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License: GNU Affero General Public License v3.0
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Using crowbar on "booth table" will delete the crowbar along with the table
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.
Seems to trigger after mousing over a storage slot with something in hand.
Nuka cola, for some reason, emits lights and other effects as if the person took space drugs.
Drank an ordinary bottle of Nuka cola, proceeded to see lights. This is not normal.
Recipe was 10 metal, 5 glass
Required a screwdriver and workbench
It looks like the quick step perk allows those who have it to move at near sprint speed with no stamina drain? So, take the perk and try sprinting/etc, as shown in the attached video file.
Here's the animation linked in the original report which shows the issue:
https://images-ext-2.discordapp.net/external/K6NPqUXCi8-Ahla2oGt200ytjjqnZfgQhOQqlbHKeFQ/https/i.gyazo.com/daa8bd994c8fb4a7cdb2e1f132c0bc5a.mp4
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.
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.
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.
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Jukebox has no music
Pretty much every wastelander is running around with augmented flashlight eyes.
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The debride infected tissue surgery does not remove the burn wound
As title says.
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Wrong sound effects for some guns: M1911, Mosin.
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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)
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.
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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)
Bottom text
Pretty important piece of tech that the BoS made use of in legacy.
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Firebomb sprites don't appear in outlaw loadout menu
The solution to this is to use a preview sprite which is overwritten on initialisation.
Round ID:2863
The Cornu Horn makes Radio sounds and not a proper horn sound.
Could dispense nuka cola, sunset sarsparilla in legacy. Not currently present in rebase.
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.
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walking on snow plays the same sound as when walking on a wooden floor
They are also ignitable, thus causing plasma fires.
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Big horners attack each other
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
BoS are pretty reliant on this. I don't think they're in the crafting menu anymore, either.
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
(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)
It prompts you for how much to insert, but then doesn't take it.
To be in accordance with other rifles and shotguns, sawn off versions of the pipe rifles
That's honestly it
Benefits:
Realism
consistency with other, similar weapons
essentially a .357 smg with the highest spread in the game that I know of
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Minimal attack delay with meleeing with a gun when not in harm intent (means can't melee mobs super fast, only things like barricades)
Unsure about the exact round ID, it was around noon 3/4/2021, a round later in the day is 2830
Legit just check the ied crafting recipe in ranged weapons, I tried ignoring it and using a glass soda bottle but it didn't work.
As titled.
The magazines are in, but no 9MM ammo types are available to craft, from the BoS Reloading Bench, at least.
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Can't move roller beds if someone is buckled to them. Legacy issue as well, NOT a Citadel issue.
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.
As title says.
They were removed before so the BoS and Vault couldn't just mass produce them.
If you drag sand around to stack it with other piles, the sprite will get bigger accordingly, but when it hits a certain number in the stack, it reverts to the sprite for a small stack.
Looks this this: https://gyazo.com/244f580e763e4ee471ea9ab3982d35e6
Supposed to look like this: https://gyazo.com/049001ae08b39787d9a39cd5797d7135
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