_animal/hostile/regalrat/controlled): handle automated action()
  NPC Pool (/datum/controller/subsystem/npcpool): fire(0)
  Master (/datum/controller/master): RunQueue()
  Master (/datum/controller/master): StartProcessing(0)

and more to come

Deltastation has no DNA manipulator

Round ID: Irrelevant

Reproduction:

  1. Play on Delta station as a botanist.
  2. Notice there is no DNA manipulator.
  3. Wait for science to (never) research it or suicide .

Augmented heads can't have self-surgery done on them

i'm not good at writing issues don't reee at me over this

Round ID:

idfk

Testmerges:

i don't think any testmerges factor into this

Reproduction:

  1. Get someone to perform the "Augmentation" procedure on your head.
  2. Attempt to perform a surgical procedure on your head (make sure it's uncovered)
  3. Observe that it doesn't work (that's like the main reason to get augs)

Anti-drop implant stuck on, even when disabled, surgically removed, and arm replaced

On round with ID 1097 I got an anti-drop implant surgically added into my head. After enabling it, the items I had were stuck, as disabling the implant didn't do anything other than display the disable text. Even after it was surgically removed from my head, it stayed on. I had my left arm replaced, and while it did drop the item, the implant was still on, resulting in a weird state where I couldn't pick things up with my hand or really use it in general.

[BOUNTY/Verified] {16 dollars}

((OPEN/verified)) {happyman1997}
(big ass fat bounty)
(add form of cyborgs buildable in robotics that functions identically to chaplain synths or with twists as you wish)
(1000 russian rubles/16.12 United States Dollars)

For contact/payment contact shoefoot#1738 on discord

[BOUNTY/Verified] {350 Dollars}

((OPEN/Verified)) {shoefoot}
(port of Thanos gauntlet and everything else related to it, to merchant)
(Just port that shit, i heard it is very very hard to port hence the price is so high.)
(350 United States Dollars)

Contact: shoefoot #1738

revert smart pipes

do i need to explain how retarded they fucking are i broke down in tears trying to make a compact atmos system it's not worth it

Emitters do not fire when powered.

It seems to happen the most when the SME is not powered. Setting active_power_usage to 0 from 300 seems to fix it.
Had to make this report in a hurry due to an ongoing round. Do ask if you have questions regarding this.

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