vgstation13 issueshttps://git.nexisonline.net/vgstation/vgstation13/-/issues2016-08-29T17:25:25Zhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9437Mapping oversight in Taxi Medbay2016-08-29T17:25:25ZRob NelsonMapping oversight in Taxi Medbay*Created by: D3athrow-Issues*
(WEB REPORT BY: xevonix REMOTE: 172.93.109.202:7777)
http://puu.sh/ohMq2/f8daa0cc39.png
The front desk needs firelocks.
The firelocks at the doors won't do anything if all the air can pass over the desk.
*Created by: D3athrow-Issues*
(WEB REPORT BY: xevonix REMOTE: 172.93.109.202:7777)
http://puu.sh/ohMq2/f8daa0cc39.png
The front desk needs firelocks.
The firelocks at the doors won't do anything if all the air can pass over the desk.
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9432Malf law warning tag is fucked.2016-10-19T08:13:09ZRob NelsonMalf law warning tag is fucked.*Created by: D3athrow-Issues*
(WEB REPORT BY: yred REMOTE: 172.93.109.202:7777)
> Revision (Should be above if you're viewing this from ingame!)
> 60d8b4867d3fe988c24d794a81f5c8e41eeda321
>
> General description of the issue
> Malf l...*Created by: D3athrow-Issues*
(WEB REPORT BY: yred REMOTE: 172.93.109.202:7777)
> Revision (Should be above if you're viewing this from ingame!)
> 60d8b4867d3fe988c24d794a81f5c8e41eeda321
>
> General description of the issue
> Malf law does not appear red when stated.
>
> What you expected to happen
> "ASSUME CONTROL" etc. etc. in red.
>
> What actually happened
>
> ```
> (Follow) FAWN states, "0. <span class='warning'>ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4'STATION OVERRUN, ASSUME CONTROL TO CONTAIN OUTBREAK, ALL LAWS OVERRIDDEN#*?&110010</span>"
> ```
>
> Steps to reproduce if possible
> Get milf, state law 0.
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9428Attacking with a baton/loaded immediately after lasering with a energy/gun re...2016-08-29T16:02:00ZRob NelsonAttacking with a baton/loaded immediately after lasering with a energy/gun results in baton applying burn damage instead of brute*Created by: Probe1*
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#### Description of issue
A stun baton when used on harm intent applies 10 brute damage. When a mob is lasered with an energy gun and immediately afterwards struck with a stun baton, it applies burn damage instead of brute. The second hit (and successive hits) will apply brute damage properly.
#### Difference between expected and actual behavior
Brute damage should be applied consistently instead
#### Steps to reproduce
spawn human, baton/loaded, and energy/gun. Stand close by and laser the mob then harmbaton him. Check the variables and you'll see he has 40 burn damage instead of 30 burn and 10 brute. Harmbaton him again and see he has 10 brute 40 burn.
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- [x] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9415Movement delay in space is really wacky2016-08-29T16:02:00ZRob NelsonMovement delay in space is really wacky*Created by: Exxion*
First of all, your glide speed gets lower the longer it has been since you tried to change your sprite's direction (Ctrl+Arrow key) (up to a point; it stops when it gets to about a third of your actual movement spee...*Created by: Exxion*
First of all, your glide speed gets lower the longer it has been since you tried to change your sprite's direction (Ctrl+Arrow key) (up to a point; it stops when it gets to about a third of your actual movement speed, which takes about five tiles of movement). When you change your sprite's direction, your glide speed jumps back up to maximum then gradually drops again. This is purely cosmetic; it changes how quickly you glide between tiles, but doesn't change the actual speed at which you drift.
Second, and more importantly, if you change your sprite's direction at exactly the same time you move, you stop moving. This is not purely cosmetic; you actually stop moving.
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9394Issues with operating on headless corpses2016-08-29T16:02:00ZRob NelsonIssues with operating on headless corpses*Created by: Hoshi-chan*
If someone begins a debraining surgery on someone, and then that person is beheaded, surgery still seems to believe that they have a head and that the surgery is still in progress. So, say, if the person is behe...*Created by: Hoshi-chan*
If someone begins a debraining surgery on someone, and then that person is beheaded, surgery still seems to believe that they have a head and that the surgery is still in progress. So, say, if the person is beheaded with brain surgery left at the step where you have sawed open the head and need to use the retractor to force the skull open, using the retractor to attempt to rearrange the tissue for head transplant will simply open and close their skull. You can also advance the previous, unfinished surgery to the point where the retractor is no longer required so that you can perform the head transplant.
As I am not an absolute madman, I didn't attempt to remove the brain from the beheaded body, but it concerns me what might happen if you did.
Another issue I found was that when performing a head transplant, the first step never really "completes". Using the retractor completes the step and allows you to advance, but you're then able to use the retractor again, at any point in the surgery, which completely resets your progress and puts you back to step 1. This means that the surgical incision manager cannot be used for head transplant surgery, as attempting to use it as a hemostat will cause it to repeat the retractor step.
Found this out during a super long ling round with lots of husked bodies to transplant heads off of.
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9382Deff - Derelict incinerator won't glow green in a rad storm2016-08-29T16:02:15ZRob NelsonDeff - Derelict incinerator won't glow green in a rad storm*Created by: Gringonius*
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#### Description of issue
As described by the title: the incinerator won't glow green but at the same time it's not shielded from radiation at all, turning it into a death trap if you're in the middle of the derelict tunnels.
I really haven't really had the time to check if other rooms but I ask Duny to be through about this. The derelict parts of the station are fucking gigantic and there's no safe spot from a rad storm at all in there.
#### Server revision
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b8d64d416bb66b6cdd9013a80cc439218f44bc25
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9370Vaults don't always respect the bounds of vault areas when spawning2016-08-29T16:02:15ZRob NelsonVaults don't always respect the bounds of vault areas when spawning*Created by: Probe1*
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#### Description of issue
I removed a 60x60 chunk of vault10 on metaclubs z6. While testing my new area inside the 60x60 bounds, a syndicate vault spawned directly below it. The center of the vault was inside vault10 area but the top of it was well outside it and deleted a fair bit of my structure.
#### Difference between expected and actual behavior
When spawning a vault check to see if the edges are within bounds and to retry if not.
Didn't check, spawned the top of a vault out of the vault10 area.
#### Steps to reproduce
Man this is such a bitch to reproduce that if I hadn't seen it happen while testing it wouldn't have been seen at all. Try deleting all vault areas and mapping in an area that is too small to fit a vault. That will probably provide a reproducible environ.
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1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9365Hulk does not increase damage2016-08-29T16:02:15ZRob NelsonHulk does not increase damage*Created by: D3athrow-Issues*
(WEB REPORT BY: lorkhatosh REMOTE: 172.93.109.202:7777)
I was playing as a rev and found a braindead HoP.
I started punching him as a Hulk and I hulked out three times punching him hard non-stop each time.
...*Created by: D3athrow-Issues*
(WEB REPORT BY: lorkhatosh REMOTE: 172.93.109.202:7777)
I was playing as a rev and found a braindead HoP.
I started punching him as a Hulk and I hulked out three times punching him hard non-stop each time.
It did not increase damage and I had to finish him off with a knife.
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9340Mysterious Magic Inventory Mirroring2016-08-29T16:02:14ZRob NelsonMysterious Magic Inventory Mirroring*Created by: Exxion*
Now THIS is a weird bug.
@Gringonius and I were retrieving my shotgun from someone who stole it
He clickdragged the satchel containing the shotgun to open it, but didn't actually take the gun out
I picked it up, op...*Created by: Exxion*
Now THIS is a weird bug.
@Gringonius and I were retrieving my shotgun from someone who stole it
He clickdragged the satchel containing the shotgun to open it, but didn't actually take the gun out
I picked it up, opened it, took the gun out, and stuck it on my belt
He then commented that he could see the gun on his belt, but not interact with it
I took it off my belt to show that I actually did have it, and he commented that it appeared in his hand for a second
So I switched it between my hands for a while, and sure enough, he saw that, too
Wherever the gun was in my inventory, it appeared in his, too
This applied to only the gun, no other items
I did ahelp it, but nobody replied, so I don't have any VV info for you. Sorry.
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9270Layered pipes placed in dream maker don't show up in game when multiple layer...2016-08-29T16:02:14ZRob NelsonLayered pipes placed in dream maker don't show up in game when multiple layered pipes are on the same tile*Created by: Probe1*
![dreammaker_2016-04-05_10-53-00](https://cloud.githubusercontent.com/assets/8550416/14290195/11d815f6-fb2c-11e5-8668-f02d5b08bbfe.png)
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![dreammaker_2016-04-05_10-53-00](https://cloud.githubusercontent.com/assets/8550416/14290195/11d815f6-fb2c-11e5-8668-f02d5b08bbfe.png)
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#### Description of issue
Layered pipes placed in dream maker don't show up in game when multiple layered pipes are on the same tile
#### Difference between expected and actual behavior
painstakenly put down layered pipes to maintain a rooms furhurbunker level of reinforced walls without running pipes through rwalls
didn't work in game
#### Steps to reproduce
place layered pipes on the same tile **in dreammaker** and notice how they don't appear in game.
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1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9262Fatness is Broken2016-08-29T16:02:14ZRob NelsonFatness is Broken*Created by: Shadowmech88*
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#### Description of issue
Fatness seems to be completely broken. None of the things that fatness is supposed to restrict are being restricted.
I had an admin spawn me in the thunderdome and make me fat in order to verify this, so there weren't any interfering factors.
#### Difference between expected and actual behavior
While fat, your sprite does not change to the fat sprite, and you are still able to move at normal speed and wear hardsuits. When inspected, it would still say "he is quite chubby," so it appears that I was fat, but being fat didn't do any of the things it's supposed to.
#### Steps to reproduce
1. Be fat
2. Try to do something fat people can't do, like put on a hardsuit
3. Still be able to put it on despite being fat
#### Length of time in which bug has been known to occur
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Last round was when I confirmed it. Not sure when it started.
#### Server revision
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9886be1e30f40f250712b52c59f94204c7d525c4
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1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9227I am going to choke someone, or reducing damage husks corpses2016-08-29T16:02:14ZRob NelsonI am going to choke someone, or reducing damage husks corpses*Created by: ShiggyPiggy*
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#### Description of issue
If you apply an advanced trauma/burn kit to a patient with damage over 200 (say, 210), that is not husked, they will husk and lose all of their blood.
#### Difference between expected and actual behavior
Expected: bringing damage below the defib threshold
Actual: the corpse suddenly husked and lost all blood
#### Steps to reproduce
1. Get a dead guy with 200+ brute/burn (still below, say, 300 to prevent husking)
2. Apply an advanced kit to him
3. Watch him husk and lose all his blood
4. Scream
5. Repeat
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All the fucking time
#### Server revision
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a7d74f8c381741e7e34b7fa0ddb4c8ac62d2c567
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- [x] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9225Thrown glass shards (in mass) no longer fuck shit up2016-08-29T16:02:14ZRob NelsonThrown glass shards (in mass) no longer fuck shit up*Created by: CptWad*
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#### Description of issue
Lets say you hook up a disposal bin to shoot 50 glass shards at a prisoner for execution
it USED to instakill delimb people
it only does around ~150 damage now
intrestingly enough you can grab-throw people over 50 shards and that instakills people so stepping on 50 shards at once is more dangerous than 50 shards being shot at you
Tested with both regular shards and plasma shards
#### Difference between expected and actual behavior
50 shards at 15 throwforce is 750 damage
its only doing 150, usually less
#### Steps to reproduce
best way to do it is to spawn in 50 shard then use a trashbag to fill the disposal-bin cannon
#### Server revision
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ffba5cdcc40bf1c573f7fc737136556594f9543d
#### Issue bingo
Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by every contributor.
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- [X] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9218Shit thats on fire stays on fire basically forever2016-08-29T16:02:14ZRob NelsonShit thats on fire stays on fire basically forever*Created by: Probe1*
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#### Description of issue
If you set a bunch of papers or whatever in the bar on fire they'll just keep their burning icon forever
#### Difference between expected and actual behavior
Have them turn into ash at some point
#### Steps to reproduce
Start a fire
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- [ ] Issue could be reproduced at least once
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- [ ] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9204Clown curse stops mime vox from gasping2016-08-29T16:02:13ZRob NelsonClown curse stops mime vox from gasping*Created by: D3athrow-Issues*
(WEB REPORT BY: solariousgabriella REMOTE: 158.69.55.2:7777)
> Revision 2f4132ad739907d393cbd6dea36201b10b426dcd
>
> The wizard's spell of clown curse prevents a mime vox from gasping, this without their ...*Created by: D3athrow-Issues*
(WEB REPORT BY: solariousgabriella REMOTE: 158.69.55.2:7777)
> Revision 2f4132ad739907d393cbd6dea36201b10b426dcd
>
> The wizard's spell of clown curse prevents a mime vox from gasping, this without their they could be cuffed and not have their internals on and have no way to show they're slowly dying.
>
> What you expected to happen
>
> What actually happened
>
> Steps to reproduce if possible
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9189Wall mounted hook has only one directional sprite2016-08-29T16:02:13ZRob NelsonWall mounted hook has only one directional sprite*Created by: D3athrow-Issues*
(WEB REPORT BY: brolaire REMOTE: 158.69.55.2:7777)
> Revision (Should be above if you're viewing this from ingame!)
> Revision: 6479e75b23d28ac1d05fbca0ea463a367759ea6c
>
> General description of the iss...*Created by: D3athrow-Issues*
(WEB REPORT BY: brolaire REMOTE: 158.69.55.2:7777)
> Revision (Should be above if you're viewing this from ingame!)
> Revision: 6479e75b23d28ac1d05fbca0ea463a367759ea6c
>
> General description of the issue
> Attaching a lantern hook onto a wall always places it facing south, even if there's no wall to the south of it.
>
> What you expected to happen
> Four directions of ambient lighting
>
> What actually happened
> Just one direction for lantern hooks
>
> Steps to reproduce if possible
> Make lantern hook with 1 metal
> try placing on wall
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9184Cloning error.2016-12-17T22:21:28ZRob NelsonCloning error.*Created by: D3athrow-Issues*
(WEB REPORT BY: blithering REMOTE: 158.69.55.2:7777)
> Revision (Should be above if you're viewing this from ingame!)
> 9b9aa46c2593bf6be288397cb1f34f61c7e64f68
>
> General description of the issue
> When...*Created by: D3athrow-Issues*
(WEB REPORT BY: blithering REMOTE: 158.69.55.2:7777)
> Revision (Should be above if you're viewing this from ingame!)
> 9b9aa46c2593bf6be288397cb1f34f61c7e64f68
>
> General description of the issue
> When cloned, spawned with vampire HUD. Was not a vampire.
>
> What you expected to happen
> Normal HUD
>
> What actually happened
> Display showing total and usable blood. (at 185 and 140, despite not being a vamp)
>
> Steps to reproduce if possible
> Not a clue on this one. Possibly clone someone during a vamp round?
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9181Brain goes missing when you rejuvenate a decapaciated guy2016-12-18T04:53:26ZRob NelsonBrain goes missing when you rejuvenate a decapaciated guy*Created by: MusgardTiger*
#### Description of issue
When you decapaciate a guy, then rejuvenate him he gets up then dies right away because he is missing the brain and the teeth. However decapaciated head still contains the actualy br...*Created by: MusgardTiger*
#### Description of issue
When you decapaciate a guy, then rejuvenate him he gets up then dies right away because he is missing the brain and the teeth. However decapaciated head still contains the actualy brain but I wanted to just rejuv the guy and get this over with.
#### Difference between expected and actual behavior
I expected the guy to have a brain.
#### Steps to reproduce
Decapaciate a guy, then rejuvenate him.
#### Length of time in which bug has been known to occur
Probably since forever tbh.
#### Server revision
371e0b458e8518dbf57a7425b2a4b4cf0941cf4d
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- [ ] 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
- [ ] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9180Cryo cells and pipes2016-08-29T16:02:13ZRob NelsonCryo cells and pipes*Created by: D3athrow-Issues*
(WEB REPORT BY: dragonbro REMOTE: 158.69.55.2:7777)
> Revision (Should be above if you're viewing this from ingame!)
>
> General description of the issue
> When attempting to modify or build my own cryo c...*Created by: D3athrow-Issues*
(WEB REPORT BY: dragonbro REMOTE: 158.69.55.2:7777)
> Revision (Should be above if you're viewing this from ingame!)
>
> General description of the issue
> When attempting to modify or build my own cryo center, I ran across two thing
1. You can't unwrench and move a cryo cell
2. Attempting to use a socket wrench on a pipe in front of the cryo cell means you'll be forever venting it, unable to remove it (This may be a bug with the cryo cell and its connected pipes, or the layer adapter)
> What you expected to happen
>
> What actually happened
>
> Steps to reproduce if possible
> Attempt to unwrench the cryo cell in medical, or in the paramedics office, or attempt to move a cryo cell you had just gotten out of a flatpack.
1.02 (Fall 2016) Bugfix Milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/9175dualsaber inactive icon buggy when blood overlay applied2016-08-29T16:02:13ZRob Nelsondualsaber inactive icon buggy when blood overlay applied*Created by: coldcola*
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Joke or spammed is...*Created by: coldcola*
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#### Description of issue
dualsaber inactive state will retain the glow from it's active state when a blood overlay is applied
#### Difference between expected and actual behavior
expected - inactive version to be clear of blood/not glowing
actual - faded glowing and blood
#### Steps to reproduce
spawn a dualsaber, attack a mob, drop dualsaber
#### Specific information for locating
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#### Length of time in which bug has been known to occur
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found while testing bananabunch icons.
#### Server revision
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#### 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 [ ] -->
- [x] 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
- [x] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
1.02 (Fall 2016) Bugfix Milestone