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Post by derpthestewpidgoat on Jun 26, 2014 0:47:32 GMT -5
I think all those readings of "The Lusty Xeno Maid" have been going to your head.
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Post by Carn on Jun 26, 2014 9:47:27 GMT -5
I found a glitch in xeno lab where if a friendly spider (made from blood and golden extract) makes a cocoon a cultist wielding an energy sword will pop out when it breaks. Sometimes a spider will run out of its cell if it gets the chance and randomly make a cocoon on the ground where nothing is before. Also if they do cocoon around an actual body, both the original body and a cultist will come out. This has happened over a couple of rounds. the cocoon breaks! the cocoon splits open revealing a cultist. the cocoon splits open. ffs, I really hate stupid 'features' like that. They always break because they make ZERO sense, and they add nothing anyway besides 2 seconds of people going 'lolsorandum'.
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Post by Carn on Jun 26, 2014 9:50:24 GMT -5
You can't early launch the shuttle. Goodcurity should allow you to be able to activate Red Alert or Delta Alert. Neither of these work, says you're not authorised enough during my attempts as a HoS, I tried later with a all access CentComm ID and it still didn't work. You should be allowed to do this anyway via having HOS/Captain access or doing the 2x-keycard authentication. Without a silly fucking achievement you'll never get anyway. I'm really not familiar with the achievement system in fpss13. I'll try to find out what's going on.
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Delta73869
Shitcurity
Either everything try to kill you, or you try to kill everything!
Posts: 7
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Post by Delta73869 on Jun 27, 2014 12:54:11 GMT -5
you can't break a newscaster with a tool box.
This is an important bug, right?
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Post by Carn on Jun 27, 2014 16:32:02 GMT -5
you can't break a newscaster with a tool box. This is an important bug, right? Every bug is an important bug. Thanks. (although, it's low priority atm)
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Post by vankakka on Jul 1, 2014 21:06:30 GMT -5
So apparently some of the gate codes just refuse to work. It didn't do anything. Not sure if that's just crappy Nanotrasen tech or a glitch with away missions. I made sure the gate was powered and everything.
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Delta73869
Shitcurity
Either everything try to kill you, or you try to kill everything!
Posts: 7
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Post by Delta73869 on Jul 1, 2014 23:33:08 GMT -5
Flash lights have a very strange bugs, I lack the English skill to properly explain this, but let me say it this way.
when you carry a PDA with a flash light on, and a helmet with a flash light on.
when you turn off the flash light on your helmet, the PDA's light gets turn off too, if you turn it back on, PDA's light gets bugged unless you reboot pda's flash light.
It happens quite common on me, perhaps you can go ahead and test it out yourself if you can't quite understand me.
Also, Intercoms and Holopads placement are pretty bad around the station, There is no Intercom in medbay, genetics, cloning pod, no holopad in the surgery room and so on, I would suggest someone perhaps redesign the station, it have quite a lot of flaws and it deserve better.
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Post by Carn on Jul 3, 2014 19:36:33 GMT -5
Flash lights have a very strange bugs, I lack the English skill to properly explain this, but let me say it this way. when you carry a PDA with a flash light on, and a helmet with a flash light on. when you turn off the flash light on your helmet, the PDA's light gets turn off too, if you turn it back on, PDA's light gets bugged unless you reboot pda's flash light. It happens quite common on me, perhaps you can go ahead and test it out yourself if you can't quite understand me. Also, Intercoms and Holopads placement are pretty bad around the station, There is no Intercom in medbay, genetics, cloning pod, no holopad in the surgery room and so on, I would suggest someone perhaps redesign the station, it have quite a lot of flaws and it deserve better. I think I know what you mean. It's an old TGstation bug which I fixed a while ago. I'll try to fix it on our branch. I've got sooo many bugs to fix in DEVBRANCH at the moment though, so the fix won't be on the server for a while.
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Post by derpthestewpidgoat on Jul 19, 2014 12:17:10 GMT -5
Gas Mixing Room may be broken. Went to go and do totally safe stuff but for some reason the gas from a plasma canister would NOT appear in the room. The vent leading into space was closed, and some of the gas in the canister had actually drained, but for some reason it did not appear in the gas mixing chamber. When I entered, it had dangerously LOW pressure and was cold.
Additionally, the canister was wrenched into the pipe connector, and it was not leaking plasma into the room (canister's valve was not open).
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Post by Name Changing Autist on Jul 20, 2014 7:53:19 GMT -5
Vents don't exist but i'm pretty sure gas still pumps through. Not sure whether or not gas injectors are still broken, I don't think they are.
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Post by peterj555 on Jul 20, 2014 12:03:29 GMT -5
It is possible to destroy wormholes by shooting it/bashing it/drilling it I assume this is something wrong with how the game mechanics work at the core.
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Post by NotFoos on Jul 20, 2014 14:36:24 GMT -5
It is possible to destroy wormholes by shooting it/bashing it/drilling it I assume this is something wrong with how the game mechanics work at the core. I dont care if this is a bug or not dont you fucking change this. Its the only thing making wormholes bearable.
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Post by Nokington on Jul 20, 2014 14:42:43 GMT -5
Wormholes last like 5 minutes. Plus you get to go on a super cool adventure around the station.
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Post by derpthestewpidgoat on Jul 20, 2014 20:37:28 GMT -5
Wormholes last like 5 minutes. Plus you get to go on a super cool adventure around the station. Until you teleport into the singularity field.
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Post by Nokington on Jul 20, 2014 22:03:38 GMT -5
Wormholes last like 5 minutes. Plus you get to go on a super cool adventure around the station. Until you teleport into the singularity field. I feel like that is the whole point. You are taking a gamble by walking into a god damn WORMHOLE anyways.
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