## About The Pull Request
For every living, connected bit avatar remaining in the simulation, the
`do_after()` for leaving the simulation as a bitrunning glitch ghost
role is multiplied by 5. The base timer remains at it was, two seconds.
Additionally, there is an exception in place for the "Island Brawl"
domain, which is the FFA with infinite respawns. It still multiplies by
5 for each active bitrunner, but that multiplier is reduced by 1 for
each death, so you likely only have to kill one wave of bitrunners for
normal escape time.
Additionally, because of necessity for the exception and also basic good
sense, bitrunning points are no longer component-based on specific turfs
in the domain, and are held in the server. It never should have been a
component, it had no reason to be one. This, as a consenquence, also
fixes that you could completely softlock any domain using points by
simply crowbarring the turf that the crate was yet to spawn on.
## Why It's Good For The Game
Yesterday, I saw one of the lamest things I've ever seen in the game. A
bitrunning glitch spawns in, walks literally right by two bitrunners as
they ask who he is, and leaves the simulation to go on a killing spree
unburdened. There was extenuating circumstances in that situation, but
it still was a miserable breakdown of what I think the intended gameplay
of a bitrunning glitch is, and shows how ridiculously easy it is to
simply not engage with the intended hurdle in your path. The
primary(and, really, only) job of a glitch is to kill bit avatars, and
this PR makes it significantly more difficult to just... walk by them to
go on your killing spree on station. Work, then play.
## Changelog
🆑
balance: For every living, connected bitrunner remaining in a domain,
bitrunning glitches will take five times longer to escape.
fix: You can no longer softlock any virtual domain that uses points by
crowbarring the reward turf before the crate spawns.
/🆑
## About The Pull Request
Continues the work of #94761 by adding an analog for virus references
It contains a majority of viruses - including some that are
not-quite-viruses like parrot possession
Some are excluded, some are combined into others
It also contains all advanced virus symptoms
<img width="859" height="509" alt="image"
src="https://github.com/user-attachments/assets/c73f56c0-5a11-4643-9a97-1e2a06ade0c1"
/>
Other changes
- Refactored the SDSM to have use a generic "PaginatedBook" component
for reuse
- Adjusted flavor of all of the diseases
- Flu / Spanish Flu and Cold / Cold 9 now properly act as antibodies for
one another as implied by cure text
## Why It's Good For The Game
Refer to #94761 : De-wikification and larp. This one is a reference to
the IDC-11.
## Changelog
🆑 Melbert
refactor: Refactored the SDSM-35 to allow for new books of similar
styles, report any oddities with it.
fix: Fixes the broken image(s) in the SDSM-35.
add: Adds the IDC-27 in Medbay, the CMO's office, Virology, and possibly
the Library. It's a reference book to all viruses you may experience,
similar to the SDSM-35.
add: Several diseases/viruses received minor flavor adjustments,
primarily to cure text, agent, description, and form.
add: Getting cured of the Flu provides immunity to Spanish Flu (and visa
versa) as implied in cure text.
add: Getting cured of a Cold provides immunity to Cold-9 (and visa
versa) as implied in cure text.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Previously, when one drank out of a glass of booze that the virtual
bartender graciously offered, one would not get any closer to domain
completion, because said bartender got his glasses new out of a vending
machine. These glasses never were registered on domain creation, due to
not existing on domain creation. This pr registers the vending machines
within the domain with a new signal that allows newly created glasses to
also be registered, and count towards domain completion.
## Why It's Good For The Game
A bitrunner dying of liver failure due to the obtuse distinction between
glasses that were in a vending machine and glasses that were on the
table sounds very annoying. Also, you could very easily make the domain
not completable within seconds by spawning as a ghostrole and breaking
the table glasses. You can still do that, but you have to break an
entire vending machine's worth of glasses too.
## Changelog
🆑
fix: Glasses that were in the vending machine now still count for the
completion of the Beach Bar virtual domain
/🆑
## About The Pull Request
Improves some blackbox logging for bitrunner domain creation, by also
logging how much information they had when they chose it.
Also some minor code improvements, by making methods for whether the
name/reward of a domain is visible.
## Why It's Good For The Game
Right now, if we just look at blackbox logs, we cannot easily tell if a
domain is being deliberately avoided when possible, as we cannot tell if
it's run unintentionally or intentionally. Now we will record that
information, so we can act on it, and hopefully perform actions to
improve the domains that people attempt to avoid.
## About The Pull Request
Heretic rusted tiles do not apply any effects to things which are
jaunting or inside vents.
They also don't apply any _negative_ effects to things that are flying
(but they do apply positive ones, just because flight is a cool thing to
have earned and it would be sad to lose your bonuses because you have
wings).
I also renamed the element so that it isn't named after the rust passive
(in fact, the rust heretics with that passive don't use the element) and
simply describes what it does, and removed a subtype in favour of just
passing in some arguments.
I also added a trait which bypasses the negative effects of standing in
rust, in case an admin creates a non-heretic creature and gives it rust
healing. They shouldn't have _both_ healing _and_ gain disgust and minor
damage from starting in rust (possibly the heretical harvester was being
effected by this?)
Finally I adjusted the `rust_heretic_act` and `rust_turf` procs to
remove a footgun I saw a developer fall into recently where they didn't
realise that the generically named "rust turf" proc actually assumes a
wizard did it, now if we add anything else that wants to non-magically
rust a turf then it will work the way you expect.
As a side effect this changes the two item sources of rust that heretics
get to actually use rust resistance rather than rusting every turf, I
set them to effect all inorganic turfs as a default.
And finally I noticed that rust heretic ascension was passing
"RUST_RESISTANCE_ABSOLUTE" as a value into its proc which reads `Should
not be rustable. EVER.` in its comment, which smelled like a bug. So I
changed it to just "things which should be rustable ever".
## Why It's Good For The Game
It is the logical way you would expect these things to work;
Heretics crawling in vents or (for instance) using space crawl should
not be healed for touching rust that they aren't touching, as they are
not readily accessible to other players. The idea of the rust healing is
that it's a tradeoff for exposing yourself in a visible "territory", so
you shouldn't be able to avoid it by being in that territory but
untouchable and invisible.
Similarly, players who have gained the ability to fly would not expect
to get sick from flying over rusty flooring. They're out of range.
## Changelog
🆑
balance: Eldritch rusted tiles don't apply their effects to anyone who
is jaunted or in vents, and don't apply negative effects to people who
are flying.
balance: Heretic items which apply rust (grenades and eldritch reagent)
check the rust resistance level of the turf rather than always rusting
it.
fix: Rust Heretics ascending don't rust unrustable turfs, like space
tiles.
/🆑
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
`create_from_ghost` can be called from stuff like... dynamic executing a
ruleset, so putting a sleep/user input within it causes problems
So I refactored ghost spawns a fair bit, creating a clear delineation
between where you can and can't put user input
## Changelog
🆑 Melbert
fix: Pirates will no longer randomly spawn as human
fix: Servant Golems have numbered names again
refactor: Refactored ghost spawns (like spider eggs or pirate spawners),
report any oddities
/🆑
## About The Pull Request
1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with
killing and sacrificing simulated crew members. The domain has a few
ways to conquer it, as you don't need to kill all the simulated crew
members and there's some hidden loot to make use of
It's an easy domain because
- You have quite decent armor,
- The mobs are pretty unintelligent,
- You can always fall back and heal passively on the rust tiles
- There are many ways to tackle it
Though it's not a complete pushover, the mobs can still overwhelm you if
you're not careful.
<img width="440" height="347" alt="image"
src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164"
/>
2. Virtual beings are given a minor positive moodlet for killing people
instead of a negative one
## Why It's Good For The Game
1. I thought it'd be kinda fun if we had antag-themed domains which
soft-explains the gameplay loops or mechanics of certain antags, in this
case, heretics sacrificing people
2. You don't feel remorse for killing people in video games, right anon?
## Changelog
🆑 Melbert
add: Added a new easy difficulty bitrunning domain, "Heretical Hunt"
add: Digital mobs receive positive moodlets for killing people rather
than negative
fix: Madness Mask no longer affects corpses
fix: Fixed some heretic runtimes
/🆑
## About The Pull Request
Completing a combat bitrunning domain grants 0.8 score bonus per player
that escaped without being hit
## Why It's Good For The Game
I figured it be a fun challenge to try to nohit these things, especially
the megafauna ones. For a bonus.
## Changelog
🆑 Melbert
add: Nohitting a combat bitrunning domain rewards a higher score.
/🆑
## About The Pull Request
a spooky special possession pr for october appears~~
(This is just some code cleanup)
Before, some procs had the `mob_possessor` arg, and some didn't. Which
made it a nightmare to add more positional args to it down the line.
This PR just ensures that all positional args are present in all the
instances of the proc.
## Why It's Good For The Game
Makes this proc chain slightly less of a mess to deal with.
## Changelog
N/A
## About The Pull Request
Adds support for PVP bitrunning domains. If min/max candidates are set
above 0, the virtual domain will search for any ghost spawners inside
and cause a randomly-selected ghost that signed up via poll to spawn
there. If no ghosts are signed up the process is cancelled.
Also adds content for them:
An outfit wardrobe that lets you select one of several possible outfits,
once.

Not confident in my code, it's been in the works (as part of a
now-canned library heretic domain thing) for over a year
## Why It's Good For The Game
PvP domains are an underexplored concept. The beach domain is cloying
and overly simple. This adds support for newer and cooler domains as
long as there are ghosts for them.
## Changelog
🆑
code: Adds support for PVP Bitrunning Domains
/🆑
## About The Pull Request
Adds support for PVP bitrunning domains. If min/max candidates are set
above 0, the virtual domain will search for any ghost spawners inside
and cause a randomly-selected ghost that signed up via poll to spawn
there. If no ghosts are signed up the process is cancelled.
Also adds content for them:
An outfit wardrobe that lets you select one of several possible outfits,
once.

Not confident in my code, it's been in the works (as part of a
now-canned library heretic domain thing) for over a year
## Why It's Good For The Game
PvP domains are an underexplored concept. The beach domain is cloying
and overly simple. This adds support for newer and cooler domains as
long as there are ghosts for them.
## Changelog
🆑
code: Adds support for PVP Bitrunning Domains
/🆑
## About The Pull Request
This replaces the hardcoded atmos strings for these turfs with the
actual icebox atmos defines.
## Why It's Good For The Game
Hardcoding values is bad.
## About The Pull Request
This replaces the hardcoded atmos strings for these turfs with the
actual icebox atmos defines.
## Why It's Good For The Game
Hardcoding values is bad.
## About The Pull Request
Where I forget about a pr for 5 months.
This started because there was a pr that made it so skills transfer
between the real and the digital, and so I thought it'd be really funny
if I could train boxing in virtual reality... but there's no easy way to
get boxing gloves or anything like it in the virtual world...
So! I decided to make a disk for it, but then thought about fishing and
gaming and-
Anyhow it all went downhill from there and here we are now: Gimmick
Disks. (And a refactor of disk loading)
This implements a new type of bitrunning disk that instead of a single
item or ability, grants a full set of thematic items/abilities!
Unhelpfully cosplay as a wizard! Game inside your game! Down a digital
protein shake and box some simplemobs!
As the name "Gimmick" implies, these are primarily intended to help
shake up the sometimes stale bitrunner gameplay.
By letting you invoke, if you so desire, what to me is the most
enjoyable gaming experience: doing stupid shit with your buddies.
To facilitate the new type of disk I had to refactor disk loading, as it
was hardcoded to the item types.
Instead, we make disk loading send a signal to the bitrunner, and
register for this when held in their inventory.
This allows us to do things like making the lead acid battery give you
shock touch when held, without needing to make an explicit typecheck or
iterate over every item in the bitrunner's nested contents to see if
they have a loadable item.
## Why It's Good For The Game
I think it'd be really funny if you could train your boxing in the
digital realm.
As said above, I feel the bitrunner gameplay can get stale sometimes,
and this is how I hope to help people shake it up for themselves
sometimes. By giving them more stupid shit to do.
Doing stupid extended bits with other people is one of the things I
enjoy most out of ss13, and this is there to let the bitrunners do
exactly that with each other.
And sometimes you just have to roleplay as Gamers™️ entering virtual
reality to fight the virtual syndicate in bad cosplay while roleplaying
as a wizard smoking his magic weed, an overly edgy rogue, and the healer
desperately trying to keep them from exploding into a million pieces.
## Changelog
🆑
refactor: Bitrunning item/ability loading has been refactored. Please
report any issues.
add: Added Bitrunning gimmick loadout disks. These disks contain full
sets of equipment for all your digital cosplay needs, each including
questionably helpful equipment. Currently includes Sports (Boxer,
Skater, Archer, Fisher, Gamer) and Dungeon Crawling (Alchemist, Rogue,
Healer, Wizard).
add: Taking a lead acid battery into the netpod with you now gives your
bit avatar shock touch.
/🆑
## About The Pull Request
Replaces the mini-UZI beach battle domain reward with a ballistic
chameleon gun.
Also added a separate possible reward for an uzi bitrunning disk.
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
This swaps out the pirate spawner on the Meta Central VDOM with the
subtype specifically meant for virtual domains. That thing wasn't
actually a virtual domain spawner, it was just a regular one.
This applies the necessary restrictions/roles being applied to pirates
who spawn on that map. It will also make #86794 work on the Metastation
Central map, rather than only affect the Corsair Cove map (which used
the correct spawner type).
This also adds the Announce to Ghosts flag to Meta Central, as is
uniform for maps with ghost roles. Doing so also enables the VDOM
selector UI indicator that ghost roles can spawn on the map.
This whole thing started as an attempt to fix#86785 but I was too slow
and someone beat me too it. Darn.
## Why It's Good For The Game
Ensures #86785 will be closed properly.
## Changelog
🆑 Rhials
fix: The Meta Central Virtual Domain now uses the proper ghost role
spawner, meaning you can't eavesdrop on syndie comms using their
headset.
/🆑
## About The Pull Request
Title. Adds two new maps:
- Grasslands Hunt (peaceful)
- Meta Central (easy)
These maps add a new basic revolutionary mob and significantly upgrades
the ai of basic deer.
This fixes an issue where modular maps were not correctly spawning mobs
or adding them to the "mutable candidates" for antagonists.
There's also some balance changes to bitrunning vendor prices, which are
generally now lower. This change is unrelated to the PR as a whole so
I'm okay with removing it if there's concern
### photos
<details>
<summary>expand</summary>


</details>
### todo
- [x] Fix the revolutionary death anim
- [x] Make deer run when injured
## Why It's Good For The Game
New maps as a general positive for bitrunning
Bug fixes
Makes vendor choices for bitrunning-exclusive items generally less of a
chore to get
## Changelog
jlsnow301, MMMiracles, KikoWen0, Ben10Omintrix
🆑
add: Added two new bitrunning maps: Grasslands Hunt and Meta Central.
add: Deer are now more complex animals, granting them enhanced ability
to run amok and chew your favorite plants.
balance: Reduced the cost of most BR vendor items.
fix: Fixes an issue where modular virtual domains spawned less mobs than
intended.
fix: These modular spawns are now valid mutation targets to become an
antagonist.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes a hard del with island_brawl spawners (#85684)
## About The Pull Request

Tin, just aims to fix this hard del by releasing the refs when the
spawners get qdeleted.
## Why It's Good For The Game
Fixes a hard del---also, there were some issues with this domain not
clearing itself properly under certain cases and this may resolve that.
## Changelog
Nothing player facing
* Fixes a hard del with island_brawl spawners
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request

Tin, just aims to fix this hard del by releasing the refs when the
spawners get qdeleted.
## Why It's Good For The Game
Fixes a hard del---also, there were some issues with this domain not
clearing itself properly under certain cases and this may resolve that.
## Changelog
Nothing player facing
* Bitrunning: Combat domain [READY] (#84196)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.
Changes:
1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything
Misc organization:
- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.
How bitrunning deathmatch works:
- Temporary spawners are offered to both ghosts and bitrunners.
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.
This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Bitrunning: Combat domain [READY]
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.
Changes:
1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything
Misc organization:
- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.
How bitrunning deathmatch works:
- Temporary spawners are offered to both ghosts and bitrunners.
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.
This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Fixes Bitrunner lacking job-based bounties (#84367)
## About The Pull Request
Fixes#84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.
This is more just meant to be a framework for others to add things that
might be a little more interesting.
This also adds a special drop from the Pizzeria domain because I thought
it was funny.
* Fixes Bitrunner lacking job-based bounties
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
## About The Pull Request
Fixes#84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.
This is more just meant to be a framework for others to add things that
might be a little more interesting.
This also adds a special drop from the Pizzeria domain because I thought
it was funny.
## About The Pull Request
See changelog for shortlist
1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min
> [!NOTE]
> File diff: removed a map
## Why It's Good For The Game
Closes#83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.
I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
* Freddy's Pizzeria Virtual Domain (#83750)
## About The Pull Request
This PR adds a new virtual domain for bitrunners! The new domain
includes the belowed pizzeria from FNAF and some bears (scary and
strong).
## Why It's Good For The Game
So there hasn't been any virtual domains being added and it can get
boring playing the same domains over and over again. In my own opinion
we need more maps or some of them changing with new ones! I also thinks
its a funny idea to have such a domain and people will enjoy it.
## Changelog
🆑
add: added a new virtual domain
🆑

* Freddy's Pizzeria Virtual Domain
---------
Co-authored-by: munchyi <154919526+munchyi@users.noreply.github.com>
## About The Pull Request
This PR adds a new virtual domain for bitrunners! The new domain
includes the belowed pizzeria from FNAF and some bears (scary and
strong).
## Why It's Good For The Game
So there hasn't been any virtual domains being added and it can get
boring playing the same domains over and over again. In my own opinion
we need more maps or some of them changing with new ones! I also thinks
its a funny idea to have such a domain and people will enjoy it.
## Changelog
🆑
add: added a new virtual domain
🆑

* Gondolas are now basic mobs (#83451)
## About The Pull Request
This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.
Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.
## Why It's Good For The Game
The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.
## Changelog
🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Well then. Hope it works.
* Ohhh.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
## About The Pull Request
This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.
Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.
## Why It's Good For The Game
The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.
## Changelog
🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This PR adds Bepis disks to the main rewards of the Bitrunning crate in
addition to the minerals and domain specific rewards. It also removes it
from the Bepis vending machine.
Once per domain, if its difficult was Medium or higher, and the
completion score was A or S, and if there are still any leftover locked
Bepis tech nodes, a Bepis disk will spawn.
<details>
<summary>Original PR text</summary>
If domain has a reward value greater than one, it has 10% chance per
reward value to drop. No disk is gained if they ran out of techs to
unlock. Most of the domains have a reward value of three, so by the law
of great numbers they probably get one disk per every three domains run,
which should be one disk every 20-30 minutes. At least, if I am correct
that domain runs take about five to ten minutes, and the server cooldown
is three minutes. If I am incorrect, I can edit the drop chance as
needed, of course.
Edit: As I have underestimated how fast Bitrunners can be, I have
decreased the chance to be 5% per reward tier.
</details>
## Why It's Good For The Game
- Bepis disks are expensive, and bitrunners need to spend almost all
their NP on gear and abilities
- Downloading secret research data, is flavourful, fitting for invading
the forgotten nooks of cyberspace.
- This will allow Bepis tech to be actually used in rounds
## Changelog
🆑
balance: Bitrunners can now earn Bepis disks, once per medium domain or
above, if they scored at least an A.
del: Bitrunners can not buy Bepis disks from their vendors.
/🆑
## About The Pull Request
This PR adds Bepis disks to the main rewards of the Bitrunning crate in
addition to the minerals and domain specific rewards. It also removes it
from the Bepis vending machine.
Once per domain, if its difficult was Medium or higher, and the
completion score was A or S, and if there are still any leftover locked
Bepis tech nodes, a Bepis disk will spawn.
<details>
<summary>Original PR text</summary>
If domain has a reward value greater than one, it has 10% chance per
reward value to drop. No disk is gained if they ran out of techs to
unlock. Most of the domains have a reward value of three, so by the law
of great numbers they probably get one disk per every three domains run,
which should be one disk every 20-30 minutes. At least, if I am correct
that domain runs take about five to ten minutes, and the server cooldown
is three minutes. If I am incorrect, I can edit the drop chance as
needed, of course.
Edit: As I have underestimated how fast Bitrunners can be, I have
decreased the chance to be 5% per reward tier.
</details>
## Why It's Good For The Game
- Bepis disks are expensive, and bitrunners need to spend almost all
their NP on gear and abilities
- Downloading secret research data, is flavourful, fitting for invading
the forgotten nooks of cyberspace.
- This will allow Bepis tech to be actually used in rounds
## Changelog
🆑
balance: Bitrunners can now earn Bepis disks, once per medium domain or
above, if they scored at least an A.
del: Bitrunners can not buy Bepis disks from their vendors.
/🆑
## About The Pull Request
We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.
Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)
Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.
Sprites used (for mapping helpers):
Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)
## Why It's Good For The Game
This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.
## Changelog
🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
* Bitrunning 1.5: Secondary Objectives (#81828)
## About The Pull Request
Added secondary objective lockboxes to bitrunning. These pull from a
list of secondary objective loot on the domain, with a limited quantity
of items. Once there are no items left to pull, the secondary objective
disappears. If multiple secondary objective markers are placed, they
will be placed until all markers have been used, or all the items in the
loot pool are already spoken for.
To support this functionality, adds SSbitrunning, which stores all
domains as instances, instead of checking the hardcoded types as
previously. SSbitrunning manages listing domains for the quantum
console, and rolling secondary loot.
As an example of this functionality, added a side path to Glacier Grind
with a polar bear and some loot.
## Why It's Good For The Game
Secondary objectives give mappers ways to encourage players to venture
into a wider range of domains by offering non-trivial loot beyond the
fluff items given in the main caches. The absolute limit on the number
of items available ensures these items can't be farmed.
As well as supporting secondary objectives, SSbitrunning allows for
future support of features relying on mid-round modification of domains,
for instance adding custom domains.
## Changelog
🆑
add: Added secondary objectives to bitrunning!
add: Pick up encrypted curiosities and return them to the safehouse to
claim their contents.
add: Glacier Grind has been given a secondary objective, look out for
the limited edition hat.
add: Bitrunning domains can now be modified during the round by admins.
/🆑
* Bitrunning 1.5: Secondary Objectives
* Update virtual_domain.dm
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
## About The Pull Request
Added secondary objective lockboxes to bitrunning. These pull from a
list of secondary objective loot on the domain, with a limited quantity
of items. Once there are no items left to pull, the secondary objective
disappears. If multiple secondary objective markers are placed, they
will be placed until all markers have been used, or all the items in the
loot pool are already spoken for.
To support this functionality, adds SSbitrunning, which stores all
domains as instances, instead of checking the hardcoded types as
previously. SSbitrunning manages listing domains for the quantum
console, and rolling secondary loot.
As an example of this functionality, added a side path to Glacier Grind
with a polar bear and some loot.
## Why It's Good For The Game
Secondary objectives give mappers ways to encourage players to venture
into a wider range of domains by offering non-trivial loot beyond the
fluff items given in the main caches. The absolute limit on the number
of items available ensures these items can't be farmed.
As well as supporting secondary objectives, SSbitrunning allows for
future support of features relying on mid-round modification of domains,
for instance adding custom domains.
## Changelog
🆑
add: Added secondary objectives to bitrunning!
add: Pick up encrypted curiosities and return them to the safehouse to
claim their contents.
add: Glacier Grind has been given a secondary objective, look out for
the limited edition hat.
add: Bitrunning domains can now be modified during the round by admins.
/🆑
* [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#81783)
## About The Pull Request
this is very much a code thing im not sure what i would say this just
adds an extra variable
also should be no sideeffects this is handled by turf reservations
also virtual domains (fixes #81779)
## Why It's Good For The Game

this would formerly breach to space
## Changelog
🆑
fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to
space)
/🆑
* [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
## About The Pull Request
this is very much a code thing im not sure what i would say this just
adds an extra variable
also should be no sideeffects this is handled by turf reservations
also virtual domains (fixes #81779)
## Why It's Good For The Game

this would formerly breach to space
## Changelog
🆑
fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to
space)
/🆑