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## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.
Changes:
1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything
Misc organization:
- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.
How bitrunning deathmatch works:
- Temporary spawners are offered to both ghosts and bitrunners.
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.
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## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.
This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.
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## Changelog
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🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑
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## About The Pull Request
### Dilemma
So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)
Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions
In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.
Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.
### So why does it require non-combat-mode?
A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.
### Misc
Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.
(Also cleaned up a bit of lockbox and medbot code)
## Changelog
🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
## About The Pull Request
See changelog for shortlist
1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min
> [!NOTE]
> File diff: removed a map
## Why It's Good For The Game
Closes#83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.
I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
## About The Pull Request
Adds disks to the bitrunning vendor that give the pka and pkc additional
parts.
I have no idea if any of these numbers are balanced, I am not good at
balance, and these are just random numbers I came up with. If anyone has
any recommendations on how to better order or price it, I would love to
know.
## Why It's Good For The Game
It gives people a way to test fights against megafauna using unique
combinations of accelerator modkits and crusher trophies with less
risks.
## Changelog
🆑
add: Added disks for accelerator modkits and crusher trophies to the
bitrunning vendor
/🆑
## About The Pull Request
I was looking at sounds (as you do) and I noticed this

These sounds don't exist
We have `portal_open_1`, not `portal_open1`.
This wasn't caught on compile because they used `""` and not `''`.
So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately
Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.
However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.
Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop
## Changelog
🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

Brief summary of each proc is as follows
**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click
b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded
- These 2 sanity checks for drag & drop are applied across all
operations without fail
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.
Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks
**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this
8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)
Into this
```
if(!iscarbon(target))
return
```
I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it
## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
Can't have fits in detroit
## Why It's Good For The Game
Fixes#81616
## Changelog
🆑
fix: Netpods have had their security against exploits increased.
/🆑
---------
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
## About The Pull Request
Fixes the following input stalling exploits (maybe missed some):
- Changing GPS tag
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat
## Changelog
🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
## About The Pull Request

Bitrunners are now equipped with body cameras.
The Quantum Console now holds a switch which you can toggle on to
broadcast your body camera footage to the station's Entertainment
Monitors.
I also cleaned up some balloon alerts
## Why It's Good For The Game
I did a gimmick with a bunch of bitrunners and thought it was lame I
couldn't watch them as they did the bitrunning part.
So here we are. I think it is pretty neat and fun, and also kinda
thematic, since it is VR after all.
## Changelog
🆑 Melbert
add: Bitrunners can now broadcast their Bitruns to the station's
Entertainment Monitors.
/🆑
## About The Pull Request
Added secondary objective lockboxes to bitrunning. These pull from a
list of secondary objective loot on the domain, with a limited quantity
of items. Once there are no items left to pull, the secondary objective
disappears. If multiple secondary objective markers are placed, they
will be placed until all markers have been used, or all the items in the
loot pool are already spoken for.
To support this functionality, adds SSbitrunning, which stores all
domains as instances, instead of checking the hardcoded types as
previously. SSbitrunning manages listing domains for the quantum
console, and rolling secondary loot.
As an example of this functionality, added a side path to Glacier Grind
with a polar bear and some loot.
## Why It's Good For The Game
Secondary objectives give mappers ways to encourage players to venture
into a wider range of domains by offering non-trivial loot beyond the
fluff items given in the main caches. The absolute limit on the number
of items available ensures these items can't be farmed.
As well as supporting secondary objectives, SSbitrunning allows for
future support of features relying on mid-round modification of domains,
for instance adding custom domains.
## Changelog
🆑
add: Added secondary objectives to bitrunning!
add: Pick up encrypted curiosities and return them to the safehouse to
claim their contents.
add: Glacier Grind has been given a secondary objective, look out for
the limited edition hat.
add: Bitrunning domains can now be modified during the round by admins.
/🆑
## About The Pull Request
This gives the encrypted bitrunning crate a bunch of resistances, making
it (theoretically) impossible to destroy.
## Why It's Good For The Game
The crate getting shot down by mobs or players and softlocking a domain
really kinda sucks!
## Changelog
🆑 Rhials
fix: The encrypted bitrunner cache is now impervious to most
conventional means of destruction.
/🆑
## About The Pull Request
Situation: areas have a list of all turfs in their area.
Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune
Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.
replaces `area.get_contained_turfs()` with a few new procs:
* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.
The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
## About The Pull Request
Specifically corrects the following;
- Adds a period to the end of the Research Director's job description.
- Fixes the grammar for the description of the encrypted cache crate.
## Why It's Good For The Game
Proper grammar makes things look nice.
## Changelog
🆑
spellcheck: Fixed a minor grammar mistake in the RD's job description
and the encrypted cache crate.
/🆑
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
## About The Pull Request
Implements half of this (with some minor changes):

The ultimate goal of this is to split our attack chain in two:
- One for non-combat item interactions
- Health analyzer scanning
- using tools on stuff
- surgery
- Niche other interactions
- One for combat attacking
- Item hit thing, item deal damage.
- Special effects on attack would go here.
This PR begins this by broadining tool act into item interact.
Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.
This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.
*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.
Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.
## Changelog
🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
## About The Pull Request
Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

## Why It's Good For The Game
Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.
## Changelog
🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
## About The Pull Request
Reopened#78997
Larger patch for bitrunning that addresses a few issues.
- Two new antagonists: cyber tac and netguardian
- Quantum server emag opportunity
- Modular mob packs: Like random spawners, but for groups
- Antag spawning fixed: vdom antags now have up to a 10% chance to spawn
based on domains loaded
- Virtual domains are no longer all fullbright by default, only the
outdoorsy ones
- Actually deletes legion map file, since it was removed in #79424
<details>
<summary>images</summary>
The netguardian prime


The glitch effect - this mob is being mutated

Cyber tac (t2 antagonist)

</details>
## Why It's Good For The Game
- Bitrunning antagonists are so incredibly rare that it's underwhelming
to play as one for the solid second they offer if you even get the role
- Bitrunners had basically no traitor route to follow, they became
assistants with black outfits
Fixes#79465
<details>
<summary>More info</summary>
Bitrunners don't have any type of traitor options. If they're made into
traitors, there's nothing bitrunner related they can do, and their
access is particularly bad so it's like they're a worse assistant. I've
coupled this with the bitrunning antagonist system, which is now
fixed.\. Bitrunners can now attempt to coax these entities to come onto
the station, however they are not given any form of allegiance for doing
so (and are quite counterable).
Previously, vdom antagonists relied on so many factors to spawn that it
basically wouldn't happen. Now, it runs on the server each time there is
a map loaded, with increasing probability as the round progresses. This
builds up the list of spawnable antagonists, of which two are new,
including an entirely new giant mech megafauna. This is the first
"megafauna-esque" basic mob in the game. Its AI is bad, it's really only
meant to be player controlled, but this does mean an admin can spawn
them. Being mech, they are very counterable with ion rifles and the
like.
Several refactors, rewrites, and overall bug fixes are included in this
PR.
Lastly, I added a framework for making bitrunner maps more random, the
modular mob spawning system, which works in conjunction with random
crate locations.
</details>
## Changelog
jlsnow301, infraredbaron
🆑
add: Bitrunning Patch 1 features a host of changes!
add: Added randomized mobs to virtual domains, which will be indicated
with a unique icon.
add: New emag interaction with the quantum server. Antags will spawn
more frequently, and they can hack themselves onto the station. You have
been warned.
add: Both living and dead players can now see which mob is going to
spawn an antagonist in the vdom.
add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These
unlock at specific thresholds.
balance: You can no longer stack copies of the same ability with
bitrunning disks.
balance: Some of the disk items have been replaced with stronger
versions.
fix: You can no longer spy on crew using the advanced camera console on
syndicate assault.
fix: Fixed the spawning mechanism of virtual domain antagonists. You
should now have a chance of playing as one. This chance increases as
more domains are completed.
fix: Vdom antagonists shouldn't spawn at the end of the run any longer.
fix: The preference for vdom antagonists has been changed to factor in
the new types. Check your preferences!
fix: The quantum server will now show its balloon alerts to all
observers.
fix: Random domains should be fully random again.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Makes glasses that don't cover both eyes protect from dropper chemicals
onto eyes
## Why It's Good For The Game
It's annoying to spray something on someones exposed eye for it to not
transfer
MEDICS HAVE HAD IT GOOD FOR TO LONG resisting MY humanizing toxin with
their dumb one eye covering health huds THE MED MOTHS SHALL BE HUMAN
## Changelog
🆑
fix: fixes half-covering glassware protecting eyes from chemicals
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Atomized #78997
Broke up duplicate signal usage - though they do the same thing, this is
convention & it makes it easier to debug
Removed custom alert subtypes in favor of just setting values directly
Removed some unnecessary vars like the console ref from the server
Since I'm just copying this over, it has added exam text for net pods,
which fixes an issue reported to me in Discord
## Why It's Good For The Game
Code improvement
## Changelog
🆑
add: Added some clarity to the range of netpods (4 tiles) in their exam
text.
/🆑
## About The Pull Request
Atomized bug fix PR from the content patch. They seemed to be priority
## Why It's Good For The Game
Fixes#79329Fixes#79164Fixes#79289
## Changelog
🆑
fix: Paraplegics can now enter netpods.
fix: Fixes an exploit caused by teleporting out of a netpod.
fix: Outfit selection at netpods shouldn't give armor bonuses any
longer.
/🆑
## About The Pull Request
Clears up some functionality in netpod disconnect cases that lead to an
infinite loop
Also fixes an errant message from #78959
## Why It's Good For The Game
Fixes#79190
## Changelog
🆑
fix: Entering a virtual domain should no longer give you a message that
it doesn't forbid items
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Adds two variables to bitrunner domains, one for making them not spawn
disk items, and one for making them not grant disk abilities to
bitrunner characters on loading into the domain.
Not presently used in any domains, but will be a mystery tool that will
help us later.
## Why It's Good For The Game
I've thought of a few pretty good domains but the ideas behind them fall
apart a bit of joey bitrunner can bring a desword and fireball into
them.
## Changelog
🆑
code: Bitrunner domains can now have spells or items from disks disabled
if the domain maker wants such a thing
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
_Really? Bitrunning maps are so simple you could do them with your eyes
closed? Hmmmmm..._
This adds two new medium-difficulty virtual domains to the pool -- Crate
Chaos and Infected Domain.
These two domains take you to neglected corners of the virtual world.
These are unstable, bizarre locales that do not support the bitrunning
machine's visual display, and must be traversed using echolocation.
**_These domains have been designed around you being a psyker, and will
turn your bitrunner avatar into a psyker until they leave the domain._**
_**Crate Chaos:** Low cost, medium reward._
Sneak into an abandoned virtual domain, where they store all of the loot
crates. There's about 40-ish crates in this space, and one of them
(RANDOM) is the encrypted cache we're looking for. The crates must be
manually inspected, requiring you to drop your weapon for a few moments,
but that shouldn't be a problem. There's no hostiles, just a bunch of
crates... right?
This one has very few shenanigans or threats in it. It's meant to be an
introductory experience to interfacing with things as a psyker, and
getting the rhythm down for moving between visual pulses.
_**Infected Domain:** Medium cost, high reward._
Enter another abandoned virtual domain. This one was sealed off from the
digital world after the cyber-police failed to contain a virus that
zombified its inhabitants, leaving it to grow unstable and full of
holes. Fortunately, you're provided with the single best tool for arming
yourself against zombies in any video game, ever -- Your very own
Mystery Box. Get armed with (basically) whatever gun you want, and go
put those wacky psyker abilities to use against those zombies.
This one is a lot meaner. Many chasms, landmines, and zombies. Walk
slowly, stay with your fellow bitrunners, and if it's too hard, there's
no shame in going back and rolling for a better gun!
The domains themselves are VERY simple, since there's little need for
decor or particularly complex layouts. The idea is that you should be
able to see everything you need to see in a given room/area with a
single vision pulse. Here's what one of the maps looks like:

Err, uh, I mean... This is what the maps look like:
<details>
<summary>SPOILERS BEWARE</summary>
<br>


(You wanna find out if there's something cool under those red lines? Go
there yourself!)
</details>
These two psyker maps come with their own psyker safehouse too -- The
Bathroom. It's gross, the medical supplies are kind of just sitting
there on the floor... It looks a little bit better when you're blind, I
guess.

## Why It's Good For The Game
I like psykers a lot more than I'm willing to admit. Unfortunately, the
jankiness of echolocation provides such a disadvantage at times, that
any "real" conflict is usually over before the psyker is even aware
they're taking damage.
Fortunately, the controlled environments that bitrunning maps are
perfect for psykers. They give the opportunity to craft an experience
around the player being blind, rather than forcing them to play blind
through a seeing mans world.
These two domains should present players with a unique challenge that is
designed around playing as a psyker, with slightly higher-than-usual
rewards for their trouble. More importantly -- They're fun!
## Changelog
🆑 Rhials
add: Two new psyker-oriented virtual domains -- Crate Chaos and Infected
Domain.
add: Map helper for cyber-police corpse spawn.
add: Map helper for swapping the encrypted crate in an area with a
random crate from that same area.
/🆑
## About The Pull Request
The next round of small changes to how bitrunning works - mostly from
feedback, bug reports etc.
- The loot crate delivery spot is now a buildable machine (the
byteforge), making it replaceable in the event of a disaster
- Same for netpods and quantum consoles. These boards are now
researchable and buildable.
- New icons for the byteforge and the health monitor
- Some bug fixes around despawning avatars
- Reimplements one of the bitrunning unit tests
<details>
<summary>Pictures ⬇️</summary>
Host monitor

Byteforge

Spawning a crate

</details>
## Why It's Good For The Game
Bitrunning bug fixes and personal requests
Fixes#78571
Fixes an issue reported in discord - players stuck as gondola spawn
## Changelog
🆑
fix: Added extra checks to bitrunning domain cleanup so avatars are
deleted properly.
add: Quantum servers now look for a new machine called a byteforge to
spawn loot on- no longer on an invisible landmark. This should make the
rooms rebuildable after disasters.
add: *Most* bitrunning machinery is now researchable and buildable via
circuits in the engineering protolathe.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request
small tweaks for bitrunning
- ability disks grant a huge power spike which should let me balance
megafauna health more closely to the real thing
- added a check for bit avatars to skip dynamic midround checks
- more info for netpods mostly
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
fixes#78513fixes#78575
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## Changelog
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🆑
add: Netpods and quantum servers now have more examination info
fix: You no longer lose antag status if you receive it in the vdom.
fix: Beach bar shouldn't have visible atmos piping anymore.
fix: Adds more lighting to the vaporwave vdom level.
balance: Buffed vdom megafauna health to compensate for new ability
disks.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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