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Persistent SS13

Discord - Code

Persistent SS13 is a persistent station based on paradise code.

Paradise

Website - Code - IRC


INSTALLATION

First-time installation should be fairly straightforward.
First, you'll need BYOND installed.
You can get it from here.

This is a sourcecode-only release, so the next step is to compile the server files.
Open paradise.dme by double-clicking it, open the Build menu, and click compile.
This'll take a little while, and if everything's done right, you'll get a message like this:

saving paradise.dmb (DEBUG mode)

paradise.dmb - 0 errors, 0 warnings

If you see any errors or warnings, something has gone wrong - possibly a corrupt download or the files extracted wrong, or a code issue on the main repo. Ask on IRC.

Once that's done, open up the config folder.
You'll want to edit config.txt to set your server location, so that all your players don't get disconnected at the end of each round. It's recommended you don't turn on the gamemodes with probability 0, as they have various issues and aren't currently being tested, so they may have unknown and bizarre bugs.

You'll also want to edit admins.txt to remove the default admins and add your own.
"Host" is the highest level of access, and the other recommended admin levels for now are "Game Admin" and "Moderator". The format is:

byondkey - Rank

where the BYOND key must be in lowercase and the admin rank must be properly capitalised.
There are a bunch more admin ranks, but these two should be enough for most servers, assuming you have trustworthy admins.

Finally, to start the server, run Dream Daemon and enter the path to your compiled paradise.dmb file.
Make sure to set the port to the one you specified in the config.txt, and set the Security box to 'Trusted'.
Then press GO and the server should start up and be ready to join.


UPDATING

To update an existing installation, first back up your /config and /data folders as these store your server configuration, player preferences and banlist.

If you used the zip method, you'll need to download the zip file again and unzip it somewhere else, and then copy the /config and /data folders over.

If you used the git method, you simply need to type this in to git bash:

git pull

When this completes, copy over your /data and /config folders again, just in case.

When you have done this, you'll need to recompile the code, but then it should work fine.


Configuration

For a basic setup, simply copy every file from config/example to config.


SQL Setup

The SQL backend for the library and stats tracking requires a MySQL server.
Your server details go in /config/dbconfig.txt, and the SQL schema is in /SQL/paradise_schema.sql or /SQL/paradise_schema_prefix.sql, depending on if you want table prefixes.
More detailed setup instructions are located on /tg/station's wiki: http://www.tgstation13.org/wiki/Downloading_the_source_code#Setting_up_the_database


IRC Bot Setup

Included in the repo is an IRC bot capable of relaying adminhelps to a specified IRC channel/server (thanks to Skibiliano).
Instructions for bot setup are included in the /bot/ folder, along with the bot/relay script itself.

LICENSE

Persistent SS13 is licensed under the GNU Affero General Public License version 3. As of 5th January 2015 any new contributions are licensed under the AGPL as well, if you wish to submit code under the GPL v3 then commits and files must be marked as such in comments. If you wish to use our code in a closed source manner you may use anything before commit 445615b8439bf606ff204a42c8e7b6b69d983255, which is licensed under GPL v3. The major change here is that if you host a server using any code licensed under AGPL you are required to provide full source code for your servers users as well, including addons and modifications you have made.

See this for more information.

Any files located in the Persistent-SS13/goon, Persistent-SS13/icons/goonstation, or Persistent-SS13/sound/goonstation directories, or any subdirectories of mentioned directories are licensed under the Creative Commons 3.0 BY-NC-SA license (https://creativecommons.org/licenses/by-nc-sa/3.0)

All other assets including icons and sound files are licensed under the Creative Commons 3.0 BY-SA license (https://creativecommons.org/licenses/by-sa/3.0/), unless otherwise indicated.

persistent-bay's People

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persistent-bay's Issues

Cutlet Sandwich Bug

Description of issue

(Cutlet) sandwich was saved to the world, and then when I consumed the sandwich, a cutlet dropped onto the ground. When I picked up and tried to eat the cutlet, I got a message that there was "none of the cutlet left" and the cutlet disappeared.

Difference between expected and actual behavior

I just expected to eat my sandwich with no cutlet fuckery, but alas.

Steps to reproduce

  1. Make sandwich, potentially only works with cutlet sandwiches.
  2. Save Sandwich to the world
  3. Restart server
  4. Eat sandwich

Specific information for locating

code/modules/reagents/reagent_containers/food/sandwich.dm
"None of the cutlet left!

Length of time in which bug has been known to occur

Immediately following a restart.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 47fc957 - dev - 2018-08-31
Game ID: bV8-crZI

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this

Everything is a weapon!

Description of issue

So if no one minds, I'm going to remove /weapon/ from items at some point soon. It's.. really, really, not needed.

Dragging and grabbing bodies into/onto machines should be consistent.

Many machines in medical are inconsistent.
Some you drag someone to, others can grab and click the machine, and some you can do both.

Specifics:

  • neural lace resleever
    • Doesn't remove the grab icon when you place someone in it and should also allow drag.
    • Doesn't have an eject verb.
    • Grab has a timer.
  • Body Scanner (inconsistent case)
    • Grab click is instantaneous while drag has a timer.
    • Has both enter and ejects verbs.
  • sleeper
    • Doesn't have a grab click.
    • Doesn't have an eject verb.
  • roller bed
    • Has both grab and drag.
    • Grab has a timer while drag is instantaneous.
    • Pulling and pushing a roller bed with someone on it has a tendency to leave the body behind, floating, as if they were still on the bed.
    • Dragging someone onto an operating table whilst they are on a roller bed does not dissociate the person from the bed, so if you are pulling a roller bed with someone on it, then drag them onto the operating table, then move the roller bed, then they will teleport back onto the bed.
  • Operating Table (inconsistent case)
    • Both grab and drag are instantaneous.
    • As mentioned above, has weird interactions with roller beds.

Saved computers with RFID slots do not keep the remove ID verb

Description of issue

When a computer with an RFID card reader is saved and reloaded, the reader must be removed and reinserted before IDs can be removed from the computer.

Difference between expected and actual behavior

It should have the verb regardless.

Steps to reproduce

Restart the server, put your ID in a computer, realize you can't get it out until you remove and reinsert the reader

Specific information for locating

It's with custom computers. Obviousy.

Length of time in which bug has been known to occur

No idea.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 460af1d - dev - 2018-06-12
Game ID: bUQ-a7bz

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this
    Note: I could be wrong about what's causing this since I haven't poked at it too much, but I believe this is the case.

Meson goggles allow you to see through walls even while turned off

Description of issue

Meson goggles allow the wearer to see through walls while equipped, regardless if they are turned on or off.

Difference between expected and actual behavior

Expected: You should not be able to see through walls while turned off.
Actual: You can see through walls while turned off.

Steps to reproduce

1.Equip/Obtain meson goggles
2. Make sure Meson goggles are turned off
3. Notice you can see through walls

Specific information for locating

Either Meson goggles itself or possibly wherever the overlay for meson goggles are stored

Length of time in which bug has been known to occur

Recent (?). The bug didn't always exist.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 7db9a2d - dev - 2018-06-24
Game ID: bU2-dHFI

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this

[BUG] Bluespace Satellites require no components

Description of issue

You can create a Bluespace Satellite without needing to use any Telecommunications parts, or a bluespace crystal as it says in the code. This is because the circuit board does console frame construction instead of machine frame construction, I'm unable to tell why this is occurring. It's a problem since factions can be created with an incredibly low material cost with only the board required.

This went unreported for awhile since players assumed it was intended behavior.

Difference between expected and actual behavior

I expected to need to place the Bluespace Satellite board into a machine frame, and then place the required components to create a bluepsace satellite.

Instead I place the circuit board into a computer frame, use some wire and glass, and I get a bluespace satellite.

Steps to reproduce

  1. Print Bluespace Satellite board from Circuit Imprinter.
  2. Attempt to create faction by placing into machine frame.
  3. Machine frame denies board.
  4. Place into computer frame.
  5. Get Bluespace-free Bluespace Satellite.

Specific information for locating

/obj/machinery/bluespace_satellite

/obj/item/weapon/circuitboard/bluespace_satellite

Length of time in which bug has been known to occur

It seems that this has always been happening since they were made to be craftable through R&D, no one has even seen a Bluespace Crystal in-game yet.

Client version, Server revision & Game ID

Server Revision: 5f88f7b - dev

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • 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

Character Creation: Starting Employer cannot be set, current -dev branch

Description of issue

Character Creation: Starting Employer cannot be set (Unset*)

Steps to reproduce

Compile the code according to official instructions
Give yourself Host privileges
Start the server
Join
Try to create a character
Try to set an employer

Specific information for locating

no specific messages received.
By clicking on Finalize i get "You must choose a valid employer."
which cannot be chosen

Length of time in which bug has been known to occur

Every time.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: Revision Unknown
Game ID: bVO-c26A

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this

Metabolism broken

Description of issue

Metabolism in humans seems to be broken. Chemicals do not apply their effects to the body and stay in the body forever, not changing at all.

Difference between expected and actual behavior

Chemicals should apply their effects and metabolise out of the body.

Steps to reproduce

Inject someone with something, monitor with a health scanner. (I.E. Spaceacilin)

Specific information for locating

Length of time in which bug has been known to occur

Client version, Server revision & Game ID

Client Version: 511
Server Revision: 09e2ce7 - dev - 2017-12-16
Game ID: bRX-dvkD

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • 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

[BUG] Cannot clamp bleeding if wounds have not healed from previous surgery

Description of issue

Cannot use a hemostat to clamp bleeding if you've previously opened the surgical area

Difference between expected and actual behavior

Expected: Hemostat will allowing you to clamp bleeding
Actual: No notice of anything wrong, treated as though clamping had already been done when attempting to clamp, but wound will keep bleeding.

Steps to reproduce

Preform surgery on a body, anywhere.
Preform the surgical steps in the order of:
Scalpel -> Hemostat -> Cautery -> Scalpel -> Attempt to Hemostat again

Specific information for locating

//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
/obj/item/organ/external/proc/update_damages()
number_wounds = 0
brute_dam = 0
burn_dam = 0
status &= ~ORGAN_BLEEDING
var/clamped = 0
var/mob/living/carbon/human/H
if(istype(owner,/mob/living/carbon/human))
H = owner
//update damage counts
for(var/datum/wound/W in wounds)
if(W.damage_type == BURN)
burn_dam += W.damage
else
brute_dam += W.damage
if(!(robotic >= ORGAN_ROBOT) && W.bleeding() && (H && H.should_have_organ(BP_HEART)))
W.bleed_timer--
status |= ORGAN_BLEEDING
clamped |= W.clamped
number_wounds += W.amount
damage = brute_dam + burn_dam
update_damage_ratios()

In the updated_damages() the current clamped flag is carried over for a wound. During surgery, when you cauterize a wound, it doesn't 'fully' heal it - thus it is still counted as a wound and the clamped flag will still remain.

I recommend fixing this through allowing cauterization to call a 'unclamp' function from _external, in addition to the close() function already called.

/datum/surgery_step/generic/cauterize/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
var/datum/wound/cut/W = affected.get_incision()
user.visible_message("<span class='notice'>[user] cauterizes[W ? " \a [W.desc] on" : ""] \the [target]'s [affected.name] with \the [tool].</span>", \
"<span class='notice'>You cauterize[W ? " \a [W.desc] on" : ""] \the [target]'s [affected.name] with \the [tool].</span>")
if(W)
W.close()
if(affected.is_stump())
affected.status &= ~ORGAN_ARTERY_CUT

Length of time in which bug has been known to occur

Since Baystation port

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • 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]

LMI Incompatible With Spiderbot

Description of issue

Lace Machine Interfaces cannot be put into spiderbots.

Difference between expected and actual behavior

I would expect that either spiderbots would not be buildable or that spiderbots would be compatible with Lace Machine Interfaces. However, neither is the case and spiderbots are buildable but incompatible with LMIs.

Steps to reproduce

  1. Construct a Spiderbot Chassis
  2. Attempt to insert an LMI.

Specific information for locating

/mob/living/simple_animal/spiderbot

Length of time in which bug has been known to occur

N/A i think?

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 47fc957 - dev - 2018-08-31
Game ID: bV8-crZI

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this

Cleaner Grenades broken

When you attempt to use a Cleaner Grenade, the grenade activates to set off in 5 seconds. Instead it never goes off and just keeps blinking, as useful as trash.

Expectation: I expected cleaning foam to come out of the grenade and clean up the thousands of giblets on the deck, instead it sat there blinking rapidly.

Steps to reproduce: Take grenade, activate, wait 5 seconds.

Specific information for locating:
/obj/item/weapon/grenade/chem_grenade/cleaner

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • 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

Stasis Clamp in autolathe does not use correct path.

Description of issue

Autolathe makes the machine version of the stasis clamp rather than the item. As a result, it can't be moved at all, since it was never meant to be in machine form outside of being attached to a pipe.

Difference between expected and actual behavior

Should be able to make stasis clamps and move them to where they're needed. Instead, they just get stuck there.

Steps to reproduce

Attempt to make a stasis clamp, get infuriated that you now have an immoveable object.

Specific information for locating

Pretty much know exactly how to fix this one: line 563 of autolathe_datums.dm reads "path = /obj/machinery/clamp" when it should read "path = /obj/item/clamp"

Length of time in which bug has been known to occur

Proably ever since it's been added.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 246f12f - dev - 2018-06-18
Game ID: bUV-dbhj

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this

Issues with new autolathe recipes

Description of issue

  1. Some recipes in the autolathe call for "metal" to be used when printing items. These should be changed to "steel" since that is the proper material used.

  2. (Possibly not a bug) Some items require "waste" and it's not possible to print items without this "waste" material, either there needs to be a better term to describe what the "waste" material is, or it should be removed from the materials list.

  3. Material items still have the option to print multiple items like how they were before the new autolathe update. This is probably better explained with a picture.

  4. Upgraded autolathes can print materials at a reduced price (example: 1x steel at 1600 materials), however, putting the 1x steel back in the autolathe will add 2000 material to the storage, essentially unlimited duping bug.

Length of time in which bug has been known to occur

Since the new autolathe update.

Client version, Server revision & Game ID

Client Version: 511
Server Revision: 5f88f7b - dev - 2018-05-25
Game ID: bUx-dazv

Camera drones create a new camera entry on camera consoles on load

Description of issue

https://i.imgur.com/ko1FLMi.png

Difference between expected and actual behavior

There should be only 1 camera drone entry to click on but there's like 20

Steps to reproduce

Just look at the public camera console.

Specific information for locating

Length of time in which bug has been known to occur

Today.

Client version, Server revision & Game ID

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this

Carbon Copy Paper Bug

Description of issue

On save and restart, paper that was previously part of a Carbon-copy but separated turns back into two sheets of carbon-copy paper.

Difference between expected and actual behavior

On restart, I expected that each sheet of paper would stay separated, instead of duplicating.

Steps to reproduce

  1. Grab a sheet of carbon-copy paper from a paper bin
  2. Right click, remove carbon copy
  3. Wait for a server restart
  4. Behold as the paper turns back into unseperated carbon copy paper.

Specific information for locating

code/modules/paperwork/carbonpaper.dm for the carbon-copy papers, maybe add a flag that shows when they've been separated and have that save?

Length of time in which bug has been known to occur

On restart.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 47fc957 - dev - 2018-08-31
Game ID: bV8-crZI

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this
    Bingo!

List of items/machines bugs (extra/duplicate items & non-destructible machines)

List of items / machines that give extra items:

  • Wall Girders
  • Construction requires 2 steel
  • Deconstruction gives 4 steel
  • Light fixture frames
  • Construction requires 2 steel
  • Deconstruction gives 2 steel, 1 wire
  • Small light fixture frames
  • Construction requires 1 steel
  • Deconstruction gives 1 steel, 1 wire
  • APC frame
  • Construction requires 2 steel
  • Deconstruction gives 2 steel, 1 wire (might be more)
  • Racks
  • Construction requires 1 steel
  • Deconstruction gives 2 steel

Duplication bugs

  • Fire Alarm+Air alarm+ATM: The step that requires you to pry out the electronics can be queued multiple times and an electronic will pop out for queued action (basically spam clicking the step gives electronics for each time pressed)
  • Airlocks: The wire AND glass (only for glass airlocks) deconstruction step can be queued multiple times for multiple wires/reinforced glass material

Item/Machines that can't be deconstructed/destroyed

  • Card-locked lockers
  • Cargo Tug
  • Pipe/Disposal Pipe Dispenser
  • Automatic Pipe/Cable layers (?)
  • All-In-One Grinder
  • Combination Safes
  • Beer Keg
  • Water Cooler
  • Welding Fuel Tank
  • Water Tank
  • Sink
  • Shower
  • Toilet
  • Windoors
  • Cloning Pods
    --
    Everything on the third list I've tried with crowbar, wrench, welder, wirecutters, and screwdrivers with no hints or steps of deconstruction. I'll probably do a proper testing of alot more machines and edit here but I figured everything found here is enough of a list to submit for now

[Low-Moderate] Various Wall Issues

  • Description for incomplete walls and complete steel walls is reversed
  • Spriting for "fusing" to adjacent walls waffles between functional and not, depending on which stage of completion the incomplete wall is at and what it's next to, leading to some hideous appearances (see picture of an assortment of old constructed steel walls and two incompleted walls)
    image
  • Girders take two steel to make, produce four - plating girders takes four steel, produces two to remove.
  • Incomplete walls are functionally identical to complete ones, it just takes more steps to dismantle them. If you want to maximize time someone has to screw around with one you should just randomly leave it at a state of completion so they have to to try tools at random.

To-Do Buglist

Ew an out of date buglist.. I need to fix this mess.

Er personal list of bugs

  • beaker unable to be inserted into sleeper #198
  • languages don't work [not working on atm]
  • correct neural lace in clones issue
  • ChemMaster erases excess liquid beaker -> buffer
  • mobs without lower bodies cause client crashing?
  • ore refinement equipment won't smelt/refine with console built
  • HighSec airlock deconstuct gives regular and secure airlock electronics
  • sleepers allow duping, ie extra matter bins when upgraded
  • racks-yield-plastic #209
  • syncing exofab casued 2 minute lag
  • certain system don't load before players log into game, manual initiating needed
  • temperature gun causes crashes
  • floor lights appear on when game loaded, lights need updated though
  • Drag or grab-placing someone onto surgery table occasionally results with insta-failure during surg
  • Rollerbeds occasionally drop patients; An error should appear in log with /error()
  • meat slab monkeys create 4 meat slabs; cloning req 3
  • authlathe prob doesn't accept copper
  • autholathe prints cable coil that req copper AND coil that doesn't. (Prints one piece at time?)
  • Co2 canisters changing to N2 canisters
  • RIG jetpacks stop working on server reload [var issue?]
  • solar panels needs reconfigured on reload?
  • knife gibs limbs
  • invoice program nonfunctional, doesn't print invoice
  • organ scarring undetectable
  • gibbing heads destroys laces

Objects that need to be saved

  • laces?
  • Solar trackers
  • Fingerprints
  • floor_lights
  • atmos filters, pumps, etc
  • modified plants
  • signalling and wiring
  • machine uids, counter saving
  • (integrated?) circuit signallers and circuit hypo injectors
  • nav beacons
  • reagents in
    /obj/item/integrated_circuit/manipulation/injector
    /obj/item/integrated_circuit/manipulation/smoke
  • frequency and code in
    /obj/item/integrated_circuit/input/signaler
    /obj/item/integrated_circuit/input/signaler/advanced

Port goals/ code changes

  • way to force icon updates on objects?
  • drone to deliver materials to station automatically and return to gps? location of user
  • forge like machine, that can utilise multiple enery sources for power and heat (limit to heat?)
  • monkeys have human screams
  • implement integrated circuit blueprint saving
  • buildable defibs
  • sinks (and others) should use timer based on amount being filled
  • allow air canisters to be desconstructed without breaking them
  • walls | tuft -> contu
  • make everything not a \weapon\
  • port over components?
  • port over TG circuits
  • simple bots
    stationary option | return to X option

Canisters no longer save properly

Description of issue

Canisters do not save their pressure and (probably) gas contents after server restart.

Difference between expected and actual behavior

Expected: Canisters should save their gas mixture and pressure after restart
Actual: They default to 4559 kPa and to whatever mixture the canister is labeled (pure N2 canister always has pure N2 after restart)

Steps to reproduce

  1. Obtain a canister (I've only tested with N2 and O2 canisters)
  2. Change pressure/mixture of gasses in canister to anything that isn't default.
  3. Save + Restart server
  4. Canister now has 4559 kPa (default pressure).

Specific information for locating

"Canister" (I assume all types are effected)

Length of time in which bug has been known to occur

Recently, I first noticed on July 1st

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 9a97dbd - dev - 2018-07-02
Game ID: bU0-bjil

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced after a restart
  • Issue happened recently (less than 7 days ago)
  • Couldn't find an existing issue about this

Pizza took my knife

Description of issue

Pizza stole my knife

Difference between expected and actual behavior

I expected the knife to cut the pizza but it instead slipped the knife into the pizza

Steps to reproduce

Take an osmium-carbide plasteel butterfly knife and click a pizza with it

Specific information for locating

Margherita Pizza
osmium-carbide plasteel butterfly knife

Length of time in which bug has been known to occur

Client version, Server revision & Game ID

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

  • Issue could be reproduced at least once
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  • Couldn't find an existing issue about this

Turrets shoot at cyborgs regardless of faction/assignment status

Description of issue

Turrets shoot at cyborgs regardless of their faction/assignment status.

Difference between expected and actual behavior

Expected: As a cyborg with the equivalent of NT mining access, turrets that are configured to not shoot miners should not shoot me.
Actual: Instead all turrets shoot cyborgs regardless of assignment or faction status.

Steps to reproduce

  1. Become a cyborg that is part of a faction.
  2. stand near a turret that is configured to not shoot members of said faction.
  3. Be shot at anyway.

Specific information for locating

"turret" and/or "cyborg" I assume.
Brawler also mentioned this when I mentioned the issue ingame: https://vgy.me/udf37x.png

Length of time in which bug has been known to occur

Since cyborgs were implemented.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 668202b - dev - 2018-06-26
Game ID: bU4-bjf4

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Icon Graphics [Low Priority]

When constructing reinforced walls from steel, one of the overlays unsuccessfully calls an image, resulting in a default error message for a sprite appearing as part of the wall.

image

Many sinks and other buildable plumbing do not properly adjust their pixels to shift and appear on the wall like air alarms.

Kitchen sinks are missing their north-facing icon.

Vents and Scrubbers a do not sync with air alarms

Description of issue

Air vents and scrubbers do not properly connect to air alarms when being installed, this makes setting up atmospheric networks nearly useless when creating new rooms.

Difference between expected and actual behavior

Expected: After wrenching down a vent/scrubber in a room, I would be able to turn on and configure the vent settings via Air alarms.

Actual: After Wrenching down a vent/scrubber, there is no list of the new vents on air alarms, making it impossible to fill rooms full of air via vents.

Steps to reproduce

  1. Create a new room
  2. Define the new room with blueprints
  3. Create an APC & Air Alarm for said room (The name of the Air Alarm & APC will change to the room name (whatever you put in step 2)
  4. Place a uvent fitting (Vent) and/or scrubber fitting in your newly created room
  5. Be disappointed when said vents and scrubbers do not appear on the Air Alarm you placed in the room.

Specific information for locating

"uvent fitting" and "scrubber fitting" from the pipe dispenser machine.

Length of time in which bug has been known to occur

Unknown/since the start of the new player-built map

Client version, Server revision & Game ID

Client Version: 511
Server Revision: 504a2b9 - dev - 2017-12-26
Game ID: bR8-c4ax

Issue bingo

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NOTES:

Vakoth had this issue on another server and mentioned they were able to fix it like this

After server restarts, the issue seems to fix itself

gas mixer / filter broken after reload

Description of issue

Gas mixer and/or filters are broken after load
image

Steps to reproduce

build a gas mixer like this:

 |
-*-

* = mixer
| - = pipe

save & load

Specific information for locating

NT station atmos after load on the main server

Length of time in which bug has been known to occur

since about forever

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 machines load with stock part settings on restart

Description of issue

  1. Whenever the server restarts, Autolathes, Protolathes, Circuit imprinters, and Exosuit fabricators function as if they have stock parts, even if it is fully upgraded. Using an empty RPED on the machine (as long as the machine itself has upgraded parts) will cause it to "reload" the buffs that the machine should have.

  2. Autolathes also accept any materials now (wood, osmium, phoron, etc), maybe not a bug in itself but without the ability to remove the materials is definitely a bug (even deconstructing the machines causes it to disappear instead of spitting out like how metal & glass does)

Steps to reproduce

  1. Build a machine with upgraded parts
  2. Save map & restart server
  3. The machine now functions as if it has stock parts

Length of time in which bug has been known to occur

Probably since autolathes were revamped (#227 or #234 , it definitely wasn't an issue before)
I was wrong, I did some testing and I confirmed the autolathe (and all other machines mentioned) have had this problem since the server moved over to baycode.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: b5e191e - dev - 2018-06-03
Game ID: bUG-dIPl

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Solar control console does not sync with every solar panel

Every time the server loads, only 40 of my 96 solar panels are detected by the solar control console when I resync them.
image
Before.

Cutting the wires and then reattaching them (circled in red) forces the solar control console to recognize them.
image
After.

For reference, this is how my solar array is set up.
image

Note: The terminal above the wires (where the red circle is) is bugged. It used to be connected to the PSU, but we tried removing it long ago and it was not possible. The terminal below the PSU is the one used.

Language broken [low-priority]

Description of issue

Language is broken

Length of time in which bug has been known to occur

Unsure, since Perma fork off Bay?

Issue bingo

  • Issue could be reproduced at least once
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  • Issue could be reproduced in multiple rounds
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Character Creation: After you create a character, it loads with a random name.

Description of issue

Right, so when you create a character, with a name and all - it instead saves a randomized character for you, instead of the settings you chose. No clothes, random name, random everything.

Difference between expected and actual behavior

Expected: Clicking on "Join Game," you will get the character you wanted.
Actual Behavior: The character is randomized.

Steps to reproduce

Specific information for locating

  1. Download current dev branch.
  2. Compile, run, create a character.
  3. Click on join game, bam, it's random.

Length of time in which bug has been known to occur

No idea.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: Revision Unknown
Game ID: bV6-bxCQ
Current map:

Issue bingo

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  • [x ] Couldn't find an existing issue about this

Reinforced tables are not showing proper sprites

Description of issue

Whenever reinforcing a table with any material, instead of displaying the reinforced sprite, it shows the non-reinforced sprite of the used material. (ex: A glass table reinforced with gold will appear as a non-reinforced gold table).

Difference between expected and actual behavior

Expected: The reinforced sprite should appear after reinforcing a table

Actual: The non-reinforced sprite appears instead.

Steps to reproduce

  1. Build a table frame
  2. apply any material to the frame to create a table
    3.Use any material (drag click from hand to the table) to reinforce the table
  3. Notice bugged sprite

Specific information for locating

Pretty much any material is affected, also the "table frame" item

Length of time in which bug has been known to occur

Unknown, if I had to guess it'd be since the walls update

Client version, Server revision & Game ID

Client Version: 511
Server Revision: 460af1d - dev - 2018-06-12
Game ID: bUQ-a7bz

Issue bingo

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Can't use clown stamp despite being a clown

Description of issue

I was unable to use my Clown stamp on important Clown-Related Documents

Difference between expected and actual behavior

I expected to stamp important documents to let people know they were clown approved, but alas.

Steps to reproduce

  1. Order Clown Crate
  2. Retrieve Stamp
  3. Try to stamp a paper. Cry.

Specific information for locating

You are totally unable to use the stamp. HONK
code/modules/paperwork/paper.dm is the one that needs to be edited for this I think
I believe the problem is that it checks for Mind Roles( user.mind.assigned_role ), but nobody has mind roles because everyone starts unassigned.

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 47fc957 - dev - 2018-08-31
Game ID: bV8-crZI

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ChemMaster issue

Description of issue

Excess fluid is erased from the source container if ChemMaster's buffer is unable to contain it all. Instead, it fills the buffer and dumps the rest if using 'all' or more than the buffer can hold.

Difference between expected and actual behavior

I believe excess fluid should remain in source instead of being dumped unless specifically stated in settings.

Steps to reproduce

  1. Insert a full reagent container as source.
  2. Transfer to Buffer an amount greater than the buffer’s capacity (60), for example “all” from a Bluespace Beaker.
  3. It will remove the entire amount you asked for from the source (300!ac), but will only fill the buffer to its capacity (60), losing up to 240 units of liquid.

[Low Priority] Elevator Shafts

Elevators delete the bottom of elevator shafts on the lowest deck, leaving an "Open space" that drains air out if breached. Easy grief method, is also pretty weird.

Ordered secure lockers require the import approval access, not their own department's access

Description of issue

Ordered secure lockers require the import approval access, not their own department's access

Difference between expected and actual behavior

Engineers should be able to open engineering lockers, but only cargo techs can.

Steps to reproduce

Acquire an engineering ID, hit locker with ID.

Specific information for locating

Length of time in which bug has been known to occur

Ages now

Client version, Server revision & Game ID

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[Oversight] Rechargers cannot be made.

Description of issue

Rechargers cannot be created, meaning that energy weapons can never be recharged. Since nucguns have been removed, there's no energy weapon which can last more than a couple shots before expiring permanently.

Difference between expected and actual behavior

Create energy gun, use it, recharge with a recharger.

Steps to reproduce

Attempt to recharge energy gun, realize there's no option to.

Specific information for locating

https://github.com/Persistent-SS13/Persistent-Bay/blob/dev/code/game/machinery/recharger.dm

Issue bingo

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Object options list bug or glitch I don't know

Description of issue

When you right click a object then go to to options such as you want to examine it, it instead comes up with a ton of options that are from the IC tab OOC tab etc and don't work and the standard object options are not available.

Difference between expected and actual behavior

When you right click a object then go to the options it's supposed to show the standard object options

Steps to reproduce

Right click any object and then go to the options you will see a long list of stuff except the standard object options

Specific information for locating

Any object should work in showing the wrong options

Length of time in which bug has been known to occur

Client version, Server revision & Game ID

Client Version: 512
Server Revision: 466a411 - dev - 2018-06-20
Game ID: bUY-cqpP

Issue bingo

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Autolathes don't work properly

Description of issue

  1. Upon clicking on an autolathe for the first time, the UI opens like normal, however, any future attempt of opening the UI afterwards results in nothing happening (incase you ask: no, I didn't have the menu minimized or hidden anywhere). Reconstructing/hacking any wire seems to (inconsistently) refresh the autolathe in some way, temporarily allowing access to the UI.
  2. Putting materials inside the autolathe (tested with glass, steel, and platinum sheets) results in nothing happening.
  3. When I was able to see the autolathe UI (using the workaround on the first bullet), random items were able to be printed for free, and there were a bunch of items from the R&D Protolathe/circuit imprinter listed as printable objects.

Steps to reproduce

  • 1: Build/Find an autolathe
  • 2: Try to access the autolathe UI by clicking on it
    • 2.1: If the UI has appeared, close out of it.
    • 2.2: Try to open the UI a second time.
  • 3: Be disappointed when the UI does not open.

Length of time in which bug has been known to occur

It started since the server was put back up on 17.May.2018 (Seems like #208 is the most recent PR that changed autolathes)

Client version, Server revision & Game ID

Server Revision: 82c8b1e - dev - 2018-05-17
Game ID: bUp-dqNq

Issue bingo

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  • Issue could be reproduced at least once ( Tested on two separate autolathes many times )
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  • Couldn't find an existing issue about this

When you look at crew manifest in the lobby, it shows all members as "unset"

When you look at crew manifest in the lobby, it shows all members as "unset"

Those assigned jobs should have their jobs appear.

Go look

Issue bingo

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