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whitesands's Issues

Auxiliary base will crash shuttle control consoles

When launching an auxiliary base, attempting to use a shuttle control console attached to a shuttle will cause an error in the shuttle control console.

Round ID:

1583

Testmerges:

#420: 'TGUI Upgrades and new UI features' by MarkSuckerberg at commit e43396f
#413: 'Box Facelift part 2 - EVA' by SynnGraffkin at commit 2a6dee5
#403: 'Hardhat Helmet Sprites' by Quantum-M at commit 3a12957

Reproduction:

  1. Launch the auxiliary mining base (we did not use a beacon in my case)
  2. Try to call the lavaland shuttle at the auxiliary mining base. It won't arrive.
  3. Try to call it from somewhere else (like the mining area in supply), it will give the following error.
    The public mining shuttle will have a similar issue if it is sent to Lavaland (not necessarily the auxiliary mining base). Furthermore, if you try to send it to the auxiliary base, it will end up going to the airlock for the auxiliary base...on the station.

Stacktrace:

TypeError: Unable to get property 'name' of undefined or null reference
   at i (http://127.0.0.1:53719/tmp5532/tgui.bundle.js:1:434921)
   at d (http://127.0.0.1:53719/tmp5532/tgui.bundle.js:1:435261)
   at Anonymous function (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:220360)
   at Anonymous function (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:220330)
   at Te (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:220308)
   at Ie (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:221249)
   at Te (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:220172)
   at Ie (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:221249)
   at Te (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:220172)
   at Anonymous function (http://127.0.0.1:53719/tmp5532/tgui-common.chunk.js:1:220330)
User Agent: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.2; WOW64; Trident/7.0; .NET4.0C; .NET4.0E; .NET CLR 2.0.50727; .NET CLR 3.0.30729; .NET CLR 3.5.30729; Tablet PC 2.0; Zoom 3.6.0)
State: {"ckey":"shadowtail117","interface":"ShuttleConsole","window":{"key":"[0x2005705]-main","size":null,"fancy":1,"locked":1}}

[BUG] AI Private Channel Radio Token :o Not Working

Round ID: 1626

Client Version: 513.1528

Testmerges: None

Happens on live and local. Local has no testmerges.

Details:

Using :o as the AI or via a headset with access to it, does not send a message to the AI Private channel. The AI Private Channel can be spoken to and listened to via intercoms and station bounced radios. I've confirmed that both a radio headset with a sec borg encryption key and the AI with intercoms off can hear the AI Private channel.

Reproduction:

  1. Play as AI
  2. Attempt to send a message starting with :o
  3. Message will not be seen by sender, recorded by tcomms servers, or heard by players listening to 144.7.

or

  1. Put /obj/item/encryptionkey/secbot into a radio headset
  2. Send a message with :s to confirm the headset and encryption key work
  3. Attempt to send a message starting with :o
  4. Message will not be seen by sender, recorded by tcomms servers, or heard by players listening to 144.7.

[BUG] Actions in game preferences locks up the world thread

Likely caused by the lack of a connected SQL server prompting the server to halt until it receives a response that won't come.
During this halt time the thread uses very little system resources.

Reproduction:

Fire up a local server and just click game preferences in the setup menu.

Bluespace bodybag duplication bug

Issue reported from Round ID: 1625 (BoomerStation - MRP)

Reporting client version: 513.1528
So if you are folded into a bsbb, and the person folding you drops it, you can pick it up to free yourself and make infinite bodybags, there may be extra glichyness like teleporting people into the same body bag but holy fuck

Double examining Space Villain cabinets shows the attack combos for Space Villain 2.0, but we don't have that

Issue reported from Round ID: 1644 (BoomerStation - MRP)

Reporting client version: 513.1526

So basically TG semi recently reworked the Space Villain arcade game to be less about turtling and more about something which is dubiously strategy, and part of it is some attack combos for the game that appear when you double-examine/examine closely, scrawled on the side of the cabinet. Examining the cabinets on here closely shows these combos even though they don't apply.

The new Space Villain is actually somewhat entertaining and it'd be interesting to see it ported in some form. I don't know if the modular computer version is still on the old three-button Space Villain on TG or not.

Can't make regen jelly

Issue reported from Round ID: 1616 (BoomerStation - MRP)

Reporting client version: 513.1528

Basically, The chemical recipe for regen jelly (1u omnzine and slime jelly) doesn't work and can't be made
I'm unshure if this is a bug since the wiki doesn't have the recipe but I don't remember any pr saying you can't make it anymore so i'm putting this here just incase

[BUG] Unable to scavenge batteries from mechs

Round ID:

1883

Testmerges:

#540
#544

Reproduction:

Attempted to retrieve a battery from a functional Ripley in the space ruin, followed the instructions on the wiki but hands or screwdriver wasn't able to pull out a battery after opening the panel in maintenance mode.

Rev Can't hear the Living

Issue reported from Round ID: 1522 (BoomerStation - MRP)

Reporting client version: 513.1528

So I was playing rev and I can't hear the living. At all. I can hear deadchat which is new I think but I can't hear the living. Whats the point of transmit now?

[BUG] Ninja buttons not entirely functional

Round ID:

Testmerges:

TG Merge 6

Reproduction:

Get Ninja, use buttons.

Details:

I got Ninja one round a few days ago and the buttons to create throwing stars and retrieve my katana did not function, despite my suit having power. Invisibility and smoke did work. I didn't push many of the other buttons to see if they worked.

chemical synthesizers are borked

Round ID:

394

Testmerges:

Reproduction:

wrench down chemical synthesizer, set it up and everything. You may notice that upon changing the synthesizer's settings, it will immediately change orientation to face south.
Okay, whatever, so you lay some duct down and- it's not connecting.
Chemical synthesizers will not connect to fluid ducts, essentially making them useless.

[FEATURE] Deep-Core Mining

Name of feature:

Deep-Core Mining Drills

Related Pull Request on other codebase:

N/A

Additional Info:

Location based equivalent to the Bluespace Miner that sources things like Diamonds, Uranium, Titanium, and Plasma when built over "ore veins" that are able to be prospected for during normal surface mining. The aforementioned resources would be removed from map generation, and have a 5x5 tile area which can have a single DCMD machine placed on top to produce the resource. Once the DCMD is created, it runs at low efficiency until a tank of coolant is attached (Base of 25% N2 boosts to 50%, Freon to 75%, Hyper Niobium to 100%) In conjunction with this, remove BSM rare ore generation, and nerf uncommon ore generation. Would also aggro local mobs, creating a meta of defending DCMDs from fauna. Gives an in-context use for lavaland gamergear instead of having it being always unleashed on the station eventually.

The process would work something like:

  1. Mine surface ores as normal
  2. When you mine a tile near a vein, get a message that says "There's flakes of in this dirt." When you mine on top of the tile containing the vein, get a message that says "There's nuggets of in the ground here!"
  3. Construct a machine frame on top of that tile, wire & add the DCMD board, components, screw together & link with multitool.
  4. (optional) Construct a pipe connected to a tank connector to the DCMD for coolant to increase operating efficiency.

WindowsErrors' original idea post:

WindowsErrors06/24/2020
what if
we merge the 2 jobs of shaft miner and cargo technician into supply technician
and
we lower the amount of minerals inside rock walls, and make the rarer ones not spawn there altogether, and instead, place several 'underground veins' like in Rimworld which are marked by one or multiple notated floor tiles, upon which the cargonians can build a 'mining extractor' (totally not just a bluespace miner), providing a steady trickle of that mineral
ideally, the new balance would incentivize trying to explore the surface to try and set up as many mining extractors as possible
however, the thing is that lavaland would then pretty much turn into indiana jones land, while they go looking for tendrils and bosses, they can mark mineral veins to exploit by using beacons, or set the drills up themselves if they want to give up some inventory space to carry the materials to make them.
that way, there is no mind-numbing cookie clicker mining left to do, and miners are constantly (if indirectly) involved with the acquisition of minerals

[QoL]Ethereal changes

At the behest of Mald, I bring some ideas of change to Ethereals. As of now, no one plays them. While I cannot speak for every individual, from ym own experiences they are simply inconvenient to play. Any small benefits they have are overshadowed by constantly micromanaging your charge level. I know others have shared the sentiment in the past when complaining about it.

To fix this issue my ideas are as follows. Make your exact charge level visible from your info/ic tab. Currently there is no way to actually check it(that I know of) This should be easily accessible information considering failure to manage it can literally kill you. Next, managing your charge needs to be much easier. As of now, you need to go stand at an APC or a light bulb and give it the succ for 1-2 minutes at a time every 5 minutes. You can use the borg rechargers if one is near by, but with the inability to track your charge, its easy to overcharge on them.

Next, make your charge drain much slower. Even from full, it takes around 5-10 minutes before you need to go charge again. And with how long it takes to charge unless using a borg charger, you end up spending a sizable amount of your playtime simply keeping yourself alive.
Finally, give Ethereals an ability to discharge anything above 100%. As of now, you simply take toxin damage, scaling with how over charged you are. At very high levels, you randomly shoot off tesla bolts. The Ethereal discharge I am proposing would be voluntary. Ideally scaling from a small 1 damage burn(like a static shock) if used on another person all the way to a single use discharge of the tesla bolts they currently fire with all its same effects. The toxin damage you will take simply acquiring this charge level is already punishing enough, though a total stamina drain could also be added to this for balancing factor.

[BUG] AAC Gives Previous-Action-Ignored Message when Unlocked

Round ID: Noticed a couple weeks ago, images from 1552

Client Version: 513.1528

Details:

When an AAC is unlocked, mousing over the GUI causes it to give the message "Your previous action was ignored because you've done too many in a second."
image
Note: I do not experience this issue on my test server.

Reproduction:

  1. Unlock an AAC with an atmos tech or other authorized id.
  2. Mouse over the section of the GUI for any of the attached vents or airlocks.

[FEATURE] Configurable Channel Tokens

Name of feature:

Configurable Channel Tokens

Related Pull Request on other codebase:

N/A (To my knowledge)

Additional Info:

As @untrius mentioned in #506 we're running into issues with colliding say prefixes that are either not failing fast & loud, or could potentially be overridden by upstream changes.

The proposed solution would be a central registry for channel tokens, configurable by server config, and possibly then further modifiable by player configuration locally to the client. Either way, the goal would be to centralize the token definitions for channel prefixes and have a set of error handling cases that report either on server start or on say calls that there is an ambiguous token prefix defining the channel. This would add potentially a few seconds at most to roundstart initialization (instead of having compile-time #DEFINE macros) but it would give greater visibility in testing, and have the basis to deliver more customization options to the players.

Skewium does not have a recipe.

Zeta informed me that skewium does not have a recipe. It does have a recipe on the wiki, however. It was suggested that maybe this was just because of an incomplete skewium removal revert? Maybe also take a look at the chems again to make sure there's no other chems like this when you got the time.

image

[FEATURE] Magboot Modularity/Sandal Compatability for Digitigrade Feet

Name of feature:

Digitigrade Shoes

Related Pull Request on other codebase:

N/A

Additional Info:

Essentially giving the ability for Digitigrade feet to fit in mag-boots and sandals. With mag-boots, a screwdriver used on them converts them to digitigrade mode, only wearable by races with those leg types. Sandals can just be used as is.

Hey guys I figured out the box powernet issue!

Round ID:

Round 675, map Kilostation

Testmerges:

not relevant

Reproduction:

  1. move the mining shuttle from the station to lavaland
  2. move the mining shuttle from lavaland to the station

Okay, so I THINK this is what's causing the problem. Since box is special, and has an APC on the mining shuttle, the powernet suddenly having to support the shuttle APC causes the whole thing to break! Since Kilo also has box's mining shuttle, it shares this problem. Updating the powernet by cutting one of the wires under an SMES and rewiring it fixes the entire thing.

[BUG] Aliens cannot corrode r-walls, creating a role that is born to die in xeno eggs.

Round ID: 1764

Testmerges: #490 #511 #496 #520

Reproduction:

Reinforced walls do not take damage from corrosive acid from praetorians/queens. The outer grille remains intact. What this means for players is that, when a scientist decides they want to have a captive xeno, that xeno has literally no chance to experience the game outside of the box, even without the presence of the BZ canister to lull them into glitched permanent sleep. I was on the receiving end of this, but I don't want to bwoink anyone who does this knowingly, so please fix this fast.

[BUG] Freon Fire Reaction Resulted in Negative Kelvin Temperature

Round ID: 1572

Testmerges: 420, 413, and 403

Details:

While attempting to make hot ice, was injecting freon into chamber of O2. Scanned the air while it was reacting and got negative kelvin temperature.
image

Reproduction:

The image will probably be more helpful than this description. I had a 1x2 chamber filled with 140 K oxygen, with heat exchange pipes containing plasma connected to a freezer at 140 K. I injected 140 K Freon into the chamber at 10 kPa. I let this run while checking the temperature with an analyzer. The value dropped then started jumping between 30 K, 10 K, and -10 K. -17 was the lowest value I saw.

Whiteship consle machine broke

Issue reported from Round ID: 1559 (BoomerStation - MRP)

Reporting client version: 513.1528
I was just sending the whiteship somewhere and i get hit with this

TypeError: Unable to get property 'name' of undefined or null reference
at i (http://127.0.0.1:58042/tmp11552/tgui.bundle.js:1:434921)
at d (http://127.0.0.1:58042/tmp11552/tgui.bundle.js:1:435261)
at Anonymous function (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:223277)
at Re (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:223040)
at Pe (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:224080)
at Anonymous function (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:222540)
at Re (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:222079)
at Pe (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:224080)
at Anonymous function (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:222540)
at Re (http://127.0.0.1:58042/tmp11552/tgui-common.chunk.js:1:222079)
User Agent: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.2; WOW64; Trident/7.0; .NET4.0C; .NET4.0E; .NET CLR 2.0.50727; .NET CLR 3.0.30729; .NET CLR 3.5.30729)
State: {"ckey":"adepressedpyroshark","interface":"ShuttleConsole","window":{"key":"[0x2036e9a]-main","size":null,"fancy":1,"locked":1}}

All I think could have caused this was staying on the menu while the ship was moving maaaarrg

EDIT:
The consle is still broke after i closed the manu and opened it. You can fix it by disconnecting the moniter then reconnecting it.

[BUG] Atmos Analyzer Minor Issues

Round ID: Since monstermos was added, images from 1551

Client Version: 513.1528

Details:

2 Bugs:

  1. Analyzers used on the room no longer report the room's pressure
    image

  2. Analyzer output when used on canisters and pipes is ordered differently, making it hard to read when used several times.
    image

Reproduction:

  1. Click on the analyzer while it's in your active hand.
  2. Use analyzer on a canister or pipe containing gas.

[BUG] Hygene bots weird

"I want to revise my earlier bug report about hygiene bots. It appears when they are unfinished(before you add the fluid duct) they will delete ANY item you use on them in that state"

"Also, everything about constructing hygiene bots is buggy. When you are adding the fluid duct, you dont need to wait for the progress bar, just step away and it will instant complete. Also, fluid ducts stack like metal does, but if you use a stack of ducts on one hygiene assembly, it will consume the entire stack"

Reported by xenofire

Pen Uplink not given at roundstart properly

Round ID:

Round ID: 1603

Testmerges:

#420: 'TGUI Upgrades and new UI features' by MarkSuckerberg at commit e43396f
#413: 'Box Facelift part 2 - EVA' by SynnGraffkin at commit 2a6dee5
#403: 'Hardhat Helmet Sprites' by Quantum-M at commit 3a12957
#445: 're:TerraGov' by triplezeta at commit 90f27ff

Reproduction:

Select Pen uplink for Traitor. Pen will be in PDA, code will be added to memory, however pen will not respond to uplink turn degrees. Admins had to re-add the uplink manually.

[BUG] Drone issues

Issue reported from Round ID: 1160 (BoomerStation - MRP)

Reporting client version: 513.1513

Selecting a drone prompts null.
image

Drones have two of three laws

image

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