## About The Pull Request
Adds an up that allows you to subscribe to any fax. Heads start with one
by default and they are subscribed to their office fax upon joining.
Later part involved creation of fax subtype specific to a head. So i
decided to also make those as a required map item for the purposes of
CI.
<details>
<summary>UI</summary>
<img width="435" height="552" alt="изображение"
src="https://github.com/user-attachments/assets/73b814d5-3009-4c76-a829-c01f021aecf4"
/>
</details>
its pretty simplistic, but i am not a UI designer, sorry
## Why It's Good For The Game
It really sucks when you wait for someones message but they never
respond to it because apparently they never visit their office and never
saw a paper over their fax if even if they responded, by the time you
get an answer you already forgot about it anyway. In general, it makes
paperwork experience relating to faxes more enjoyable (probably)
## Changelog
🆑
add: added a FaxBond app. Everyone can download it and use it on a fax
of their choice to be notified when it receives a message. Heads of
staff come with it preinstalled and automatically subscribed to a fax
inside their office.
/🆑
## About The Pull Request
### Don't run every single test
I've had this on my mind for several months and it being brought up
recently reminded me so here we are.
Unit tests only run on `runtimestation_minimal.dmm` now with the
exception of map tests. The following unit tests are declared as map
tests but I didn't see any map dependent logic so 🤷
- `/datum/unit_test/maptest_baseturfs_unmodified_scrape`
- `/datum/unit_test/maptest_baseturfs_placed_on_top`
- `/datum/unit_test/maptest_baseturfs_placed_on_bottom`
- `/datum/unit_test/maptest_get_turf_pixel`
- `/datum/unit_test/maptest_load_map_security`
- `/datum/unit_test/maptest_modular_map_loader`
- `/datum/unit_test/maptest_turf_icons`
`/datum/unit_test/subsystem_init` isn't really a mapping unit test but I
figured somehow, someway, maps might fuck with subsystem initializations
so I just decided to include it.
### Splits up the create & destroy test
Idk, pretty simple. Create & destroy is now split up across all
integration tests and ran in parallel.
## Why It's Good For The Game
oranges promised me "500 nzd" yo
## Changelog
No player facing changes
## About The Pull Request
One of the development hell cycles with mapping is how long it takes to
fix quality or run issues with maps.
By adding a prefix called "maptest_" to some of the unit tests it allows
mappers to only target some tests instead of the usual 350+ tests to run
each time or trying to trigger them individually and faffing.
This does not rename the unit test files themselves to preserve history
but just the "/datum/unit_test/" in each file.
This does not break the current CI or obstruct other tests - A few other
map files that call these tests specifically have been edited to point
at the new datum name.
This assumes you are using the TG testing extension to do this.
| All Tests | maptest_ |
|--------|--------|
| <img width="426" height="106" alt="image"
src="https://github.com/user-attachments/assets/d1d6f81e-16bd-473a-88da-e8b56f8bd3d0"
/> | <img width="434" height="96" alt="image"
src="https://github.com/user-attachments/assets/ea1c47fe-a6ce-40c6-b2cb-65b9c8e94a29"
/> |
| <img width="360" height="886" alt="image"
src="https://github.com/user-attachments/assets/65bcd774-79ad-432e-8211-c67fb9d3e443"
/> | <img width="370" height="833" alt="Screenshot 2025-10-01 204609"
src="https://github.com/user-attachments/assets/ad360796-5698-42fd-bd2e-51de1a02ab87"
/> |
## Why It's Good For The Game
- Should make it easier for mappers to test locally, saving CI/Github
resource for TG
- Mappers can now test their work 56% faster
## Changelog
🆑
code: Mappers can now run just mapping unit tests - Should be 56% faster
- Should have no player impact
/🆑
Co-authored-by: loganuk <falseemail@aol.com>
## About The Pull Request
- Departmental orders are now an NTOS app
- To download, they require `ACCESS_COMMAND`.
- To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.
- Changes chat room overlay from the kind that AI uploads use to a new
icon.
- Minor refactors to department order in general.


## Why It's Good For The Game
These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?
The lesser used cargobus chat is still there, and departmental orders
are front and center.
This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.
## Changelog
🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑
## About The Pull Request
This PR adds a **persistent** piggy bank to the station vault that,
while it can hold up to 3300 credits carried between shifts. However,
you can only insert up to 1600 (on top of the 50 creds it
auto-generates) each shift, so it does take a small, itsy bitsy of
patience to fill it to the brim.
## Why It's Good For The Game
I put some effort coding persistent piggy banks when making the
cafeteria PR for the museum away mission a while ago (which apparently
isn't enabled yet because the key holders forgot to ig). It'd be a shame
of all the existing code were only used for a single persistent piggy
bank.
## About The Pull Request
Fixes#75611Fixes#75609
This makes a small change to a few tiles outside of Science. There were
three turfs that were never actually linked to any of the modular
maintenance areas, so they just sat there as dirt turfs with nothing on
them. I changed them to metal so they'll fit with the surroundings in
each template and put the fab there, since we want it to show up in all
three of them. I can go back and add that area to each of the templates
instead if MMMiracles thinks that's a better choice, but I feel like
this works fine.
Also adds the drone dispenser to required map items so unit tests will
fail if they're not present.
## Why It's Good For The Game
Map consistency and bug fixes are good.
## Changelog
🆑
fix: Adds a drone dispenser to Tramstation.
fix: The stacking machine on Tramstation no longer has incorrect input
and output directions at roundstart.
config: Drone dispensers are now listed as required map items for
passing unit tests. If one is not present on your map, it will fail the
test.
/🆑
## About The Pull Request
Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -
Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map
It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.
I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian
If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.
#### QA: Why not make this a linter?
I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included
So I went with a test
## Why It's Good For The Game
#50468#61013#74967
Why is it always the CMO stamp?
## Changelog
Not necessary (unless I find a map missing something, then this will be
updated)