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#6334: 'Xenomorph Endgame' by Git-Nivrak at commit 97b9492#6071: '[V] Sorokyne Strata: Expanded Small corridors, removed 3000 unused tiles, Xenos can now weed everything except LZ's and surrounding of LZ's, allow LAZ for CAS inside structures with light blue Areas on Tacmap (glass ceiling hallways)' by Venuska1117 at commit 300a417#6820: 'Updates close backpack icon' by Blundir at commit e6e1e49#6808: 'Attachments resprite' by Blundir at commit cc4fe40#7025: 'Fixes giant lizard code breaking when disarmed, and adds some minor features to the mob' by VileBeggar at commit 023f225#7093: 'ports ipintel subsystem' by harryob at commit 3416fba#7106: 'Flexible Job Icons' by realforest2001 at commit a490c79#7061: 'Project ARES: Interface Data Proc' by realforest2001 at commit 06f2ec3
Round ID
23832
Description of the bug
CBRN spawn with "item/storage/pouch/medkit/full/toxin", a medkit pouch containing dylo pill bottles and trauma kits, however, they have 0 medical skill, so they cannot open the dylo pill bottles, and if they take out any items they are unable to put them back in, this is because of #4443 adding a medical skillcheck to medkit pouches
What's the difference with what should have happened?
Either give me a regular first aid pouch (the 50 prob for a regular ERT pouch) or have a skillless variant of the pill bottles and medkit pouch replace the current iteration.
How do we reproduce this bug?
spawn in a CBRN distress
pass the 50% chance of having a toxin medkit pouch instead of an ERT first aid kit pouch.
try to use the pill bottles, take the pill bottles out of your health kit, try to put them back in
fail.
cry.
frag some T1s and T2s because you still have a flamer and flame immunity
...
Issue Bingo
Issue could be reproduced at least once
Issue happened in a recent (less than 7 days ago) round
LC4492
added
Oversight
Test your code rigorously only for you to overlook something ultra obvious
and removed
Bug
Admin events aren't bugs
labels
Sep 6, 2024
Testmerges
#6334: 'Xenomorph Endgame' by Git-Nivrak at commit 97b9492 #6071: '[V] Sorokyne Strata: Expanded Small corridors, removed 3000 unused tiles, Xenos can now weed everything except LZ's and surrounding of LZ's, allow LAZ for CAS inside structures with light blue Areas on Tacmap (glass ceiling hallways)' by Venuska1117 at commit 300a417 #6820: 'Updates close backpack icon' by Blundir at commit e6e1e49 #6808: 'Attachments resprite' by Blundir at commit cc4fe40 #7025: 'Fixes giant lizard code breaking when disarmed, and adds some minor features to the mob' by VileBeggar at commit 023f225 #7093: 'ports ipintel subsystem' by harryob at commit 3416fba #7106: 'Flexible Job Icons' by realforest2001 at commit a490c79 #7061: 'Project ARES: Interface Data Proc' by realforest2001 at commit 06f2ec3
Round ID
23832
Description of the bug
CBRN spawn with "item/storage/pouch/medkit/full/toxin", a medkit pouch containing dylo pill bottles and trauma kits, however, they have 0 medical skill, so they cannot open the dylo pill bottles, and if they take out any items they are unable to put them back in, this is because of #4443 adding a medical skillcheck to medkit pouches
What's the difference with what should have happened?
Either give me a regular first aid pouch (the 50 prob for a regular ERT pouch) or have a skillless variant of the pill bottles and medkit pouch replace the current iteration.
How do we reproduce this bug?
...
Issue Bingo
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