## 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
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!
/🆑
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
/🆑
- ~~The DB schema version define was set to 5.30, the changelog readme
said the latest was 5.28, and the sample insert query in the readme said
it was 5.31~~ (fixed in #91127) Changes the define and readme to 5.32
- Add new entry in readme to rename `character` column in `manifest`
table to `character_name`, because `character` is a reserved word in SQL
and every insert query is failing
- Changed the initial roundstart manifest queries from
number_of_players_readied_up individual insert queries to one mass
insert because I suspect this is add several extra seconds to the start
time
fix yes :)
🆑
server: increment DB schema version to 5.32
server: changed column name in manifest table from character to
character_name because the former is a reserved word
fix: changed round start manifest DB queries from dozens of individual
inserts to one mass insert
fix: hopefully fixed some lag on round start
/🆑
## About The Pull Request
- ~~The DB schema version define was set to 5.30, the changelog readme
said the latest was 5.28, and the sample insert query in the readme said
it was 5.31~~ (fixed in #91127) Changes the define and readme to 5.32
- Add new entry in readme to rename `character` column in `manifest`
table to `character_name`, because `character` is a reserved word in SQL
and every insert query is failing
- Changed the initial roundstart manifest queries from
number_of_players_readied_up individual insert queries to one mass
insert because I suspect this is add several extra seconds to the start
time
## Why It's Good For The Game
fix yes :)
## Changelog
🆑
server: increment DB schema version to 5.32
server: changed column name in manifest table from character to
character_name because the former is a reserved word
fix: changed round start manifest DB queries from dozens of individual
inserts to one mass insert
fix: hopefully fixed some lag on round start
/🆑
This adds a `manifest` table to the database, basically a databasified
version of the `manifest.txt` log.
This is less of a game feature and more of an admin & Statbus tool. We
currently do not have a good way to see who played which character in a
given round. This aims to fix that.
~~Drafted because I'm not sure on some of the typecasting for the
`special` and `latejoin` columns, I would like someone to give that a
once-over.~~ We good.
<!-- 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. -->
Crimes are now logged in db
Logging:

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
idk
we logging citations but not crimes, and i wanted to log the crimes too
<!-- 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. -->
<!-- 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 its 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. -->
🆑 Rengan
server: The crimes are now logging in the database.
/🆑
<!-- 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. -->
## About The Pull Request
This adds a `manifest` table to the database, basically a databasified
version of the `manifest.txt` log.
## Why It's Good For The Game
This is less of a game feature and more of an admin & Statbus tool. We
currently do not have a good way to see who played which character in a
given round. This aims to fix that.
~~Drafted because I'm not sure on some of the typecasting for the
`special` and `latejoin` columns, I would like someone to give that a
once-over.~~ We good.
<!-- 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
Crimes are now logged in db
Logging:

<!-- 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
idk
we logging citations but not crimes, and i wanted to log the crimes too
<!-- 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 its 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. -->
🆑 Rengan
server: The crimes are now logging in the database.
/🆑
<!-- 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. -->
## About The Pull Request
I thought I fixed this a while back with changes to signals and such
(#76360), but I failed to handle machine to machine interaction and
autolinking properly which broke behavior. Mildly hard to test but it...
should? work better now. I don't think I've missed something but it is
possible.
[Unfucks telecomms_list, mild code quality
stuff](https://github.com/tgstation/tgstation/pull/90747/commits/cc8316d523b31a15d665a15def63e18318320e8f)
[cc8316d](https://github.com/tgstation/tgstation/pull/90747/commits/cc8316d523b31a15d665a15def63e18318320e8f)
GLOB.telecomms_list proported to hold just /telecomms machines but it
WASN'T, we stuffed message computers in there too to make references a
bit easier to clean.
This fixes that, handling them instead with a one to many pattern. I've
also renamed a few things (most prominently GLOB.telecomms_list ->
GLOB.telecomm_machines), and unindented an if check that was essentially
dead code. Also killed a really messy define and replaced it with a
proc.
## Why It's Good For The Game
Mapper asked for it, really should have done this years ago but we
didn't have a usecase for it.
## Changelog
🆑
fix: Tcomms machines will interoperate across z levels in the same
"stack" as expected now
/🆑
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
/datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.
## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.
## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
## About The Pull Request
I thought I fixed this a while back with changes to signals and such
(#76360), but I failed to handle machine to machine interaction and
autolinking properly which broke behavior. Mildly hard to test but it...
should? work better now. I don't think I've missed something but it is
possible.
[Unfucks telecomms_list, mild code quality
stuff](https://github.com/tgstation/tgstation/pull/90747/commits/cc8316d523b31a15d665a15def63e18318320e8f)
[cc8316d](https://github.com/tgstation/tgstation/pull/90747/commits/cc8316d523b31a15d665a15def63e18318320e8f)
GLOB.telecomms_list proported to hold just /telecomms machines but it
WASN'T, we stuffed message computers in there too to make references a
bit easier to clean.
This fixes that, handling them instead with a one to many pattern. I've
also renamed a few things (most prominently GLOB.telecomms_list ->
GLOB.telecomm_machines), and unindented an if check that was essentially
dead code. Also killed a really messy define and replaced it with a
proc.
## Why It's Good For The Game
Mapper asked for it, really should have done this years ago but we
didn't have a usecase for it.
## Changelog
🆑
fix: Tcomms machines will interoperate across z levels in the same
"stack" as expected now
/🆑
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
/datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.
## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.
## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
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.
## 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
This makes `/datum/player_details` properly track BYOND version and
build separately, as opposed to just the full version string.
Whenever a client logs in, and their BYOND version is 516, while their
previous version was 515, or vice versa, it'll set a newly added client
var, `rebuild_plane_masters`, to TRUE.
During the `COMSIG_MOB_LOGIN` signal handler of a mob's HUD
(`/datum/hud/proc/client_refresh`), it will check to see if
`rebuild_plane_masters` is TRUE - if so, it will set the appropriate
`relay_loc` of (based on client BYOND version) of its plane master
groups, and rebuild their plane masters.
## Why It's Good For The Game
Makes testing stuff across 515 and 516 easier, as your screen won't
break when switching between the two.
## Changelog
516 is _still_ in private alpha, so no user-facing changes.
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
Changes map votes to be based on a persistent tally count.
Tallies for maps are cached between rounds and are added to by map
votes.
When a map is chosen, and it wasn't the only valid one, the tallies for
said chosen map will be reset.
Refactors map vote handling and moves it from SSmapping to SSmap_vote.
Rock the Vote has been removed as a result of this refactor.
## Why It's Good For The Game
Makes it more likely that all maps will be played over the course of a
server instead of always being truly random.
Removes some clutter off of SSmapping.
🆑
refactor: Map Votes are now carried over between rounds. When a map vote
is actually a contest, the winning map will have its votes reset.
/🆑
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>
https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a
</details>
Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.

## Why It's Good For The Game
The job of Curator has 3 things it can do:
- Curate Library (lol)
- Explore Space
- **Create News!**
Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!
Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
## About The Pull Request
it's - conjunction of "it" and "is"
its - possessive form of "it"
grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good
## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
## About The Pull Request
it's - conjunction of "it" and "is"
its - possessive form of "it"
grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good
## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
* Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times.
* Update blackbox.dm
* SQLtime to ISOtime
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
While we try to have the datetimes of all vms synced to within 100ms of
eachother, via a cluster of time servers and intercepting all ntp
traffic in the vm lan towards the cluster, this isn't perfect and so
things putting time onto the database server should use the time at the
database server as much as it can.
To avoid confusion, i have renamed `SQLtime()` to `ISOtime()` to avoid
the likely hood its cargo culted onto database code again. ISOtime is
still a bad name, but there isn't a good name for this kind of time
format, like ISO8601, but human readable (so no `T` between date and
time and less other nonsense), with an assumption of GMT, thats not
SQLtime(), and SQLtime(). Suggestions welcome.
also byond's time procs can bug out because of how cursed they operate,
case in point, this year 2054 item that got inserted into the legacy
population table:

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## About The Pull Request
Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.
Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed
<!-- 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
Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.
Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.
Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?
My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?
Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.
Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑
<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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* Adds a few extra params to blackbox dynamic threat logs. (#79344)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
Adds the roundstart pop count and the calculated max threat to blackbox
logging of dynamic threat.
This allows for identifying lowpop shifts and more intelligent analysis
of dynamic threat.
<!-- 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 need this added to better track what's going on when analysing threat
distribution, as all threat stats will bias low with the inclusion of
lowpop shifts capping max threat.
<!-- 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
No player-facing changes.
<!-- 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
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---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a few extra params to blackbox dynamic threat logs.
---------
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ 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
Adds the roundstart pop count and the calculated max threat to blackbox
logging of dynamic threat.
This allows for identifying lowpop shifts and more intelligent analysis
of dynamic threat.
<!-- 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 need this added to better track what's going on when analysing threat
distribution, as all threat stats will bias low with the inclusion of
lowpop shifts capping max threat.
<!-- 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
No player-facing changes.
<!-- 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. -->
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.
Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window
Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.
## Why It's Good For The Game
Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.

## Changelog
🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑
There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
* Converts SSblackbox feedback to an associative list (#69399)
About The Pull Request
I DID NOT TEST THIS. I DO NOT KNOW DATABASE STUFF. I JUST NOTICED IT WHILE WORKING ON AN UNRELATED PR.
Title.
Why It's Good For The Game
Speeds up a hot proc substantially
* Converts SSblackbox feedback to an associative list
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
About The Pull Request
I DID NOT TEST THIS. I DO NOT KNOW DATABASE STUFF. I JUST NOTICED IT WHILE WORKING ON AN UNRELATED PR.
Title.
Why It's Good For The Game
Speeds up a hot proc substantially
* Cleans up some varedit procs not using strings instead of the proper helper (#65769)
Although these vars are unlikely to ever change, if the vars were ever renamed it would result in these strings not erroring properly if they weren't updated as well.
* Cleans up some varedit procs using strings for var names instead of the proper helper
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>