## About The Pull Request
When bitrunners attempt to leave their domain via the ladder, they will
fail if there is an active, living bitrunning glitch antagonist within
the domain. Other methods of leaving such as death or taking the red
pill are unaffected.
they can also leave if the crate's delivered
sorta a sister PR to #95934
## Why It's Good For The Game
enter domain -> get alert about bitrunning glitch -> leave -> turn off
domain
What a fun gameplay loop, for everyone involved.
You'll fight the glitch and you'll like it. (liking it
[pending](https://github.com/tgstation/tgstation/pull/96138))
You can still leave if you REALLY, REALLY need to at the cost of a
little brain damage, but otherwise the literal only obstacle that will
ever be in your path should be something you have to engage with.
## Changelog
🆑
balance: Bitrunners can't back out of domains via the ladder while
bitrunning glitches remain in them
/🆑
## 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
Removes a lot of cargo cult copypasta with
`default_deconstruction_screwdriver`, `default_deconstruction_crowbar`,
and to a lesser extent `default_pry_open` and
`default_change_direction_wrench`
ALL you gotta do now if you want your machine to have an openable panel
or be deconstructible with a crowbar is this
```dm
/obj/machinery/dish_drive/screwdriver_act(mob/living/user, obj/item/tool)
return default_deconstruction_screwdriver(user, tool)
/obj/machinery/dish_drive/crowbar_act(mob/living/user, obj/item/tool)
return default_deconstruction_crowbar(user, tool)
```
`default_deconstruction_screwdriver` no longer directly sets
`icon_state`, requiring the user pass in the open and closed icon
states. Now, it just calls `update_appearance`, and everything that once
passed the icon state now uses `base_icon_state` and
`update_icon_state`.
## Why It's Good For The Game
Many of these procs were terribly overcomplicated and difficult to work
with for what should be a relatively simple action
Streamlining it makes it easier for coders to understand and work with
## Changelog
🆑 Melbert
refactor: A majority of machines had their screwdriver/crowbar/wrench
interactions rewritten, report any oddities like being unable to open a
machine's panel or deconstruct a machine
/🆑
## About The Pull Request
When you get absorbed by a changeling, you get made into an imaginary
friend of the changeling that absorbed you
<img width="349" height="185" alt="image"
src="https://github.com/user-attachments/assets/03b00f37-8428-49c9-90c0-c165429e0674"
/>
<img width="290" height="223" alt="image"
src="https://github.com/user-attachments/assets/b40fe663-736b-4184-a50f-18376905a79a"
/>
<img width="682" height="161" alt="image"
src="https://github.com/user-attachments/assets/982102da-7e15-4a9c-93ef-3e12dc72d7d8"
/>
This imaginary friend doesn't show up on health scan (obviously), and
they communicate via hivemind chat, meaning all other changelings are
capable of hearing them
If your body is revived, you get yoinked out of the hivemind as you'd
expect
You also have a button to eject yourself from the hivemind (if you
prefer to observe).
And the ling themselves has a button to eject people from their hivemind
that are being annoying
## Why It's Good For The Game
Makes being absorbed a little less of a bummer, now you can tag along
and maybe even give them some tips about how your character would act if
they choose to disguise as you.
## Changelog
🆑 Melbert
add: When you get absorbed by a changeling, you get made into an
imaginary friend of the changeling that absorbed you.
refactor: Refactored how people are returned to their bodies after
occupying separate bodies, such as bitrunners and ghost roles. Report
any oddities or failure to return correctly.
/🆑
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## 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
Added support for turning basic mob bosses into virtual megafauna. Moved
blood drunk miner's loot dropping behaviour up to /basic/boss to support
this better in future.
Fixes#94878
## Why It's Good For The Game
It's not very useful if admins have to spawn the cache manually or lose
the time and points spent on the domain.
## Changelog
🆑
fix: The Sanguine Excavation bitrunning domain will drop the cache on
killing the boss again.
/🆑
## About The Pull Request
<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>
<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>
- N-spect scanners can no longer print reports
- Clown N-spect scanners have been removed as printing reports was their
primary function
- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.
- Patrol bounties have been reworked.
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
- Your ID card will update you as you progress the bounty.
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.
- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.
- There's now setters for bounties and bank accounts.
- Fix Bountious Bounty trait by having a `get_reward`
## Why It's Good For The Game
Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.
On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.
The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)
## Changelog
🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## 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
- Added full support for RETA system
- Categorized all configs for search purposes
- Added channel check for most usages of get_announcement_system() calls
## Why It's Good For The Game
## Changelog
🆑
code: Little AAS code cleanup. Added full RETA support. Grouped configs
for search purposes.
/🆑
## About The Pull Request
- Closes#92210
1) Bit Forge can be deconstructed with a screwdriver & crowbar like a
normal machine
2) Adds examines & screentips for netpod, bitforge(icon for panel open
state added) & quantum server on how to deconstruct them. New icon state
for when bitforge has its panel open is shown below
<img width="210" height="103" alt="Screenshot (497)"
src="https://github.com/user-attachments/assets/bb44c78d-1f0e-468f-9a79-ebc5800edd09"
/>
3) Moved bitrunning machine designs into files that exist to hold that
type of code
## Changelog
🆑
code: moved designs & circuitboards for bitrunning into their correct
files
qol: adds examines & screentips for bitrunning netpod, bitforge & server
on how to deconstruct them
fix: bitforge can be deconstructed with a screwdriver & crowbar
/🆑
(cherry picked from commit bb38209bb4)
## About The Pull Request
- Closes#92210
1) Bit Forge can be deconstructed with a screwdriver & crowbar like a
normal machine
2) Adds examines & screentips for netpod, bitforge(icon for panel open
state added) & quantum server on how to deconstruct them. New icon state
for when bitforge has its panel open is shown below
<img width="210" height="103" alt="Screenshot (497)"
src="https://github.com/user-attachments/assets/bb44c78d-1f0e-468f-9a79-ebc5800edd09"
/>
3) Moved bitrunning machine designs into files that exist to hold that
type of code
## Changelog
🆑
code: moved designs & circuitboards for bitrunning into their correct
files
qol: adds examines & screentips for bitrunning netpod, bitforge & server
on how to deconstruct them
fix: bitforge can be deconstructed with a screwdriver & crowbar
/🆑
## About The Pull Request
<img width="378" height="199" alt="1eSxYbsh0e"
src="https://github.com/user-attachments/assets/e8a658ca-c1c4-48fe-bb51-c77c85a7f824"
/>
Noticed some hard dels here, does some light refactoring/code
improvement to ensure that doesn't happen.
Crates shouldn't really be owning a hard ref to the manifest in the
first place since they are detachable. Removes some code duplication in
favor of calling `tear_manifest()` which has the safety check to prevent
`forceMove()`ing a qdeleted manifest out of nullspace.
## Why It's Good For The Game
Less server hiccups.
## Changelog
Nothing players will notice besides less server hiccups.
## About The Pull Request
<img width="378" height="199" alt="1eSxYbsh0e"
src="https://github.com/user-attachments/assets/e8a658ca-c1c4-48fe-bb51-c77c85a7f824"
/>
Noticed some hard dels here, does some light refactoring/code
improvement to ensure that doesn't happen.
Crates shouldn't really be owning a hard ref to the manifest in the
first place since they are detachable. Removes some code duplication in
favor of calling `tear_manifest()` which has the safety check to prevent
`forceMove()`ing a qdeleted manifest out of nullspace.
## Why It's Good For The Game
Less server hiccups.
## Changelog
Nothing players will notice besides less server hiccups.
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit 4c277dc572)
## About The Pull Request
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
## Why It's Good For The Game
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
## Changelog
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
## 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
/🆑
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
This prevents the Grassland Hunt VDOM from auto-completing when the
domain is shut down.
This is because the target mobs are "killed" as the map unloads, and
those kills would count towards the domain's win condition. Now, mobs
just qdel wholesale when the domain unloads. No death, no funeral.
This ALSO happened because, on the Grassland Hunt domain, the crate
point beacon was located directly over the delivery zone. This means
that, as the map unloaded, it would dust (kill) the target mobs until
the crate spawned in the safehouse (basically the last area to unload),
"winning" the domain as it unloads. Now, the beacon has been moved to
directly outside the safehouse.
I wasn't sure how to handle this so I went with both solutions at the
same time.
## Why It's Good For The Game
Bitrunning isn't a lot of work, but starting and stopping the domain is
a bit too easy to warrant a reward.
## Changelog
🆑 Rhials
fix: The grassland hunt domain no longer auto-completes just by closing
the domain.
/🆑
## About The Pull Request
This prevents the Grassland Hunt VDOM from auto-completing when the
domain is shut down.
This is because the target mobs are "killed" as the map unloads, and
those kills would count towards the domain's win condition. Now, mobs
just qdel wholesale when the domain unloads. No death, no funeral.
This ALSO happened because, on the Grassland Hunt domain, the crate
point beacon was located directly over the delivery zone. This means
that, as the map unloaded, it would dust (kill) the target mobs until
the crate spawned in the safehouse (basically the last area to unload),
"winning" the domain as it unloads. Now, the beacon has been moved to
directly outside the safehouse.
I wasn't sure how to handle this so I went with both solutions at the
same time.
## Why It's Good For The Game
Bitrunning isn't a lot of work, but starting and stopping the domain is
a bit too easy to warrant a reward.
## Changelog
🆑 Rhials
fix: The grassland hunt domain no longer auto-completes just by closing
the domain.
/🆑
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
Improving old code. And I want to be able to pet mobroaches while
holding them too.
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
this fixes a bunch of code incorrectly calling qdel directly on a list,
and adds a stack trace to qdel if someone does pass a list to it
## Why It's Good For The Game
because I'm pretty sure qdel ends up calling fucking `del()` as `/list`
is not a `/datum`
## Changelog
No user-facing changes.
## About The Pull Request
MODsuits now calculate their slowdown by querying modules by sending a
signal on themselves instead of having modules try and keep up with
control unit's speed updates (which broke in a fabulous fashion after
MODsuits were allowed to deploy by piece)
Also added a separate trait to prevent objects from being speed
potion-ed to combat stabilized red crossbreed issues, and removed a
duplicate list helper (40 lines down in the same file lol)
Closes#89979Closes#90036
## Changelog
🆑
fix: MODsuits should now be affected by stabilized red crossbreeds
fix: MODsuit slowdowns should no longer behave weirdly with ash
accretion/magboots/armor booster modules.
refactor: Refactored MODsuit slowdown calculations to be query-based
instead of modules directly modifying part speed values.
/🆑
## About The Pull Request
Noticed that bitrunning virtual spawners were runtiming if the server
was already emagged. Basically, the guardrail component is added
(virtual_entity), then immediately deleted because it's emagged, leading
to a race condition in `JoinParent()` where parent is null. I still want
to keep this "valid, but delete me" state for components, so I made
`COMPONENT_REDUNDANT` (thx @LemonInTheDark).
I can't say for certain because I couldn't repro, but this /probably/
fixes#89992
## Why It's Good For The Game
Fixes a runtime
Allows devs to add components that execute an arbitrary amount of logic
while still qdeling themselves due to some in-game incompatibility issue
## Changelog
N/A
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
## About The Pull Request
I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
## Why It's Good For The Game
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
## Changelog
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
## About The Pull Request
There are a couple of cases where ghost roles that give the temporary
body component prevent you from returning to the round when they really
shouldn't. The particular cases are:
- You entered a temporary body while you had no body, but could be
recovered via means such as podcloning
- You enter a temporary body, and while in that body, your original body
is permanently removed while your mind could be recovered via means such
as podcloning
- Basketball
This PR addresses those cases by allowing the temporary body component
to operate with a null `old_body`, and allowing the temporary body
component to be given to ghosts whose minds don't have bodies.
## Why It's Good For The Game
Erroneous DNRs caused by code oversights are probably very undesirable
to the playerbase.
## Changelog
🆑
fix: Joining a minigame or taking certain ghost roles, while you have a
mind without a body, will no longer DNR you, just in case you can be
resurrected by some means.
fix: If your old body is permanently destroyed while you are playing a
minigame or as certain ghost roles, you will still return to your
character's original mind, just in case you can be resurrected by some
means.
fix: The basketball minigame now gives its players and referee temporary
bodies.
/🆑
## 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
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).
## Why It's Good For The Game
Codebase maintenance.
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
On a downstream, we have an antagonist, that is a less competent
wizards. This antagonist's preview outfit has a beer bottle in their
hand, which has caused runtimes, as the bottle did not have any reagents
instantiated, and it tried check its length for sloshing. After putting
in a check for the `initial` argument of `on_equip`, I have noticed that
the problem goes deeper: the various procs that handle putting something
in your hand do not pass along if the items is put in your hand as a
preview or not. This PR adds a new optional var to these procs, ensuring
that unwanted behaviour during previews won't trigger.
I also swapped `visualsOnly` to snake case, as it looked inconsistent
with the rest of the code style.
## Why It's Good For The Game
Making the argument that ensures avoiding side effects during previews
work with all kinds of items is good.
## Changelog
🆑
fix: if an outfit puts a reagent container in the preview dummy's hand,
it will not try to slosh
code: outfits putting items in your hand will respect the visual_only
argument
/🆑