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desertrose's Issues

BoS and Vault are sharing R&D network

Round ID: 2833

Testmerges:

Reproduction:

Sankinova noticed BoS research points disappearing when she wasn't spending them, and noticed dumb upgrades appearing (like a clown upgrade) as she was trying to get upgraded parts. We ICly contacted the Vault and they confirmed that was what they had been researching.

Getting high on Nuka Cola?

Round ID: 2832

Nuka cola, for some reason, emits lights and other effects as if the person took space drugs.

Reproduction:

Drank an ordinary bottle of Nuka cola, proceeded to see lights. This is not normal.

Wepons only can take one mod

Round ID: n/a

Testmerges:

Reproduction: Attempted to add a second mod to an Uzi, but it didn't accept it. In tg code it used to accept multiple mods for that weapon. I only added the recoil mod, but the barrel wasn't accepted. The Uzi previously accepted both mods. No balance changes have been made to change this.

Shopkeeper books

Round ID: Cross-Round issue.

Reproduction:

Shopkeepers require all issues of Guns and Bullets in order to function properly in terms of selling munitions. If possible, can they have all 4 issues placed in the shop, please.

R&D Networks shared between BOS and Vault

Round ID: 2832 (but all rounds)

Testmerges:

Reproduction:

I believe they start out linked because the R&D machines link by Z-Level currently, so, I think this can be seen by seeing synced research across the networks as it is done.

Centurion Setup

I don't think I need all that writing from before. The Centurion setup misses a gas tank of sort like a plasma tank for his Goliath on spawn, please maybe look into getting one for it, thanks.

Runtime in transit.dm,71: pick() from empty list

Round ID: Every round during init

Testmerges:

N/A

Reproduction:

  1. Start server
Runtime in transit.dm,71: pick() from empty list
  proc name: throw atom (/turf/open/space/transit/proc/throw_atom)
  src: hyperspace (59,18,5) (/turf/open/space/transit)
  call stack:
  hyperspace (59,18,5) (/turf/open/space/transit): throw atom(the proximity checker (/obj/effect/abstract/proximity_checker))
  /datum/turf_reservation/transi... (/datum/turf_reservation/transit): Release()
  /datum/turf_reservation/transi... (/datum/turf_reservation/transit): Destroy(0)
  qdel(/datum/turf_reservation/transi... (/datum/turf_reservation/transit), 0)
  Shuttle (/datum/controller/subsystem/shuttle): action load(basic syndicate infiltrator (/datum/map_template/shuttle/infiltrator/basic), the syndicate recon outpost (/obj/docking_port/stationary))
  the syndicate recon outpost (/obj/docking_port/stationary): load roundstart()
  Shuttle (/datum/controller/subsystem/shuttle): initial load()
  Shuttle (/datum/controller/subsystem/shuttle): Initialize(819843)
  Master (/datum/controller/master): Initialize(10, 0, 1)

Ammo/Magazines missing from Reloading bench

Round ID:2833

Reproduction:

There are no options for certain calibers and magazines to print within the reloading benches. These are (to my best knowledge) -

Calibers:
9mm FMJ - /obj/item/projectile/bullet/c9mm
9mm AP - /obj/item/projectile/bullet/c9mm/ap
9mm JHP - /obj/item/projectile/bullet/c9mm/jhp
9mm +P - /obj/item/projectile/bullet/c9mm/op
12.7mm FMJ - /obj/item/projectile/bullet/a127mm
12.7mm JHP - /obj/item/projectile/bullet/a127mm/jhp
.22lr - /obj/item/projectile/bullet/c22
.38 Special - /obj/item/projectile/bullet/c38
.357 JFP bullet - /obj/item/projectile/bullet/a357/jfp
44 SWC bullet - /obj/item/projectile/bullet/m44/swc
.45-70 SWC bullet - /obj/item/projectile/bullet/c4570/swc
7.62 JSP bullet - /obj/item/projectile/bullet/a762/jsp
7.62 match bullet - /obj/item/projectile/bullet/a762/match
5.56 match bullet - /obj/item/projectile/bullet/a556/match
.45 FMJ - /obj/item/projectile/bullet/c45
.45 JHP - /obj/item/projectile/bullet/c45/jhp
.45 +P - /obj/item/projectile/bullet/c45/op

Magazines:
Small rifle magazine (5.56mm) - /obj/item/ammo_box/magazine/m556/rifle/small
Extended rifle magazine (5.56mm) - /obj/item/ammo_box/magazine/m556/rifle/extended
Rifle magazine (7.62x51) - /obj/item/ammo_box/magazine/m762
Extended rifle magazine (7.62x51) - /obj/item/ammo_box/magazine/m762/ext
Sniper rifle magazine (7.62x51) - ??? (Cannot find, missing from the database, although still spawned in through loadouts)
Toploader magazine (10mm) - /obj/item/ammo_box/magazine/m10mm_p90
Toploader magazine (.22lr) - /obj/item/ammo_box/magazine/m22smg

This list is by no means exhaustive. There may have been things I missed, but these are what I could find with a good hour of cross-referencing and scrutinizing.

To recreate: simply go in-game and check the reloading benches and cross-reference this list, and you'll find most, if not all, of these items missing.

Runtime in shuttle.dm,213: json_key:cargo value [cargo_pahrump] resulted in a null shuttle template for CentCom

Round ID: Every round during init

Testmerges:

N/A

Reproduction:

  1. Start server
proc name: load roundstart (/obj/docking_port/stationary/proc/load_roundstart)
  src: CentCom (/obj/docking_port/stationary)
  src.loc: space (182,143,1) (/turf/open/space)
  call stack:
  CentCom (/obj/docking_port/stationary): load roundstart()
  Shuttle (/datum/controller/subsystem/shuttle): initial load()
  Shuttle (/datum/controller/subsystem/shuttle): Initialize(819843)
  Master (/datum/controller/master): Initialize(10, 0, 1)

Cornu Horn sound

Round ID:2863

The Cornu Horn makes Radio sounds and not a proper horn sound.

BoS foyer is Space

Round ID: 2835

Testmerges:

Reproduction: Durring reinforcement at start of round, noticed small pockets of atmos issues where there was no oxygen. Later in the round doing touchups, entire bunker entrance lost o2 and pressure.

Faction door access missing

Round ID: 2833

Testmerges:

Reproduction:

During typical reinforcement of the foyer, we noticed that Airlock Electronics no longer have BoS access as an option. They also don't have NCR access anymore.

BoS Helmet and SWAT masks sprite issue

Round ID: 2843

Testmerges:

Reproduction: When putting on both SWAT Mask and BoS Combat Helmet (And variants), the player sprite will only reflect having the helmet on, and not the mask. Not a big deal but kind of immesrion breaking.

After Revive Debuff suggestion

With the rebase only being around the corner, something that a few people have picked up on is just how easy medical is, and how it has encouraged LRP and a lack of value to character's lives. Something that I would bring up that another server has had implemented is a After revive debuff. Simply put, after someone is revived it will limit said person for 15 minutes (or another amount of time), in which that 15 minutes they will be slowed down, weaker, and lowered stats. In this 15 minutes however, if the player lays down, or is buckled to a bed/chair (considered resting) then the timer is cut in half. However, if the person ignores this debuff and instead decides to run into another fight and die again, after they are revived the timer would then be 30 minutes instead.

This suggestion along with the new, and harder medical system coming in rebase would help encourage a better value of life and assisting creating the HRP environment for the server. As it makes the players deal with the consequences of their actions, and realistically I highly doubt after being dead and revived that you would be up on your feet like nothing had happened. If you wish to message me further on the matter, about questions or concerns then here is my discord. ✦ Ali'nar ✦#1

Thank you for your time <3

nyctophobia and speed glitch/bug up and down!

Round ID: 2833

Reproduction:

I'd have to go back about it. I chose Nyctophobia, Phobia, Quick Step, Musician as my quirks. i walked into the mines as bos and it negated my nycto-whatever. then was able to super-run.

Yeah so basically quick step and nycto. walk into darkness. youll slow down. turn on a flashlight and the thing stops affecting you. just about cap max speed without sprinting. pretty based imo

sp buffer

(ALSO WALKING INTO A DARK SPOT WITH NYCTOPHOBIA WILL NEGATE YOUR SPRINT ENTIRELY ASSUMING YOU DONT HAVE THE QUICK STEP PERK, then quick step will take into effect and basically max out your speed. based, totally not something i could abuse as a nightvision prepping brotherhood of steel knight with a stunprod)

Whitelist skip

Round ID: 2840

Testmerges:

Reproduction:

It seems you can skip whitelists by readying up prior to round start with the role you want set to high in occupation preferences. Observing around, witnessed a fairly new player figure this one out. DEAD: Felina Bowen says, "didn't know one could bypass the whitelist by readying up."

Got NCR Captain without the WL. Also witnessed Ixion of Ionia bypass WL doing the same method.

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