cmss13-devs / cmss13-devs/cmss13
It is possible to ovi near construction nodes
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Description
## Testmerges
#9894: 'Multiz indicator' by Detective-Google at commit a1fd9677a0
#9978: 'Xeno Time Checks' by realforest2001 at commit f86f8e3705
#9872: ' Multiz Bigred [MDB IGNORE]' by spartanbobby at commit cd86d53c29
#9861: 'M10 revamp, new attachments & additions.' by Zenith00000 at commit e1c802a2cc
#9405: '[EVENT] Pathogen Confluence' by realforest2001 at commit aa797ef03e
#7023: 'Research Rework Part Two: The Contract System.' by kiVts at commit ea3b82d9ab
#10297: 'Adds (very basic) Zombie Hostile Mobs' by Steelpoint at commit bce8fea083
## Round ID
29336
## Description of the bug
It is possible to start growing an ovipositor while being in the 3x3 vicinity of a construction node.
For reference, you cannot ovi next to completed xeno constructions (recovery node, plasma tree, egg morpher, etc)
## What's the difference with what should have happened?
I expected not being able to.
## How do we reproduce this bug?
1) Start growing an ovipositor
2) Ask someone else to place a construction node next to you
## Attached logs
```
N/A
```
## Additional details
- Author: Vicacrov
- Admin: SmellyHippie
- Note: None
Contributor guide
Research direction
Start by tracing the ovipositor growth path and comparing its 3x3 proximity behavior with the checks used for completed xeno constructions. Reproduce the construction-node placement sequence described for round 29336, then verify that starting an ovipositor nearby is rejected.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100