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## About The Pull Request Was reminded of doing this via https://github.com/tgstation/tgstation/issues/74245#issuecomment-1483943979 They're mapping issues, so let's log them to the mapping log. Quite shrimple honestly.  ## Why It's Good For The Game As the comments expound, the reason why we probably haven't done this in the past is because any number of things can cause active turfs (like ruin placement (either in icebox or in space)), or other silly stuff like that. Thus, finding stuff like this would only really be viable with stuff like the View Active Turfs verb, where you could visually jump to and see all of the active turfs in that dynamic configuration (and this still remains the best way to find active turfs). This PR just makes it easier to do a "post-mortem" analysis on potential active turfs, so that if it's very blatant, it can be fixed a lot easier. It's best to try and find them during an ongoing round, but this is life. (same as the unit tests concession, not too enthused on that but we would have spontaneous errors out the ass without _something_) ## Changelog Nothing that concerns players. --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>