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paradise's Introduction

Paradise Station

Welcome to the main repository for the Paradise Station version of Space Station 13.

CI Render Nanomaps Average time to resolve an issue Percentage of issues still open

Compiles sometimes Made in BYOND Made with crayons

Discord Code docs Website Game Wiki

Tip

Want to contribute for the first time but unsure where to start?
Join our Discord and check out the #coding_chat channel for helpful links and advice!
Alternatively, have a look at our community maintained Guide to Contributing

Useful Documents and Links

This reference site by the creators of BYOND details information on the DM language, the syntax used, functionality of native procs, and a lot more. This is always useful to have on hand when contributing.

This guide shows you how to leave code comments that comply with "autodocumentation", a system designed to make everyone's lives easier when reading or reviewing code!

All contributors are expected to read our Code of Conduct before they take part in our community.

Not sure how to take part and contribute? This guide gives an overview of how to make comments, pull requests, and open issues.

This guide also sets out our code standards that we expect all submitted code to adhere to.

This community maintained guide covers how to set yourself up for success when attempting to contribute to Paracode.

Important

Paradise does not provide precompiled binaries, requiring you to build from source to host a local server.
Building Paradise is quick and simple, all you need to install is BYOND.
You can learn more in our Installation Guide.

A detailed policy document that governs how the Paradise Station Development Team functions, from the various roles that help keep things running to the process each PR goes through depending on the content.

TGUI is a user interface framework, built on InfernoJS, for all new player-facing UIs.

TGUI is very different to most other BYOND user interfaces as it is written entirely in JavaScript with some data passed to and from DreamMaker. If you are looking to get to grips with TGUI, this tutorial is a good starting point. Additional information can also be found here.

Mapping for Paradise station can be daunting to new contributors. Here's a comprehensive quick-start put together by a community member that takes you from A-Z.


LICENSES

Caution

If you wish to use our code in a closed source manner (i.e. not make it available to the public and/or those who connect to services you offer using this code) you must only use code prior to commit 1af3ddef2af85937251e24384c2173c4b6c3222b on 2015/01/05 22:04 GMT, which is licenced under GPLv3.

Click each banner for further information


AGPLv3 license

All code after and including commit 1af3ddef2af85937251e24384c2173c4b6c3222b on 2015/01/05 22:04 GMT is licensed under the GNU Affero General Public License version 3 unless otherwise specified within the folder or file.

GPLv3 license

All code prior to commit 1af3ddef2af85937251e24384c2173c4b6c3222b on 2015/01/05 22:04 GMT is licensed under the GPL General Public License version 3

MIT license

Some files are licenced under the MIT license, these files will clearly specify this licence at the head of each file.

Creative Commons 3.0 BY-NC-SA

Any files with the ancestor directories Paradise/icons/goonstation or Paradise/sound/goonstation are licensed under the Creative Commons 3.0 BY-NC-SA license.

Further files or folders may also fall under this licence, and any such instances will be specified within the folder or file.

Creative Commons 3.0 BY-SA

All other non-code assets, including icons and sound files, are licensed under the Creative Commons 3.0 BY-SA license, unless otherwise specified within the folder or file.

paradise's People

Contributors

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paradise's Issues

Body Scanner Console machine boards cannot be created

Here's the design datum for the body scanner console board:

/datum/design/sleep_console
    name = "Machine Board (Body Scanner Console)"
    desc = "Allows for the construction of circuit boards used to build a Body Scanner Console."
    id = "bodyscanner_console"
    req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3, "engineering" = 3)
    build_type = IMPRINTER
    materials = list("$glass" = 1000, "sacid" = 20)
    build_path = /obj/item/weapon/circuitboard/bodyscanner_console
    category = list("Medical Machinery")

Notice how the datum itself is named sleep_console. And here's the design datum for the sleeper console board:

/datum/design/sleep_console
    name = "Machine Board (Sleeper Console)"
    desc = "Allows for the construction of circuit boards used to build a Sleeper Console."
    id = "sleeper_console"
    req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3, "engineering" = 3)
    build_type = IMPRINTER
    materials = list("$glass" = 1000, "sacid" = 20)
    build_path = /obj/item/weapon/circuitboard/sleep_console
    category = list("Medical Machinery")

Looks like a copy-and-paste gone wrong. The body scanner console board datum should probably be bodyscanner_console, so it doesn't get clobbered by the sleeper console's board.

Relocated Rechargers don't work

If you wrench a recharger and move it to another location and wrench it back into place again, it doesn't work. Today there was a Blob round and we had two rechargers in the Bridge. One, the recharger that starts in the bridge, and another which had been relocated from arrivals. The arrivals recharger would not work despite being wrenched down and in a powered room (but would accept guns and show the 'charging' sprite).

This is despite them both being in the same, fully powered room.

Player Panel, Mob Creation bug

This is an admin only bug, but it's still annoying to us and hopefully it can be fixed.

If you go to your Player Panel and do Rudimentary Transformation: Human, you create a human mob. If you then Aghost, put a CKey into that new body, open your Player Panel again and make a new mob through Rudimentary transformation, the Ckey of the old mob is put into the new body, rather then the Ckey of the Player Panel. This has led to some very unfortunate things, like the Infamous Pubby BSA.

Can't construct floorbots

The step where you put floor tiles onto an empty toolbox doesn't work; it just tells you that you need 10 tiles, then takes 10 tiles away from you. Even if you had 10 or 20 or whatever.

Farmbots are also not constructable, and haven't been for months.
https://github.com/ParadiseSS13/Paradise/blob/master/code/game/machinery/bots/farmbot.dm
I think it might be because line 536,
if ((!istype(S, /obj/item/robot_parts/l_arm)) && (!istype(S, /obj/item/robot_parts/r_arm)))
that should be OR and not &&. The statement is asking for both a right and left arm at the same time.

Wizard Spell Reset Removes Artificer

The title generally explains the issue, but I will be more verbose here.
When a Wizard selects the Soul Shards & Artificer Spell option from their Spellbook, then later chooses to re-memorize their spells, they lose the Artificer spell and have no way of regaining it, leaving them with just the belt of Soul Shards.
I understand this is not a particularly pressing issue, so I do not expect a resolution any time soon, but it is worth documenting here.

Malf AI Machine Overload Overloads ALL Machines

The proc doesn't have any kind of safety checks, which means anything that is a subclass of obj/machinery/ can be overloaded. This includes the Gravitational Singularity, and the beam parts of its containment field.

Pipes are missing, preventing air distribution

Seems like several supply pipes are missing, hindering air from supplying the station. Their coordinates:

134, 88 (manifold, outside atmos)
144, 93 (manifold, surgery)
88, 110 (manifold, cargo)
116, 138 (pipe, bridge)


The atmos air distro is unconnected from the rest of the station, only providing air to engineering, medical, science, and part of the bridge. Changing the supply pipes at

(118, 124)

from two crossing pipes into a single 4-way manifold seems to fix this.


There are also other pipes missing on other z-levels. On z-level 4 there's a straight pipe instead of the bent pipe at the engineering docking airlock:

(49, 139, 4)

The Labor Camp and the science station are also plagued by pipe issues:

(56, 156, 5) (bent pipe)
(153, 189, 5) (manifold)

Any planned update of hydro?

I've noticed that the revision of xenoflora on paradise is really old (though has some customizations), and I dunno maybe someone might want to get around to updating it?
I'm not sure which of these repositories is technically more up to date.. you'd have to ask Zuh.
https://github.com/Zuhayr/Baystation12/commits/xenoflora
https://github.com/Zuhayr/Baystation12/commits/xenohydro

On a side note, some minor things I've noticed:

Your xenoflora is xenobiology-id based instead of science-id, and they don't have access to the research outpost, so they either have to beg the RD or Chemist for unstable mutagen and Dyethl instead of making it themselves.

Your xenoflora area doesn't have a sink or disposals. Minor, I know, cause you can just walk over to the surgery area.

You have custom mutants, but their stats look somewhat copy pasta'd and the base plants don't have the 'has subspecies shift' flag on them. You'd have to find them by accident or look in the code.
Or I thought you did anyways. I don't see their seed datum. o_O

It doesn't matter what's in the plant-be-gone; as long as there's a liquid in the sprayer, spraying it on plants acts exactly like plant-be-gone.

Bugged AI camera tracking system

The AI option to track an ID using cameras only lists monkeys. Seems to work correctly using byond://?track[xxxxxxxx], but it's kind of a bother and you need to know a players numerical ID to use it like that.

Lighting issues

Just to have this on record, lighting is currently borked. Machines are giving off way too much luminosity.

AI Quick-tracker broken

Clicking on names in chat as the AI no longer snaps your view to them. You can now fortunately go in and manually track them, but this is a very convenient feature for micro-managing what's going on while answering any requests by the crew.

Canister View Vars Read Error

Trying to View Variables on canisters will sometimes cause a read error that kicks you from the game with "Network connection shutting down due to read error." I haven't been able to do extensive testing on it, but it may only happen with emptied canisters.

MULE 1

MULE 1 seems to have broken pathing, which is odd considering MULE 2 worked fine. Everytime I tried to get MULE 1 to move it would slam into the wall it starts at and stop moving.

Oddly enough as well, opening the MULE 2 menu turns on MULE 1 at the same time. Need to see if it happens every time or just once.

Some Changling bugs

Heat Vision and Dark vision seem to flicker on and off, two lings confirmed this.

Absorbing at 3 genomes makes it into 4, dunno if its intentional to wait until maxed out or not.

Transforming sting works on Slimes, instantly killing them. Once again, I do not know if this is intentional.

IPC injury sprite issue

An IPC with a missing foot has a red injury over the sprite on that foot. However, when looking at the sprite from behind, a left foot injury is placed on the right foot. From the front it is fine.

Sparks Not Clearing

Basically any spark that occurs will reach the end of its animation then stay stuck there forever; not uncommon for there to be 50+ sparks left on the map by round end.

Detective Laptop Issue

Disregarding the cough_unwarranted_cough changes to the Detective's access level, it should be noted that a Detective's laptop currently does not have access to Security Records, only Medical ones.

Ninja Night Vision Nonfunctional

The night vision mode on the ninja gas mask does not let you see in the dark, probably has something to do with the same issue we previously had with night vision eyewear, but ninja code is soul devouring incredibly messy, so I could be wrong.

Issues with returned shipping manifests

The code to handle shipping manifests sent back in crates on the supply shuttle is as follows:

if(find_slip && istype(A,/obj/item/weapon/paper/manifest))
    var/obj/item/weapon/paper/slip = A
    if(slip.stamped && slip.stamped.len) //yes, the clown stamp will work. clown is the highest authority on the station, it makes sense
        points += points_per_slip
        find_slip = 0
    continue

The continue statement at the end there has some odd consequences:

  • Any non-stamped shipping manifests the code sees before a valid one are returned on the shuttle.
  • The first stamped shipping manifest found will add supply points, and then get returned on the shuttle, after which it can be sent back for more points.
  • Any further shipping manifests in that crate, regardless of stamp presence, are deleted.

This is a bit nonsensical, and probably not the way they're intended to work.

Simply removing the continue statement will cause all manifests to get deleted, though it may make more sense to only delete ones that are actually converted into points.

Atmos Piping is Invisible

Atmospherics pipes, once deployed (wrenched), become invisible and, according to admins, "don't exist". However, they also stop other pipes from being placed in the area, and other pipes can't connect to them.

Revived IPCS are deaf 90% of the time

As in the title, reviving an IPC from death via putting them back together, especially when their head was cut off, leaves them death and relogging doesn't seem to fix it.

Camera Monitor Network

Supposedly every camera monitor can access every camera on station. I've had people say they can access them from the Singularity Containment monitor and the Toxins Bomb Chamber monitors.

Aliums cannot break tape

I checked the forums, apparently aliens cannot break tape. Without acid... I'm working on a fix for this, unless the forum is out of date...

AI Tracker broken

Lately (The last day or two, in my experience), using the Track on Camera verb as an AI will, as normal, pull up a list of visible mobs. However, the list of mobs seems to skip over almost everything on the station z-level. I can only seem to track the monkeys on the research outpost, miners on the asteroid within sight of the mining base cameras, et cetera.

Objects m_amt and g_amt don't match their design

While working on the autolathe queue functionality I discovered this, might've been in the game for a while. Kind of a big deal. Easiest way to fix would be to update the autolathe_designs.dm, since that wouldn't nerf robotics. Also, some values are kinda ridiculous. And more metal would be needed for the autolathe. A proper way to go about it would be to update the object's m_amt and g_amt values, but robotics would need twice the amount of metal.

My suggestion: Update all objects m_amt and g_amt to match their design, but change the design of metal, glass etc to their current m_amt/g_amt values (metal would keep 3750, but cost that amount). Wouldn't nerf robotics, wouldn't nerf the autolathe, and would fix the issue.

Diona takes fire damage at the start of the round.

Time: Start of the game
Species: Diona
What happends: Fire damage and high temperature at the start of the round.
Job: CMO
Location: CMO OFFICE
Diona takes fire damage at the start of the round, gets injured too.

Custom cannister colors aren't cleared making new design

First of all I'd like to say I love the new labeling system. There's one issue tho, labels and decals aren't cleared when the canister is relabelled. You can change the primary color, but the others+decals sticks with it till the end.

laser cannon wont show up on back

im pretty sure laser cannon is the name (big gray rifle with a red line, showing you charge)

Was playing ERT yesturday, picked up the laser cannon and put it on my back. Sprite didnt show up, but it DID show up after I fired the gun.
Not too much of an issue, but should be reported.

Emagging the Teleporter

You are unable to go to the Syndicate Station through an emagged Teleporter console. Doing so will lock onto it but any attempt to go through the portal, Hand Tele or Tele Hub, will prevent you from actually entering it. There is no text or anything, you just cannot enter it. I have tried this on two separate rounds, one of which with only the Emag on me.

Steps to Recreate:
-Emag a Teleporter console.
-Set destination to Syndicate Station
-Attempt to enter portal.

Pipe Freezer Nonfunctional

The pipe freezer does not work with the new pipe code, you just end up hitting the pipes over and over with it.

New canister painting system

Its great, and I really love being able to rename canisters properly, but it really needs a proper UI. (so I can see what I am changing and so I can edit only a single thing if I need to)

You also cannot make the fire fighting canister (CUSTOM) sprite for anything other then the primary colour.

Non-Edged Weapons Dismembering

fairly self explanatory: weapons without an edge are causing dismemberment, when it should only be weapons that have the "edge" var enabled.

Click-Facing, PDA Slot

Since the patch somewheres around an hour before the time of this issue submission:
-Players cannot click tiles, regardless of what is in their hand(s), to turn and face in that general direction
-PDAs begin in the PDA slot, but cannot be put back if removed

Custom Synthetics

Rename The Ultimate Chimera-AlienAI to theultimatechimera-ai and put theultimatechimera:C.O.R.G.I in custom sprites in the config folder. Necaladun did it wrong. It will not allow C.O.R.G.I to switch to other sprites. You also must copy over the crash sprite to custom-synthetics and name it theultimatechimera-is-crash, otherwise the sprite would be invisible when the AI is dead.

Prison labor system

Few issues:

  • The security radio notice for when the prisoner is returning doesn't work.
  • The labor stacker outright deletes the minerals, ideally it should place them at the output zone since the stacker actually doesn't stack anything.
  • Iron is not accepted by the machine, but all in all iron as a mineral seems useless.

The last point is more of a general mining complaint, should probably be revisited when the new tg mining system has been ported.

Butterflies

They cannot be moved like normal simple mobs, you have to wait for them to get out of the way before you can get into their square.

Maintenance Drones cannot suck up butterflies that have died, or just in general.

Will add more to this as more issues are found.

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