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The medium screen circuit's output is visible while unconscious or dead
You should not be able to read a screen while dead, just like you can't see much anything else.
Able to read just fine.
Runtime in code/_helpers/logging.dm,160: The specified procedure could not be found.
proc name: log misc (/proc/log_misc)
src: null
call stack:
log misc("Adding game mode Calamity (cal...")
/datum/configuration (/datum/configuration): New()
load configuration()
/datum/global_init (/datum/global_init): New()
world: ()
Runtime in code/_helpers/logging.dm,9: The specified procedure could not be found.
proc name: start log (/proc/start_log)
Runtime in code/_helpers/logging.dm,45: The specified procedure could not be found.
proc name: log debug (/proc/log_debug)
Runtime in code/_helpers/logging.dm,196: The specified procedure could not be found.
(Observed on slightly older code, may have been fixed. Needs confirmation)
After death/digestion, if you have another character loaded in your player panel, and use the autoresleever, you will be resleeved as the currently selected character, not the character that died. This can be used to bypass job restrictions and gain unintended access, as well as permanently locking the job slot without an admin releasing the position.
When respawning, autosleever should perform a sanity check on the in-round character that died and attempt to revive them, rather than pulling from the player's currently-loaded slot.
AI law changes (such as Malf AI laws) are not mirrored on the AI's shell(s)
AI's laws remain consistent in each body.
AI gains a Malf law, but the shell does not.
Vore bellies have for some reason combined for all characters, regardless of the new or old character
Each character has different settings of vore belly
vore belly turned out to be united for everyone
Server revision: B:release D:
Commit: bdbfcb8d9c5488e0473a1fefabef762e1420936a
During construction, building the "floor tile" base plate required for laying down floors over lattice causes the room (or maybe general area) to lose pressure considerably for a split second, enough to cause vacuum related injuries. (I ruptured a lung, and took brute damage to limbs). This occurred on deck 3 above the bar, as well as the maints just south. Did not test if it happens on other decks. It does not reoccur when placing additional flooring over the plating. It does reoccur when deconstructing, and reconstructing the lattice + plating.
Not getting spaced while doing chill construction.
When placing down the lattice, nothing strange happens. When placing the base plate floor onto the lattice, the kpa drops for about a game tick and then returns to normal. See above for extra detail.
At the sight of vulpkin, the muzzle sticks out in a anti-radiation suit
correct display of the radiation suit
Intercom Convo does not correctly relay conversations, regardless of conversation length.
Enter example text:
Some Guy|Hello guys, what's up?
5
Other Guy|Hey, good to see you.
5
Some Guy|Yeah, you too.
And then see it post appropriately to the selected radio channel
You passed 10 segments (senders+messages+pauses). You must pass a multiple of 3, minus 1 (no pause after the last message). That means a sender and message on every other line (starting on the first), separated by a pipe character (|), and a number every other line that is a pause in seconds. - Error from the game.
All Robot Talk (binary) is double listed in chat while occupying your shell, but when you speak and when other borgs speak.
AI shell only hears one instance of Robot Talk rather than relaying the core's too.
AI shell and AI core both hear Robot Talk and relay to shell.
The Vulpkanin Skull Face and Unathi Skull Face body markings are not showing on characters. They are also not listed in the "Head and Face" section of the body markings.
The markings should be expected to show on characters.
The Unathi Skull Face marking has not been showing on a character that has had it previously, both in the character creator and in round. When I tried to apply it and the Vulpkanin Skull Face to a totally blank character with no features, it also did not show. Both times, the mark is applied in the body markings list but does not show any effect.
When disassembling a C-REG (hamster wheel generator), it produces a weird, broken frame.
When disassembling the C-REG, I expected it to become a normal frame, with the sprite and push object in the same space.
When placing a C-REG (hamster wheel generator) one space left of the yellow square on Rascal's Pass, it placed the C-REG too far to the left. After fully disassembling the C-REG, the sprite for the machine frame was to the left of an invisible object that appears to be the push center of the frame. To work on the machine frame, I still had to click on the frame sprite, but to move the frame around, I had to push or pull on the invisible object to the right of the sprite.
Adranol causes jitters
Adranol stops the jitters
Adranol increases jitters exponentially
If you're wondering why I haven't just fixed this myself it's because I cannot remember how to get gitkraken or github to work so we work with what we got. Also submitted to vorestation's github here.
Fill fryer basket with 4 pieces of meat, 5 capscaicin, and 10 batter, stuff it in the fryer, observe as it turns into general's chicken.
Original issue -> VOREStation/VOREStation#15762
When I decided to assemble a body scanner in the Talon medical compartment, I noticed a strange ventilation, I unscrewed the tables and checked the pipes. I saw that the ventilation and pipes were in different places
the ventilation is in place and it works
Server revision: B:release D:
Commit: bdbfcb8d9c5488e0473a1fefabef762e1420936a
Talon medbay
515 Bugs with asset icons, likely the reasons for the double examins and various others.
Runtime in code/modules/asset_cache/asset_list.dm,125: The specified procedure could not be found.
proc name: log debug (/proc/log_debug)
Runtime in code/modules/asset_cache/asset_cache_item.dm,19: invalid asset sent to asset cache
Runtime in code/modules/asset_cache/asset_list.dm,147: Cannot execute null.Width().
Dying after turning into a mob via TF Guns will make you unrevivable. Since damage is shared between the body and the mob as soon as a denecrotizer is used the mob will die once more.
You are also unable to return to your corpse if you ghost out when the dead mob is returned to your original form.
For a denecrotizer to revive a dead mob. And for ghosts to be able to return to their body after being returned to their original form.
The player is revived, but only temporarily.
When medical recombobulates the player to repair their mangled corpse, the player can no longer return to their body.
8397bc2a575f23f3109349fe73e182342e6f89db
Since it's tg code, someone should do:
https://tgstation13.org/wiki/Guide_to_Changelogs#Updating_the_Changelog
because 'bs4' isn't being installed properly:
File "tools/GenerateChangelog/ss13_genchangelog.py", line 93, in <module>
from bs4 import BeautifulSoup
ModuleNotFoundError: No module named 'bs4'
Error: Process completed with exit code 1.
The thing is I'm not clear on if this is a bug or was an intentional feature.
So there's a lot of mobs that should probably have bump vore which don't. That is because over in this part of the code
faction_bump_vore defaults to FALSE and nothing changes that anywhere in the code. Now mappers can set individual mobs to have bump noms by changing this var from a 0 to a 1 but it doesn't look like anyone has actually done that anywhere."But Ace!" I hear you say. "Deer and seagulls and gaslamps and fennecs and probably other vore mobs do bump noms just fine! And they are neutral to the player!" Correct. However, their faction is not actually the same as the player's faction = "neutral" and because the factions are different it can pass this check in the code. Also that's also why if you grab these mobs who aren't really neutral, they get very upset with you most of the time and will retaliate or run away.
This is an easy fix. The reason I haven't fixed it is because I don't know which mobs should have bump noms on by default. Usually this is something left to the mapper but that can probably be very tedious to change. But if you are a mapper, especially in redgate worlds, you should consider setting all of your normally hostile mobs to at least have faction_bump_vore set to 1.
When walking into a mob with bump vore on, and that mob is normally hostile, it should do bump noms.
faction_bump_vore is set to 0 and because we're both "neutral" faction bump noms is prevented.
This is actually intended functionality according to the code, it just might not make sense to players who are used to it being another way, hence me not being sure if this is a bug or an intentional feature that's just too broad or mappers don't know about.
I'd be happy to meticulously go through the code myself and check every single mob who is set to do bump noms and attempt to change them. I'll even add a toggle to the PET system to allow players to set it when they get their pet, so they can have their pet mob do bump noms if the mob is able to do bump noms in the first place. This could create lots of Fun™ for the server. And if it turns out to be not fun, it'll be easy to remove also.
So why don't I do this? You see I am a dunce and need to re-learn how to pull code off github to edit it.
Also I wanna make sure the changes are actually wanted before I start fiddling.
Engineering pupdozer borg module lacks crowbar
Select engineering borg, fix damage to ship
Select engineering borg, realise a lack of crowbar, sad emoji
Sticking a "Pulsing Fruit" into a Condimaster breaks it.
To stick the food in and be able to see what reagents it had, like I've done with foods and CondiMasters before.
I'd found a "Pulsing Fruit" from harvesting one of the glowing trees in that room above the Rascal's Pass bar/kitchen area, and I didn't want to eat it without knowing what was in it, so I decided to try sticking it in the CondiMaster.
Upon doing so, I received 2 messages:
You add the pulsing fruit to the machine.
You tear the pulsing fruit's sac open, pouring it into CondiMaster 3000.
When I then opened the CondiMaster's interface, it displayed like there was nothing in the machine, the "eject beaker" buttons were greyed out, there was no reagents in either buffer, etc.
But I couldn't stick another beaker in there because A pulsing fruit is already loaded into the machine.
So it wasn't usable, and required an admin to delete and replace it.
Server revision: B:release D:
Commit: af02a7fd801f5f36357c16bdbab3426f5ff72182
It was experimentally found that for some reason, HoP and RD with access to Eva cannot open EVA room. Only Gateway room
RD and HoP can open EVA in Rascal Pass
RS and HoP can't open EVA in Rascal Pass
Eris/Bay type walls break into classic type girders when broken from damage or welded down
Bay walls break into bay girders, so when fixings walls, you dont need to take the whole girder down and rebuild it from scratch
Recent event left alot of girders, thought I could just re-steel them quickly but this made classic walls, which did not fit the rest of the ship's look
I tried to bluespace harpoon myself inside a fennec and it didn't update its tummy.
For the tummy to be full.
The sprite stayed the same.
Despite having variables for escape and transfer chance in the code for space deer, only the rumen actually has those interaction chances. Struggling in any belly past the rumen only provides struggle text with no "You make no progress in escaping the space deer's [x]." text.
https://github.com/TS-Rogue-Star/Rogue-Star/blob/master/code/modules/mob/living/simple_mob/subtypes/vore/deer.dm
To be able to wiggle out at SOME point - code implies that it was intended to be escapable.
Every belly past the first lacks the "You make no progress in escaping the space deer's [x]." text which only shows up when interactions are enabled, resulting in the stomach being totally inescapable if you have digestion turned off (or using OOC escape).
While connected to the AI shell and clicking on the Redgate, your shell is teleported through. Then, if retrieved, the mind is completely fucked. You double-hear the Robot Talk channel, lose usual access to departments (but can still remote access doors), and have your module reset. The issue persists even with a completely new shell, so it's likely a mind bug.
MAK says that CHOMP/virgo may have fixed this bug.
None of that shit. Also AI not being yoinked through the redgate remotely.
That shit. The above persistent mind issues.
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