vgstation13 issueshttps://git.nexisonline.net/vgstation/vgstation13/-/issues2018-06-22T11:33:18Zhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13987Skeletons can't drink milk2018-06-22T11:33:18ZRob NelsonSkeletons can't drink milk*Created by: Exxion*
What's even the point of a meme race if they don't follow the memes?*Created by: Exxion*
What's even the point of a meme race if they don't follow the memes?https://git.nexisonline.net/vgstation/vgstation13/-/issues/13985AI Holodeck Integration suggestions2018-06-22T11:33:18ZRob NelsonAI Holodeck Integration suggestions*Created by: kol1th*
AI should have integration with the holodeck. I don't see why it should be private. Lots of neat things could be done with it. @Lokiamis
Also more ideas are welcome because I lack ideas.*Created by: kol1th*
AI should have integration with the holodeck. I don't see why it should be private. Lots of neat things could be done with it. @Lokiamis
Also more ideas are welcome because I lack ideas.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13982toxin bombs wont fire in shuttle2017-02-13T17:44:55ZRob Nelsontoxin bombs wont fire in shuttle*Created by: D3athrow-Issues*
(WEB REPORT BY: pibeman REMOTE: 172.93.109.202:7777)
It's pretty simple
I made a bomb with a timer, to fire 10 secs after the shuttle launched
The bomb not only did not explode when the shuttle launched, ...*Created by: D3athrow-Issues*
(WEB REPORT BY: pibeman REMOTE: 172.93.109.202:7777)
It's pretty simple
I made a bomb with a timer, to fire 10 secs after the shuttle launched
The bomb not only did not explode when the shuttle launched, but it exploded inmediately after arriving and ending the round.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13981Sawing off a shotgun gets you two free beanbag shells2017-02-13T03:17:47ZRob NelsonSawing off a shotgun gets you two free beanbag shells*Created by: Exxion*
(The spawned sawed-off comes pre-loaded)*Created by: Exxion*
(The spawned sawed-off comes pre-loaded)https://git.nexisonline.net/vgstation/vgstation13/-/issues/13980Internals don't work anymore.2018-06-22T11:33:13ZRob NelsonInternals don't work anymore.*Created by: kernikov*
#### Description of issue
#### Difference between expected and actual behavior
I clicked the on button, but they did not turn on.
#### Steps to reproduce
Put on any kind of internals, prep for space...*Created by: kernikov*
#### Description of issue
#### Difference between expected and actual behavior
I clicked the on button, but they did not turn on.
#### Steps to reproduce
Put on any kind of internals, prep for space walk.
Observe how your UI light turns off when you touch your inventory even though they were never on.
#### Length of time in which bug has been known to occur
Started 2017.02.13 at 7:45 PM CST, round after TATOR-LING ended.
#### Server revision
09d782445a1434ea6f2b5cf450a43994f094bec4
#### 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
- [ ] 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/13975Box Radio Transmitter room is walled off2017-02-13T10:32:15ZRob NelsonBox Radio Transmitter room is walled off*Created by: SonixApache*
![good work](https://puu.sh/u0yrz/899a9eb61d.png)
@Lokiamis *Created by: SonixApache*
![good work](https://puu.sh/u0yrz/899a9eb61d.png)
@Lokiamis https://git.nexisonline.net/vgstation/vgstation13/-/issues/13974Invisible APCs2017-02-13T11:45:06ZRob NelsonInvisible APCs*Created by: D3athrow-Issues*
(WEB REPORT BY: themegagoat REMOTE: 172.93.109.202:7777)
>Revision f3f8c8766fe65a0b08a75db90be31ca769f723ad
>General description of the issue
After taking an APC off of the wall in a maintenance tunne...*Created by: D3athrow-Issues*
(WEB REPORT BY: themegagoat REMOTE: 172.93.109.202:7777)
>Revision f3f8c8766fe65a0b08a75db90be31ca769f723ad
>General description of the issue
After taking an APC off of the wall in a maintenance tunnel, I attempted to place it in a slightly different spot to get it out of the way while building things. Upon placing the APC frame it simply disappeared from existence. I was able to do this three times in the area before I started getting messages saying there was an APC for the area and I couldn't attempt to place it at all.
Someone placed the APC in the same spot it was originally in while I was writing this and it apparently works just fine there though.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13972When someone gets de-culted, antag hud doesn't update properly2017-02-12T20:21:40ZRob NelsonWhen someone gets de-culted, antag hud doesn't update properly*Created by: Zth--*
It shows the person as a cult member even when he got deculted
I tried toggling it off and on again, nothing.*Created by: Zth--*
It shows the person as a cult member even when he got deculted
I tried toggling it off and on again, nothing.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13970Plasma floor (tiles) are not flammable or in any other way dangerous2017-02-13T17:59:16ZRob NelsonPlasma floor (tiles) are not flammable or in any other way dangerous*Created by: SonixApache*
#### Description of issue
You'd think floors and floor tiles made from the most flammable dangerous thing in ss13 would be dangerous in some way, but no. Don't ignite from sparks, welders, fires, anything.
...*Created by: SonixApache*
#### Description of issue
You'd think floors and floor tiles made from the most flammable dangerous thing in ss13 would be dangerous in some way, but no. Don't ignite from sparks, welders, fires, anything.
#### Server revision
18da7ceb0a9e06df0936115847afad996ef5ea2ehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13969Broken/shitty away missions2017-02-12T19:02:20ZRob NelsonBroken/shitty away missions*Created by: gbasood*
- Emitter hell does not load at all and has no gateway destination after loading
- Assistant room or whatever it's named does not load at all and has no gateway destination after loading AND its turrets auto del...*Created by: gbasood*
- Emitter hell does not load at all and has no gateway destination after loading
- Assistant room or whatever it's named does not load at all and has no gateway destination after loading AND its turrets auto delete for not being on z level 1https://git.nexisonline.net/vgstation/vgstation13/-/issues/13968New holodeck lacks cameras2017-02-12T19:52:40ZRob NelsonNew holodeck lacks cameras*Created by: JustSumBody*
On box at least
Can't code muh HOLO AI integration without cams*Created by: JustSumBody*
On box at least
Can't code muh HOLO AI integration without camshttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13967Should Vox Traders start with / be able to easily acquire PDAs?2017-02-15T22:26:05ZRob NelsonShould Vox Traders start with / be able to easily acquire PDAs?*Created by: despotate*
As we all know, Vox Traders start with only a shitty, torn intergalactic passport ID and a station-bounced radio as their connection to NanoTrasen. It might seem obvious at first glance that no, we shouldn't give...*Created by: despotate*
As we all know, Vox Traders start with only a shitty, torn intergalactic passport ID and a station-bounced radio as their connection to NanoTrasen. It might seem obvious at first glance that no, we shouldn't give Traders even more fancy toys via a PDA. Hear me out as to why I think it is kind of necessary for them to have a PDA or something similar to it:
- Trading relies on communication. Screeching over commons about your box of Marauder circuits when realistically only the roboticist is gonna be fooled by those is unnecessarily painful compared to just PDAing him directly. Yes, if you're particularly robust, you'll rush the miner's and botanist's headsets roundstart and pop their keys together to have access to service, supply, and science, but that's likely an oversight and just department-wide communications aren't specific enough. It'd be great to be able to individually message people to tailor your trade towards their specific needs and I'd be more than happy to have the roundstart radios removed for this. Speaking of which,
- Trading relies on knowing who the fuck you're even Trading to. Missing a PDA means you're missing the crew manifest. It takes a very long time to prepare goods to sell and it's really important to know beforehand who your customers are. The size of the science department determines whether you should get the bluespace beaker or the borer egg, for example. The worst offender is buying clown shoes when there's no clown. Now, it's possible that this is a fair challenge and traders should just spam common for the first fifteen minutes of the shift begging everyone to tell them if there's a clown or a roboticist etc., but the problem is that the arrivals computer can be heard from everywhere so Traders do already start with a limited set of information, ie, who arrived on the station, just not who started on the station to begin with. And I'm sure adding a PDA to the Traders is easier than fixing hearing the arrivals computer everywhere :^) (plus you'd still hear it if you were docked)
- No PDA means no station time. No way of finding that out on the vox outpost or vox shuttle. I'll freely admit that I only care about this because I've been running a contractual Trader gimmick where I'm hired to do a service for x minutes, but seriously, it's stupid that I have to set up a timer for x + byond_lag minutes on my phone instead of just negotiating using the station time. And it's just good to have awareness of what time it is in general so you know what you should hawk and to who.
- There's probably more general utility functions on a PDA that are necessary for Trader QOL, I dunno.
But why open an issue instead of getting one from:
- The PDA vendor: you can't, it's one of the few vending machines that won't take cold hard cash. The other problem is that 37% of the time you won't start with enough cash to buy one anyway.
- The HoP: fuck this guy. Remember, you're basically relying on an assistant with all-access for mercy. So many problems. Sometimes they don't exist. Sometimes they don't come to their desk. Sometimes they don't know that they can print a PDA. Sometimes they refuse to print one and just tell you to get one from the vendor. Sometimes they just start arguments with you. Sometimes the line is super long. Sometimes he wants money that you don't have for the PDA. Sometimes you get bullied in line. Blah blah basically everything that can go wrong will go wrong. I'm not exaggerating here, I've been in every one of these situations and it's definitely not worth it for the 20% chance that you might get a PDA in less than five minutes and be able to return to your now-looted shuttle.
The other problem with the two above approaches is:
- You need to get onto the station to get them and getting on the station means you're gonna get deported for looking at someone the wrong way. We shouldn't encourage Vox Traders hanging around on the station by crippling their ability to trade unless they get x item from it roundstart. Also, time spent on the station is time assistants spend law 2ing silicons into opening your shutters and looting your shuttle.
- These approaches take too long and are too inconvenient in general, you need the information and messaging capabilities before you leave for the station, not after you go through the five minute bureaucratic slog for it. Time is money for a Trader, and your wares are most valuable early on in the round, forcing them to go through this shit roundstart is just hell.
Of course, I'm aware of the following point against the idea of giving Traders PDAs:
- We're giving Traders PDAs
Maybe we could split up the functions of the PDA into a portable crew manifest with station time and a messaging handheld device. But I'm not spriting that.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13964Box station xenoarch space suits do not have containing pods2017-02-13T06:43:11ZRob NelsonBox station xenoarch space suits do not have containing pods*Created by: BobdaBiscuit*
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Joke or spammed issues...*Created by: BobdaBiscuit*
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So you know that pods that all space suits spawn in, that can be used to clean off plasma from the suit (since they can't be put in the washing machine)?
Box research station doesn't have them so it's a huge pain in the ass when your large artifact/plant spews hot plasma in your face, and you can't clean your suit off anywhere.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13963Holodeck Fuckery2017-02-18T15:28:53ZRob NelsonHolodeck Fuckery*Created by: Lokiamis*
To fix:
- [ ] zoo animals can be farmed
- [x] soil on beach grows plants
- [x] soil on beach can be turned into sand reee
- [ ] conveyor belts can be deconstructed
- [x] axe chick
- [x] holoracks
- [ ] ...*Created by: Lokiamis*
To fix:
- [ ] zoo animals can be farmed
- [x] soil on beach grows plants
- [x] soil on beach can be turned into sand reee
- [ ] conveyor belts can be deconstructed
- [x] axe chick
- [x] holoracks
- [ ] practice lasers get messed up for some reason when you go firing range -> different room -> firing range
- [ ] tajarans lose their brains for some reason when you go zoo -> different room -> zoo
https://git.nexisonline.net/vgstation/vgstation13/-/issues/13962Throwing something to change your path while drifting doesn't bring your pull...2017-02-12T06:31:25ZRob NelsonThrowing something to change your path while drifting doesn't bring your pulled object with you*Created by: D3athrow-Issues*
(WEB REPORT BY: kernikov REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
505b901cef801f122bb9d2d76a5c217ec39ff8ff
>General description of the issue
Title...*Created by: D3athrow-Issues*
(WEB REPORT BY: kernikov REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
505b901cef801f122bb9d2d76a5c217ec39ff8ff
>General description of the issue
Title
>What you expected to happen
I expected throwing an object when I space myself, while pulling my orebox, would change my direction of travel as well as that of my orebox.
>What actually happened
I threw a multitool to fly back to the asteroid but my orebox floated off without me.
>Steps to reproduce if possible
Space yourself without a jetpack, while dragging an ore box.
Throw an object to change your heading 90 degrees.
Observe your hard earned ores float off.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13961Baguloth runtime2018-06-22T11:33:13ZRob NelsonBaguloth runtime*Created by: Aurx*
```
[21:18:59] Runtime in datumpool.dm, line 70: code/__HELPERS/datumpool.dm:70:Assertion Failed: D
proc name: returnToPool (/proc/returnToPool)
usr: Frank McRib (jameswbigmac) (/mob/living/carbon/human)
usr.lo...*Created by: Aurx*
```
[21:18:59] Runtime in datumpool.dm, line 70: code/__HELPERS/datumpool.dm:70:Assertion Failed: D
proc name: returnToPool (/proc/returnToPool)
usr: Frank McRib (jameswbigmac) (/mob/living/carbon/human)
usr.loc: The floor (315, 249, 1) (/turf/simulated/shuttle/floor)
src: null
call stack:
returnToPool(null)
Bag of Holding (/obj/item/weapon/storage/backpack/holding): Destroy()
qdel(Bag of Holding (/obj/item/weapon/storage/backpack/holding), 0, 0)
Bag of Holding (/obj/item/weapon/storage/backpack/holding): singularity act(1, the gravitational singularity (/obj/machinery/singularity))
the gravitational singularity (/obj/machinery/singularity): consume(Bag of Holding (/obj/item/weapon/storage/backpack/holding))
the gravitational singularity (/obj/machinery/singularity): Crossed(Bag of Holding (/obj/item/weapon/storage/backpack/holding), 0)
Bag of Holding (/obj/item/weapon/storage/backpack/holding): forceMove(the floor (315,249,1) (/turf/simulated/shuttle/floor), 0, 0)
Frank McRib (/mob/living/carbon/human): u equip(Bag of Holding (/obj/item/weapon/storage/backpack/holding), 1, 1)
Frank McRib (/mob/living/carbon/human): drop from inventory(Bag of Holding (/obj/item/weapon/storage/backpack/holding))
Bag of Holding (/obj/item/weapon/storage/backpack/holding): Destroy()
Bag of Holding (/obj/item/weapon/storage/backpack/holding): Destroy()
qdel(Bag of Holding (/obj/item/weapon/storage/backpack/holding), 0, 0)
Bag of Holding (/obj/item/weapon/storage/backpack/holding): singulocreate(Bag of Holding (/obj/item/weapon/storage/backpack/holding), Frank McRib (/mob/living/carbon/human))
Bag of Holding (/obj/item/weapon/storage/backpack/holding): attackby(Bag of Holding (/obj/item/weapon/storage/backpack/holding), Frank McRib (/mob/living/carbon/human), "icon-x=20;icon-y=19;left=1;scr...")
Frank McRib (/mob/living/carbon/human): ClickOn(Bag of Holding (/obj/item/weapon/storage/backpack/holding), "icon-x=20;icon-y=19;left=1;scr...")
Bag of Holding (/obj/item/weapon/storage/backpack/holding): Click(null, "mapwindow.map", "icon-x=20;icon-y=19;left=1;scr...")
```
NO SINGULO OCCURED
WE DEMAND A REFUNDhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13956No way to cancel the Block Injector menu for the DNA Modifer Access Consoles2018-06-22T11:33:13ZRob NelsonNo way to cancel the Block Injector menu for the DNA Modifer Access Consoles*Created by: HarseTheef*
#### Description of issue
This is something that has plagued me for a good while, but I always forget to report it. The Block Injector menu, in the DNA Modifer Access Consoles for genetics, has no way of being...*Created by: HarseTheef*
#### Description of issue
This is something that has plagued me for a good while, but I always forget to report it. The Block Injector menu, in the DNA Modifer Access Consoles for genetics, has no way of being cancelled. If you select it on accident, it forced you to make an injector and triggers the cooldown associated with it. This will happen even if you step as far away from the console as possible (the wonders of using DNA consoles within medbay while across the station at arrivals.)
#### Difference between expected and actual behavior
For there being a way to close the awful menu. Yet there is not.
#### Steps to reproduce
![22pf0je](https://cloud.githubusercontent.com/assets/20872793/22859035/d0cd524c-f094-11e6-9033-30edbd5f8c9f.png)
Select this option in the DNA Modifer Console menu.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13952you can remove electropacks from your back with clickdrag2017-02-12T20:27:13ZRob Nelsonyou can remove electropacks from your back with clickdrag*Created by: 9600bauds*
as in click drag the icon from your back slot into your hand
you're not supposed to be able to take them off by yourself*Created by: 9600bauds*
as in click drag the icon from your back slot into your hand
you're not supposed to be able to take them off by yourselfhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13951skeletons can eat from forks2017-02-13T05:35:01ZRob Nelsonskeletons can eat from forks*Created by: 9600bauds*
they're not supposed to be able to eat*Created by: 9600bauds*
they're not supposed to be able to eathttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13948Wrong colors - Blood2017-02-12T01:23:05ZRob NelsonWrong colors - Blood*Created by: eplgr*
Note: I am currently trying to find a way to fix this, but it may take ages as I'm new at this. Or not. I found the bug while coding a feature for bloodpacks and basically this is my last unchecked item in my to-do l...*Created by: eplgr*
Note: I am currently trying to find a way to fix this, but it may take ages as I'm new at this. Or not. I found the bug while coding a feature for bloodpacks and basically this is my last unchecked item in my to-do list.
So basically I am opening this issue thread as a way to ask for your help.
Note 2: I wrote about where I think the bug is. I may or may not be right. I am new at this, so yeah.
# Description of issue
```
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
B.data["blood_colour"] = H.species.blood_color
B.color = B.data["blood_colour"]
```
The part that says `B.color=B.data["blood_colour"]` is **NOT** working. Those lines of code are from **[blood.dm]**, which is the main blood file, and that specific part is where it states how drawing blood from vessels is handled, preserving all data, etcetera. Clearly not all data is preserved successfully, though.
This means a few things:
- Blood in every single container will use the default blood color, which is way brighter than what you find in, for example, blood splatters/drips on the floor.
- Nonhuman blood (vox and other species) looks RED (default color).
- Information gets lost.
# Difference between expected and actual behavior
`color` should be whatever `data["blood_colour"]` is. Currently, it isn't; `color` is always `DEFAULT_BLOOD` which somewhere is defined as the color you will find if you VV anything with blood.
# Steps to reproduce
Use a syringe to draw blood from a vox. Look, it's red.
Put it in a container. Still red.
# Relevant info
In the same file, `proc/blood_splatter` is defined, which succesfully does get the color data.
```
if(source.data["blood_colour"])
B.basecolor = source.data["blood_colour"]
B.update_icon()
```
This works and as you know, blood splatters look like what they are supposed to look like.
`basecolor` is a `var` used in decals to change their color.