vgstation13 issueshttps://git.nexisonline.net/vgstation/vgstation13/-/issues2018-06-22T11:33:15Zhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14096dead diona nymph sprite issue2018-06-22T11:33:15ZRob Nelsondead diona nymph sprite issue*Created by: uazuaz*
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#### Description of issue
when a diona nymph is not taken by any ghost and dies, the dead nymph uses the same sprite of an alive nymph; also, if you drag the dead nymph around it uses its walking animation.
i don't know if this also happens on nymphs that are killed.
#### Difference between expected and actual behavior
expected the dead nymph using the dead nymph sprite
#### Steps to reproduce
plant diona seeds
wait until it dies
#### Length of time in which bug has been known to occur
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i don't know, but this doesn't happen on the outdated test server.
#### Server revision
<!-- Found with the "Show server revision" verb in the OOC tab in game. -->
7645b476792b73d2a1a42f25564522e95f084c16
#### Issue bingo
Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by every contributor.
<!-- Check these by writing an x inside the [ ] (like this: [x])-->
- [x] Issue could be reproduced at least once
- [x] Issue could be reproduced by different players
- [x] Issue could be reproduced in multiple rounds
- [x] Issue happened in a recent (less than 7 days ago) round
- [x] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/14093Succumbing logging2018-06-22T11:33:15ZRob NelsonSuccumbing logging*Created by: Aurx*
It's in the VV attack logs. With no timestamp. And not in the log files.
Please rectify at your convenience, it's not a huge deal since we can look up when they deathgasped. *Created by: Aurx*
It's in the VV attack logs. With no timestamp. And not in the log files.
Please rectify at your convenience, it's not a huge deal since we can look up when they deathgasped. https://git.nexisonline.net/vgstation/vgstation13/-/issues/14086Wooden Plankss2018-06-22T11:33:15ZRob NelsonWooden Plankss*Created by: D3athrow-Issues*
(WEB REPORT BY: cisrox REMOTE: 172.93.109.202:7777)
>Revision 18d2b569ce5a205b232a834b71575c70fb50423e
>General description of the issue
Wooden planks when examined say, There are 50 wooden plankss in...*Created by: D3athrow-Issues*
(WEB REPORT BY: cisrox REMOTE: 172.93.109.202:7777)
>Revision 18d2b569ce5a205b232a834b71575c70fb50423e
>General description of the issue
Wooden planks when examined say, There are 50 wooden plankss in the stack.
>What you expected to happen
There are 50 wooden planks in the stack.
>What actually happened
There are 50 wooden plankss in the stack.
>Steps to reproduce if possible
Examine wooden plank stack with more than 1 plank.https://git.nexisonline.net/vgstation/vgstation13/-/issues/14083The station (hasn't) cleared the meteor storm.2018-06-22T11:33:15ZRob NelsonThe station (hasn't) cleared the meteor storm.*Created by: gbasood*
Meteor storm clearing used to be based on when meteors stopped spawning, but since we made zlevels bigger, it says the station has cleared the wave before the last set of meteors hits.*Created by: gbasood*
Meteor storm clearing used to be based on when meteors stopped spawning, but since we made zlevels bigger, it says the station has cleared the wave before the last set of meteors hits.https://git.nexisonline.net/vgstation/vgstation13/-/issues/14080new IDs not showing on the crew manifest2018-06-22T11:33:15ZRob Nelsonnew IDs not showing on the crew manifest*Created by: uazuaz*
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#### Description of issue
i was the HOP and used a blank ID for a diona, i also created a new bank account connected to it (on a side note, the new created bank accounts are 6 digits instead of 5 digits);
the new ID didn't appear on the crew manifest and the diona said me that he never received paychecks;
also there are no options on the ID console to manage the crew manifest, you can only see it.
___UPDATE:___ it seems that it's just a misconception, read comments below;
now this issue is a feature request, please add an advice on the ID computer telling that you need to create a security record for the new IDs to let them appear on the crew manifest; i don't know if this fixes the missing paycheck, it should if you connect a bank account to the ID.
#### Difference between expected and actual behavior
expected:
new IDs appearing on the crew manifest;
option to remove outdated (for example, stolen and duplicates) IDs from the manifest;
new bank accounts connected to IDs receiving a paycheck like all the others;
(new created bank accounts being 5 digits long)
got:
no way to add/remove new IDs on the crew manifest;
new bank accounts connected to IDs not receiving a paycheck;
(new created bank accounts being 6 digits long)
#### Steps to reproduce
use the ID console
check crew manifest
wait for a payroll
#### Length of time in which bug has been known to occur
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just saw it.
#### Server revision
<!-- Found with the "Show server revision" verb in the OOC tab in game. -->
f4b70b27a2153d1c8dcb550ce374e6e20167e2da
#### Issue bingo
Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by every contributor.
<!-- Check these by writing an x inside the [ ] (like this: [x])-->
- [ ] Issue could be reproduced at least once
- [ ] Issue could be reproduced by different players
- [ ] Issue could be reproduced in multiple rounds
- [x] Issue happened in a recent (less than 7 days ago) round
- [x] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/14079No chargers in the practice firing range holodeck2018-06-22T11:33:15ZRob NelsonNo chargers in the practice firing range holodeck*Created by: D3athrow-Issues*
(WEB REPORT BY: probe1 REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
f4b70b27a2153d1c8dcb550ce374e6e20167e2da
>General description of the issue
Theres no...*Created by: D3athrow-Issues*
(WEB REPORT BY: probe1 REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
f4b70b27a2153d1c8dcb550ce374e6e20167e2da
>General description of the issue
Theres no charger so once the juice is gone in the practice guns its gone.
>What you expected to happen
Be a charger
>What actually happened
Nada
>Steps to reproduce if possiblehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14078Floorbot is a piece of shit and pretty much always has been2018-06-22T11:33:15ZRob NelsonFloorbot is a piece of shit and pretty much always has been*Created by: Lokiamis*
**What will get this asshole to work**
1. Enable his settings
2. Pry up a tile
3. Do not move the pried up floor tile from the ground
4. Reset him (off/on)
5. He'll pick up the tile and then improve the floor...*Created by: Lokiamis*
**What will get this asshole to work**
1. Enable his settings
2. Pry up a tile
3. Do not move the pried up floor tile from the ground
4. Reset him (off/on)
5. He'll pick up the tile and then improve the floor
**What won't get this asshole to work**
Pretty much everything. He doesn't improve tiles unless you follow the above steps, which means you can't drag him into maintenance or wherever and let him get to work. Even if you do follow steps provided, it tends to not work if you tear up multiple tiles that aren't adjacent. He'll only improve the floor where he picked up the last tile.
As I write this, he started to improve tiles in maintenance? Why? I don't know. He wasn't doing it before. I have no idea what makes this guy tick. Oh, he just stopped working again for no apparent reason, even though he still has tiles. Fuck you, floorbot.
**Even if he worked properly, he's still kind of useless**
-Floorbot can only improve tiles he's standing on, so he can't get under racks, welding fuel tanks, crates, etc.
-His autopatrol setting, which he should have according to his code, does not exist. It's not in his settings.
-Maximum capacity of 50 tiles is incredibly low. If you have to constantly refill him, you might as well place them yourself.
There's also a typo in his settings. "Behvaiour controls"https://git.nexisonline.net/vgstation/vgstation13/-/issues/14077Somethings FUCKED with spiritbreaker2018-06-22T11:33:15ZRob NelsonSomethings FUCKED with spiritbreaker*Created by: Killette2*
1. eat ambrosia C on test server
2. expect to trip out insanely
3. nothing happens besides the space drug effect when I expect to hear 1000 screams a second*Created by: Killette2*
1. eat ambrosia C on test server
2. expect to trip out insanely
3. nothing happens besides the space drug effect when I expect to hear 1000 screams a secondhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14076Autopsy Scanner grammar2018-06-22T11:33:15ZRob NelsonAutopsy Scanner grammar*Created by: D3athrow-Issues*
(WEB REPORT BY: riekland REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
c2163cfd52ae751de38055d8747d23e235c30846
>General description of the issue
Autop...*Created by: D3athrow-Issues*
(WEB REPORT BY: riekland REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
c2163cfd52ae751de38055d8747d23e235c30846
>General description of the issue
Autopsy scanner gives grammatical errors when scanning a new corpse
>What you expected to happen
"A new patient has been registered. Purging data for previous patient." OR "A new patient has been registered... Purging data for previous patient."
>What actually happened
A new patient has been registered.. Purging data for previous patient.
>Steps to reproduce if possible
scan a stiffhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14071pAI-controlled medibots open blastdoors2018-06-22T11:33:15ZRob NelsonpAI-controlled medibots open blastdoors*Created by: D3athrow-Issues*
(WEB REPORT BY: acedick REMOTE: 172.93.109.202:7777)
>Revision bfac15d3267ece041c6651ea8c1a17746543941a
>General description of the issue
Found that as a pAI in a medibot you are capable of bumping i...*Created by: D3athrow-Issues*
(WEB REPORT BY: acedick REMOTE: 172.93.109.202:7777)
>Revision bfac15d3267ece041c6651ea8c1a17746543941a
>General description of the issue
Found that as a pAI in a medibot you are capable of bumping into blast doors to open them automatically, bypassing and trivializing lockdowns in this way.
>What you expected to happen
Blast door to remain closed
>What actually happened
Blast door was opened when accidentally moved into.
>Steps to reproduce if possible
>be pAI in a medibot
>walk into blast door
>it openshttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14066RPD click modifier overriding does not work for MoMMIs.2018-06-22T11:33:15ZRob NelsonRPD click modifier overriding does not work for MoMMIs.*Created by: PJB3005*
AAAAAAAAAAAAAAAAAAAAAAAAAH*Created by: PJB3005*
AAAAAAAAAAAAAAAAAAAAAAAAAHhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14065Genetic powers and bottles are not showing their overlays.2018-06-22T11:33:15ZRob NelsonGenetic powers and bottles are not showing their overlays.*Created by: Probe1*
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#### Description of issue
![image](https://cloud.githubusercontent.com/assets/8550416/23077011/c547461e-f510-11e6-8356-397a76a9a9b1.png)
These bottles should be white. Likewise, bottles filled with mutagen appeared empty despite having 30u in them.
#### Length of time in which bug has been known to occur
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1-14 days
https://git.nexisonline.net/vgstation/vgstation13/-/issues/14063Space Dietary Roadmap2018-06-22T11:33:15ZRob NelsonSpace Dietary Roadmap*Created by: Kurfursten*
Recently there have been some calls for a deeper food system. It would work pretty nicely with PRs like #13978 (benefits of muscle mass), and #13993 (better speed system). In addition, if Economy ever happens (w...*Created by: Kurfursten*
Recently there have been some calls for a deeper food system. It would work pretty nicely with PRs like #13978 (benefits of muscle mass), and #13993 (better speed system). In addition, if Economy ever happens (who knows?), it would be nice to have some reason to get one food over the next. I like simulationism, but I think we can all agree we don't want to add realistic amounts of each B vitamin to every grown object. So here's a prototype system design that simplifies nutrients to just a few I've been looking at, and some of the effects.
Nutriment as a reagent would be replaced with
* **Protein**: Comes from meat products. Raises cholesterol, governs body's natural regeneration from damage, improves Sport performance. Combines with Fiber to create Bulk in the body.
* **Fiber**: Comes from most grown products. Lowers cholesterol, governs body's blood regeneration rate. Creates a large amount of Fullness with little Carbs.
* **Lactose**: Comes from diary products. Governs bone break resistance and tooth-loss resistance, as well as fart regeneration.
* **Starch**: High level of carbohydrates and fullness. Lowers bloodsugar.
* **Sugar**: High level of carbohydrates but low fullness. Everything contributes to bloodsugar, but this raises it much faster.
High cholesterol causes heart damage. Low bloodsugar causes lethargy, high bloodsugar causes fullness to burn through more quickly. Bulk is turned into muscle mass with exercise. All of these reagents generate carbohydrates in some amount or another. Whether your body feels like it should eat is governed by fullness, but whether or not you are actually nourished (and thus get full speed) is ruled by your carbs.
Remember that cooked items inherit the reagents of their components, so for instance, a mushroom pizza would have fiber from the mushrooms, lactose from the cheese, and starch from the flour.
>But wouldn't this make every round hellish as the chef keeps cooking fried eggs and refuses to cook veggies?
I would certainly find numbers that are agreeable for everyone. I promise no hypothermia-esque "bite one sausage, collapse from heart failure". Do remember that the pizzas from cargo do seem to have quite an excellent variety.
>Would health analyzers get some kind of buff to help diagnose malnutrition?
Sure
>Can I survive off vending machines still?
It's got beef jerky, ramen, and... cheesy honks are a vegetable, right?
Lemme know if you think it's worth pursuing, or overdesigned garbage.https://git.nexisonline.net/vgstation/vgstation13/-/issues/14062CMC: it. just. works.2018-06-22T11:33:15ZRob NelsonCMC: it. just. works.*Created by: SonixApache*
#### Description of issue
As silicon you can bring up the CMC and it will function forever. It'll work when out of vision range, it'll work when it's not powered, it'll just work forever.
I think carbons c...*Created by: SonixApache*
#### Description of issue
As silicon you can bring up the CMC and it will function forever. It'll work when out of vision range, it'll work when it's not powered, it'll just work forever.
I think carbons can keep it up forever as well, but it doesn't update unless it's in your vision range or you manually switch modes.
#### Server revision
7b8e568919d708387e4bdaa7df41bb39100bb1db
https://git.nexisonline.net/vgstation/vgstation13/-/issues/14061FTL Vault Bugs2018-06-22T11:33:16ZRob NelsonFTL Vault Bugs*Created by: Kurfursten*
@Probe1
![untitled](https://cloud.githubusercontent.com/assets/9782036/23055174/003aeb52-f4aa-11e6-9c2b-4bf11e797271.png)
*Created by: Kurfursten*
@Probe1
![untitled](https://cloud.githubusercontent.com/assets/9782036/23055174/003aeb52-f4aa-11e6-9c2b-4bf11e797271.png)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/14058(Backpack) pooling is breaking2018-06-22T11:33:16ZRob Nelson(Backpack) pooling is breaking*Created by: gbasood*
```dm
[16:43:57] Runtime in datumpool.dm,70: code/__HELPERS/datumpool.dm:70:Assertion Failed: D
proc name: returnToPool (/proc/returnToPool)
src: null
call stack:
returnToPool(null)
the backpack (/o...*Created by: gbasood*
```dm
[16:43:57] Runtime in datumpool.dm,70: code/__HELPERS/datumpool.dm:70:Assertion Failed: D
proc name: returnToPool (/proc/returnToPool)
src: null
call stack:
returnToPool(null)
the backpack (/obj/item/weapon/storage/backpack): Destroy()
qdel(the backpack (/obj/item/weapon/storage/backpack), 0, 0)
the backpack (/obj/item/weapon/storage/backpack): ex act(1, null)
the backpack (/obj/item/weapon/storage/backpack): ex act(1, null)
the backpack (/obj/item/weapon/storage/backpack): singularity act(9, the gravitational singularity (/obj/machinery/singularity))
the gravitational singularity (/obj/machinery/singularity): consume(the backpack (/obj/item/weapon/storage/backpack))
the gravitational singularity (/obj/machinery/singularity): Crossed(the backpack (/obj/item/weapon/storage/backpack))
the backpack (/obj/item/weapon/storage/backpack): Move(space (241,200,1) (/turf/space), 1, 0, 0)
the backpack (/obj/item/weapon/storage/backpack): process inertia(space (241,199,1) (/turf/space))
```https://git.nexisonline.net/vgstation/vgstation13/-/issues/14054Oversight? Cuffs + caged = stuck2018-06-22T11:33:16ZRob NelsonOversight? Cuffs + caged = stuck*Created by: MasterofNothing*
Issue/oversight(/feature?):
1) Get cuffed.
2) Get put in a cage.
3) Resist.
4) Despair as you can't shrug off the cuffs, nor open the cage.
Expected:
Shrug off cuffs, open cage. Or something els...*Created by: MasterofNothing*
Issue/oversight(/feature?):
1) Get cuffed.
2) Get put in a cage.
3) Resist.
4) Despair as you can't shrug off the cuffs, nor open the cage.
Expected:
Shrug off cuffs, open cage. Or something else, I don't know.
Why it's an issue:
Security has been abusing this. Cages are way too easy to get to make this a valid gameplay element. If you would have some stasis chamber instead that needed a lot of research, sure. Then I could live with it (a little). You can just remove someone from the round entirely now.https://git.nexisonline.net/vgstation/vgstation13/-/issues/14050Organ runtime2018-06-22T11:33:16ZRob NelsonOrgan runtime*Created by: gbasood*
```dm
[09:45:59] Runtime in organ.dm,181: Cannot execute null.is usable().
proc name: handle organs (/mob/living/carbon/human/proc/handle_organs)
src: the unknown (/mob/living/carbon/human/tajaran)
src.lo...*Created by: gbasood*
```dm
[09:45:59] Runtime in organ.dm,181: Cannot execute null.is usable().
proc name: handle organs (/mob/living/carbon/human/proc/handle_organs)
src: the unknown (/mob/living/carbon/human/tajaran)
src.loc: the lush Grass (165,276,2) (/turf/simulated/floor/holofloor/grass)
call stack:
the unknown (/mob/living/carbon/human/tajaran): handle organs(1)
the unknown (/mob/living/carbon/human/tajaran): handle regular status updates()
the unknown (/mob/living/carbon/human/tajaran): Life()
Mob (/datum/subsystem/mob): fire(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop()
Master (/datum/controller/master): StartProcessing()
```https://git.nexisonline.net/vgstation/vgstation13/-/issues/14042There is no sink in the Meta bar2018-06-22T11:33:16ZRob NelsonThere is no sink in the Meta bar*Created by: Exxion*
I thought I reported this a while ago, but apparently I forgot*Created by: Exxion*
I thought I reported this a while ago, but apparently I forgothttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14041Fainting removes the sleep overlay within 15 seconds but lasts more like 60-1...2018-06-22T11:33:17ZRob NelsonFainting removes the sleep overlay within 15 seconds but lasts more like 60-120 seconds so you spend the majority of the time able to see fine.*Created by: Probe1*
*Created by: Probe1*