diff --git a/code/_onclick/hud/alert.dm b/code/_onclick/hud/alert.dm
index 9c8fe9750a..b376706a42 100644
--- a/code/_onclick/hud/alert.dm
+++ b/code/_onclick/hud/alert.dm
@@ -393,6 +393,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
textlist += "
"
else
textlist += "Seconds until Ratvar's arrival: [G.get_arrival_text(TRUE)]
"
+ break
if(unconverted_ais_exist)
if(unconverted_ais_exist > 1)
textlist += "[unconverted_ais_exist] unconverted AIs exist!
"
diff --git a/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm.rej b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm.rej
new file mode 100644
index 0000000000..339ebbc352
--- /dev/null
+++ b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm.rej
@@ -0,0 +1,34 @@
+diff a/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm (rejected hunks)
+@@ -2,7 +2,7 @@
+ /proc/generate_cache_component(specific_component_id, atom/A)
+ if(!specific_component_id)
+ specific_component_id = get_weighted_component_id()
+- clockwork_component_cache[specific_component_id]++
++ GLOB.clockwork_component_cache[specific_component_id]++
+ if(A)
+ var/component_animation_type = get_component_animation_type(specific_component_id)
+ new component_animation_type(get_turf(A))
+@@ -13,16 +13,16 @@
+ /proc/get_weighted_component_id(obj/item/clockwork/slab/storage_slab)
+ . = list()
+ if(storage_slab)
+- if(clockwork_caches)
+- for(var/i in clockwork_component_cache)
+- .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*(clockwork_component_cache[i] + storage_slab.stored_components[i]), 1)
++ if(GLOB.clockwork_caches)
++ for(var/i in GLOB.clockwork_component_cache)
++ .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*(GLOB.clockwork_component_cache[i] + storage_slab.stored_components[i]), 1)
+ else
+- for(var/i in clockwork_component_cache)
++ for(var/i in GLOB.clockwork_component_cache)
+ .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*storage_slab.stored_components[i], 1)
+ else
+- for(var/i in clockwork_component_cache)
+- .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*clockwork_component_cache[i], 1)
+- for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in all_clockwork_objects)
++ for(var/i in GLOB.clockwork_component_cache)
++ .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*GLOB.clockwork_component_cache[i], 1)
++ for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in GLOB.all_clockwork_objects)
+ if(G.still_needs_components())
+ for(var/i in G.required_components)
+ if(!G.required_components[i])