From c4b59ae04df5ef9da7ed0d2d5a8ea72831798873 Mon Sep 17 00:00:00 2001 From: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Date: Sun, 12 Jul 2026 15:11:15 -0600 Subject: [PATCH] Disables ruin seeding on runtimestation_minimal when ran inside the CI workflow (#96926) ## About The Pull Request Per title ## Why It's Good For The Game All the other maps are running ruin seeding, so nothing should be getting missed. We put all of our CI on runtimestation_minimal, so we can save even more time by disabling something that's already duplicated between every other map. ## Changelog Not player facing --- code/modules/mapping/ruins.dm | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/code/modules/mapping/ruins.dm b/code/modules/mapping/ruins.dm index c6ce163abf5..eacd113c695 100644 --- a/code/modules/mapping/ruins.dm +++ b/code/modules/mapping/ruins.dm @@ -75,6 +75,11 @@ * @param ruin_type The type of ruins that are spawning (ZTRAIT_SPACE_RUINS, ZTRAIT_ICE_RUINS, ZTRAIT_LAVA_RUINS, etc.) */ /proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins, clear_below = FALSE, mineral_budget = 15, mineral_budget_update, ruins_type = ZTRAIT_STATION) +#if defined(CIBUILDING) && !defined(OPENDREAM) + if(SSmapping.current_map.is_unit_test_map && PERFORM_ALL_TESTS(maptest_log_mapping) ) + return log_mapping("Skipping ruin seeding due to running on unit test map in workflow enviorment.") +#endif + if(!z_levels || !z_levels.len) WARNING("No Z levels provided - Not generating ruins") return