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Major time-based things take an inordinate amount of time to complete - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Bug Reports (https://forum.ss13.co/forumdisplay.php?fid=9) +--- Thread: Major time-based things take an inordinate amount of time to complete (/showthread.php?tid=9543) |
time-based things take an inordinate amount of time to complete - babayetu83 - 11-01-2017 it took about a minute and a half to complete a machine translator implant which is supposed to take only 23 seconds edit: this fucks a lot of things up. projectiles have a 2-3 second delay now and i've seen people run into their own bullets/get hit from around corners. i fought a guy and i went to punch him a bunch of times, and he walked a few tiles away and all the punches hit him at once. RE: time-based things take an inordinate amount of time to complete - Firebarrage - 11-01-2017 This might be byond repair, but other things this affects include: Brig Timers All manufacturers Timers and timer based assemblies Fire alarm lockdown timers RE: time-based things take an inordinate amount of time to complete - NateTheSquid - 11-01-2017 i thought ss13 time (which was wonky as hell) got synced up with real time so a second was actually a second already. did someone break that RE: time-based things take an inordinate amount of time to complete - Sov - 11-02-2017 Sleepers had this issue but it was fixed Time moves differently in byond... RE: time-based things take an inordinate amount of time to complete - Dr Zoidcrab - 11-02-2017 I had problems late joining, took ~30 seconds for the job selection window to appear, doors not opening immediately on bumping into them, projectiles lagging (melee combat is fine meanwhile), consoles taking longer to open etc. These things seemed to start around the time when fluid simulation was added, so hopefully they'll get ironed out as that gets updated. |