u/LummoxJR

▲ 14 r/SS13

BYOND development news 10/2/26

  • I spent most of today and yesterday with my wife in the ER, so I have to skip the pleasantries today. All the news is late.
  • Some juicy bugs got fixed in 516, which will be the subject of the make-up Patreon post.
  • I finally got some good test cases for 517 rendering issues. I only got a chance to dig into one of them, but I solved a major bug because of it. It's possible the other case was fixed as well.
  • In order to get that far I had to spend a decent amount of time adding temporary render debugging to 516.
  • Thank you so much to the BYOND Members and everyone on Patreon and SubscribeStar who keep development going.
  • Spez, you know the drill.

The long-form news on the BYOND forums has more to say. This week I don't have a Patreon post ready, so I'm gonna do a make-up next week that digs into how procs that wake on an event instead of a timer are handled. It'll be good stuff. I'd post it tonight but I have to actually gather my thoughts and go over everything in depth, and I'm really not equipped to do that right now. I'll probably post it Wednesday. Keep the mayhem going, and I'll see you back here next week.

reddit.com
u/LummoxJR — 13 days ago
▲ 14 r/SS13

BYOND development news 8/28/26

  • No story segment this week. It's been a bad week.
  • I managed to get a little work in on 516 toward a future maintenance release.
  • A bit more got fixed for 517 that will probably result in a new alpha shortly. Maybe this afternoon. Yes I know it's Friday.
  • I remain deeply grateful to all of BYOND's supporters. I'm not dropping the usual links today, but you can visit the fundraising page on the website if you're inclined.
  • Spez, may your loved ones live in good health.

I can't really begin to say what a hard week it's been. Check out the long-form news for more on that. There's still an early-access post on Patreon today because I wasn't about to drop the ball on that; it's about some of the pain of refcounting and how it can sometimes bite you in unexpected places. Getting serious for a minute, there's really no defense against grief when it hits. The last few weeks especially, it was difficult to get anything done before lunch because of constant interruptions, and I'd trade a lot to have them back. Cherish who you have while you have them. I'll be in and out next week, and I'll be grinding again as best I can after Labor Day. Make the rest of summer count. And don't spare the brush.

u/LummoxJR — 2 months ago

Did I discover new 15-year-old bugs in the quest to follow Gulum-Ei?

I stumbled onto two issues in testing my mod, and I'm curious about this because as far as I can tell, my mod isn't the reason I'm seeing what I'm seeing. I don't actually recall ever seeing these things in the vanilla game.

According to UESP, when you're following Gulum-Ei through the EEC warehouse he should have lines like "I swear I'm being followed" as his detection state changes. I can't seem to find any video evidence this happens to anyone at all. If I go right up to him and talk, he just says: You again? We have nothing else to discuss. Now move."

As part of these detection changes, he's also supposed to eventually freak out if he sees you: "I knew it... Mercer sent you to kill me! Guards, there's an intruder!" I discovered last night through extensive testing and examination of the script source code that this is gated behind broken conditions and will never happen. I haven't seen any evidence of this on video, either.

The latter appears to definitely be a bug in the vanilla scripts. TG04GulumEiScript is attached to his alias during Scoundrel's Folly (TG04) which uses an OnUpdate every 0.5 seconds, and TG04SceneBreakerScript is attached to the EEC wardens which checks for combat state changes. Both scripts rely on these two conditions to trigger Gulum-Ei's freak-out dialogue: TG04 must be in stage 40, and TG04SPShadowingScene (Gulum-Ei's trek through the warehouse, belonging to the quest TG04SP) must be playing. Here's the thing, though: TG04SP is started by a script fragment when TG04 is set to stage 42 by the player walking into a trigger volume called TG04StealthTrigger. Therefore these two conditions can never be true at the same time.

I still can't figure out why Gulum-Ei doesn't have his paranoia dialogue. My only clue is that the vanilla game puts him in TG04GulumEiPlayerFriendFaction which views the player as a friend, but that would mean his paranoid dialogue should never play for anyone. Can anyone confirm if he ever says these lines about being followed?

If I can, I intend to restore this content, as it ties into the mod I'm working on and it appears to only be missing unintentionally. I'd just like to confirm first that nobody else is seeing these lines, because it's weird that UESP doesn't mention them never showing up and it's difficult to believe I'm the first person to stumble onto this in 15 years.

BTW, if anyone has insights on how to make sure I get the detection-change dialogue, I'd appreciate guidance. I can't find documentation as to what conditions govern those lines changing. Does it require hostility, and if so does that mean Gulum-Ei would always attempt combat if he caught you? Does it require some kind of package procedure to be running?

Notes for anyone who might ask: For testing my mod I've temporarily added the player to TG04EastEmpireFactionHostile and marked the warehouse cells as public areas so I won't get trespass warnings. These would naturally impact warden behavior, but the faction changes don't overlap at all with Gulum-Ei. I later make the player an ally of a dummy NPC in TG04EastEmpireFaction (Gulum-Ei is in this faction), but the lack of detection dialogue happens even before that.

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u/LummoxJR — 2 months ago
▲ 12 r/SS13

BYOND development news 8/21/26

We got through this week with only a nominal few life-threatening incidents, so well done, team. With things almost passing for normal around here, it's a good time to remind everyone about the little things, like keeping our station clean. I know we have maintenance bots that can pick up trash, but relying on them to do it means that people have to see this stuff in the corridors. We have bins. I've instructed security to get more forward about writing people up for failing to meet this basic standard. Yes, I said "more forward" instead of "more aggressive" because we know the Chief will take the latter extremely literally. That's the next step if some of you don't stop being pigs. And by some of you I mostly mean Jason.

  • A new 517 alpha was released yesterday, and a few more people are on board testing it.
  • Several more rendering fixes are in place, as well as really important fixes to Move() issues that didn't come up in my test suite.
  • ?? and ??= operators have been added for null coalescing; they work like || but for null instead of just false values.
  • I finally figured out how to handle the maptext link hovering problem identified in a previous alpha build.
  • Thank you to the BYOND Members and those of you who contribute through Patreon and SubscribeStar!
  • Screw you, Spez. May your corn dogs be... aw, who am I kidding? You're not man enough to eat fried food.

The long-form news has a bit more to say. In today's early-access Patreon post, I go deep into the planned fix for the maptext link hovering (as well as an issue I've identified with it that impacts even 516) and some of what I've already put in place for it. 'Tis the season for deep-fried delights, so I'm going to have an intermittent next couple of weeks until after Labor Day, but I'll be around. Don't let up on tasing the clowns into submission. See you (parts of) next week.

reddit.com
u/LummoxJR — 2 months ago
▲ 10 r/SS13

BYOND development news 8/14/26

Repairs to the station are mostly complete. Chief Lau's class is starting to show signs of settling in, and she says a few of them are showing sparks of competence to suggest that this experiment by the company isn't a lost cause. I don't know whether to take that optimistically, or the reverse. Either way, I have full confidence in Chief Lau to straighten out anyone who can be straightened out, and go above and beyond to prevent future incidents like that last one. Her advanced cadets are now on the watch for more infiltrators, so this would be an incredibly stupid time for the Syndicate to act again. That's exactly why I'm expecting the Syndicate to act again, so stay sharp.

  • More rendering fixes went into BYOND 517, hopefully getting closer to fixing SS13 issues. More eyes would be helpful, so if you have an interest in the alpha, hit up the admins in BYONDiscord or ask someone already in the test to recommend you.
  • Even at this late hour, I'm considering a new couple of operators. Not joking. I think they'd be helpful.
  • I think I finally pinned down the race condition with resource downloads in BYOND 516, so a new maintenance release went out yesterday. Thanks to absolucy for helping to test.
  • I'm grateful to all the BYOND Members and the steady contributors at Patreon and SubscribeStar. Thank you for keeping this going!
  • Screw you, Spez. But I hope your dog has a nice rest of the summer.

The long-form news is on the BYOND forums per usual. On Patreon, today's early-access post digs into a couple of small but interesting bugs that got fixed in the latest release, for another peek under the hood. I'm always interested in exploring more under-the-hood topics for Patreon, so if you have suggestions I'm happy to take them. It's been a short summer and it's on its way out, because the highlight of the year is coming up fast. Make it count, friends, and keep the space chaos flowing. See you next time, maybe even slightly rested.

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u/LummoxJR — 2 months ago
▲ 7 r/SS13

BYOND development news 8/7/26

Now that this week's chaos has settled, I can finally explain what happened to those of you who were wondering why so many sections of the station got cordoned off and we had an emergency intelligence visit. The Syndicate had the bright idea of sending in a high-level infiltration team while the new washout cadets were still greener than green, and while a couple of plants were still in that class's complement. This would have been a clever plan if not for the fact that luck has an uncanny way of blessing the incompetent. One of the legit cadets freaked out and fired an actual service weapon (which she wasn't even officially issued yet because she's not rated for it) at one of the infiltrators by pure dumb accident, and the firefight that followed exposed the whole operation as well as the remaining Syndie plants in Chief Lau's class. The advanced class got involved as well, which ultimately sealed the fate of the infiltrators. And that, to make a long story short, is why there's so much superficial (and minor structural) damage that maintenance and engineering are working overtime to repair.

  • BYOND 516.1686 was released this week. SS13 projects with over 64K prototypes can breathe easier, and some more compiler stuff got fixed.
  • I finally have another good test case for 517 rendering issues and will be going forward dealing with those, in hopes it will shine more light on SS13 stuff.
  • A lot of the rest of the week was dealing with minor maintenance stuff.
  • Thank you so much to the BYOND Members, especially a few who've stepped up stronger lately to help out, and to the steady supporters on Patreon and SubscribeStar who make all the difference.
  • Screw you, Spez.

The long-form news is on the BYOND forums. On Patreon, today's a quickie with an early-access post about one of the quality-of-life projects I spent time on lately to save more time later. Don't touch the alien goo, and maybe don't let the AI take over atmos. I'll be back.

reddit.com
u/LummoxJR — 2 months ago
▲ 9 r/SS13

BYOND development news 7/31/26

The new security class is keeping us on our toes. Fortunately I was able to talk some sense into Chief Lau to set their tasers to a bare minimum training setting and lock it down for the first few weeks, because we've already had nine incidents. Nine. It's gonna be a rocky few months, people. They say you can't teach common sense, so the company expects fully half or more of this class to flunk, but until they get pared down we're gonna be dealing with some chaos for a while.

  • More debugging got added to the 517 alpha series to help track down rendering bugs.
  • Another set of bugs got fixed in the alpha as well, bringing SS13 tests closer but still not there yet. I'm still waiting on actionable info.
  • A very interesting bug popped up with prototypes over 64K, which I had thought was well in hand but it actually wasn't. It took a massive SS13 project to show that up, of course.
  • Thank you to the BYOND Members and everyone on Patreon and SubscribeStar contributing to BYOND's ongoing development. It's been a sad few months for the fundometer, so if you have a bit of spare change please consider helping out. It's cheaper than fast food these days.
  • Screw you, Spez.

There's a bit more in the long-form news on the forums. Today's early-access Patreon post talks about how prototypes are organized in a depth-first search for quick inheritance lookups; I just love me some sexy algorithm talk. We're headed into August, so enjoy summer while it's left. And remember, public schools starting the year before Labor Day is a crime against humanity and when I become a supervillain it will be a capital offense. Good luck out there and watch out for space worms. See you next week.

reddit.com
u/LummoxJR — 3 months ago
▲ 8 r/SS13

BYOND development news 7/24/26

The first cadets from Chief Lau's new washout class have turned up, and to no one's surprise we did catch a Syndie in among them. Actually it was Andy, who's been on her team for years and has an inexplicably good nose for saboteurs. Andy's caught something like 30% of would-be spies and disruptors since he's been here, so it's high time he got a commendation for it. There will be an awards ceremony on Wednesday. Once again I remind everyone that it will be catered, because potlucks are dangerous around here.

  • Some more BYOND 516 bugs got handled for an upcoming maintenance release, including yet another obscure :: bug.
  • BYOND 517's alpha was expanded out to more users, so SS13 folks have access to it now.
  • Unsurprisingly, the render stack was pretty badly broken, but I was able to clear a lot of those issues by week's end.
  • Some coders in the alpha group, including a well-known upstream, are already adding stuff to use 517's new language features, which is pretty exciting.
  • Thank you to the BYOND Members and those of you contributing through Patreon and SubscribeStar for keeping this going!
  • Screw you, Spez, and your little stock too.

The long-form news has some more details. Today's early-access Patreon post is about the trials of the render stack debugging in 517 that I went through this week, and what's still left on that agenda. We had a fall scare the other night where the temptation to buy cider and donuts got nearly overwhelming. Hold your summer close while you can, and meat while the meat is good. And keep roasting those clowns, because they're not gonna roast themselves. See you next week.

reddit.com
u/LummoxJR — 3 months ago
▲ 10 r/SS13

BYOND development news 7/17/26

Chief Lau's new remedial cadet class will be inbound next week. Final preparations are underway to maximize safety. We've added more first aid stations to the corridors (to be fair, Dr. Tavi has been on about doing that for years), so familiarize yourself with spotting them and where they are just in case anything goes wrong. Intel also says there's a high probability that multiple class members will be undercover Syndicate, and it's even more likely they legitimately need the security training. Fortunately, they won't learn anything about procedure since the Chief is more of a use-of-force person. But the usual warnings apply: eyes open, ID badges accounted for, tech kept locked when not in use. We could all use a little more operational security discipline around here, and I think we're about to learn that the hard way.

  • BYOND 516 had a new maintenance release this week, covering obscure compiler bugs.
  • Asymmetrical collision masking is in place for BYOND 517.
  • I'm probably going to expand out the alpha to more people next week.
  • Help support BYOND and keep development going! Thank you to anyone who signs up to be a BYOND Member or contributes on Patreon and SubscribeStar.
  • Screw you, Spez.

There's a little more on the BYOND forums. Today's post on Patreon, for Patrons only, digs into another compiler bug I handled this week and how it happened. Keep the adventures rolling, spessmen! I'll be back next week.

reddit.com
u/LummoxJR — 3 months ago
▲ 14 r/SS13

BYOND development news 7/10/26

It's been quiet for once here, but I had to jinx it this morning by saying I could get used to it. The company has been so impressed by Chief Lau's cadets, and the way that said cadets have helped decrease our own security workload, that they've decided to expand her role and ship out an extra class of would-be washouts for her to whip into shape. Knowing the Chief, some of that whipping will be literal. So we can expect a few months of trigger-happy greenhorns making life more interesting around here, as if we need it. I've already ordered the appropriate medical and first aid supplies.

  • No new maintenance release this week, but I'm likely to put one out next week.
  • One SS13 codebase found a very unusual bug with the :: operator that only shows up in special circumstances that would be impossible to replicate in a test project, but likely to show up in games like SS13. I've fixed that for the next release.
  • 517 is getting more feature creep while I wait on alpha feedback. By request, I've expanded istype() to a variadic form and also one that takes lists of types as an argument.
  • Collision masking, to avoid calling built-in movement procs when not necessary, has been added but not tested yet; however it's symmetrical, and I've been advised people will want asymmetry. So that's going to change.
  • Thank you to the BYOND Members and those of you on Patreon and SubscribeStar who make it possible to keep going. If you're not one of them, please do consider throwing a bit into the tip jar. Your support matters and is greatly appreciated!
  • Screw you, Spez.

The long-form news on the forums has more, and today's Patrons-only post (haven't done one of those in a while, and this one goes deep) is about that :: operator bug and how the parser and generation phase of the compiler handled it. Keep cool if you can. I had a few no-pants days this week and I'm gonna have a few more next week, because the A/C doesn't reach up here. Try not to stick to your chairs, and I'll see you next week.

reddit.com
u/LummoxJR — 3 months ago
▲ 31 r/SS13

BYOND development news 7/3/26 🇺🇸🎆🧨🎇🇺🇸

We've finally said goodbye to our temps at the docks, but what really makes it feel like things are settling down is that we had another Syndie infiltration attempt. This one tried to sneak aboard by stowing away in an outer compartment of one of the arriving transfer shuttles. Unfortunately for them, they miscalculated which parts of the shuttle would be pressurized. We had to get a replacement shuttle while forensics locked down that one to examine the aftermath. Once they're done maintenance will have to use their special deep-cleaning magic before the shuttle can go back in service.

  • 516.1684 was released this week, with more bug fixes.
  • Among the bug fixes was an old bug with nested client.eye, and another old bug with networking.
  • 517 is finally in alpha! I'm keeping the alpha group very small for the moment but plan to expand it. I'm hoping it can be quicker than 517's alpha, but I'll definitely need to stress-test the render changes with an SS13 render stack at some point.
  • Thank you to the BYOND Members and everyone contributing via Patreon and SubscribeStar!
  • Happy Independence Day, Spez. But I hope your weenie falls in the dirt.

There's a little more on the BYOND forums. Today's early-access Patreon post goes into that weird client.eye bug, how exactly it worked, how it was fixed, and how things changed over time to make it appear. Today's gonna be brutally hot, even more so than yesterday, so even with the holiday weekend I'm calling it early so I can get out of this heat. Downstairs is fine with the central A/C, upstairs not so much, and on days like this the fans can only mix the air so much. Hope you all have a great holiday, and those of you who live elsewhere, just have a great weekend. I'll be back Monday, with heatstroke.

reddit.com
u/LummoxJR — 3 months ago
▲ 10 r/SS13

BYOND development news 6/26/26

We're back to normal activity on the docks, so this will be our last week with the temporary personnel, which naturally means a rowdy send-off in our next-to-finest tradition. Our actual finest tradition is much too rowdy, so Chief Lau wants to remind everyone (not that you need it) that she has multiple fully-charged tasers at all times, and a class of cadets near graduation who are almost as ruthless and trigger-happy. So you know, rowdy but not too rowdy. Most of you have figured out where the line is, and some of you can still adhere to it when drunk. Meanwhile Brian has given the Better-Eats machine a clean bill of health, so the bad news is that's going back in service and it's salads for everyone, but the good news is I put a sharp lid on letting Brian be the "musical director" of the aforementioned party.

  • BYOND 516.1683 was released this week, with a number of fixes to some bugs that have been around for a while.
  • Since the decks are cleared, I'm steaming ahead for 517 alpha release. I wouldn't rule out this afternoon just yet, but it's looking a smidge dicey so we're probably looking at Monday.
  • Don't forget to show some love to BYOND as a Member or on Patreon and SubscribeStar. Your support is hugely appreciated, and unlike AI companies I won't screw you over.
  • Speaking of screwed over... hey, Spez. You've made this platform worse and your mommy dresses you funny.

There's a bit more on the BYOND forums, and today's early-access Patreon post is a feature rundown for 517. Fun stuff! Next weekend is the big quarter-millennial, so get your grilling and your amateur fireworks ready and don't blow your thumb off. Catch you next week!

reddit.com
u/LummoxJR — 4 months ago
▲ 7 r/SS13

BYOND development news 6/19/26

Procedural reviews in the science labs have started, and although a few small problems have been found already, I'm following through on my promise to divert extra funds toward the labs that made this a priority. That will give them more room to fix compliance issues, too. Supply transfers have returned nearly to baseline, so in about two weeks I'll be rotating the temporary dock personnel back out, once our regulars have had plenty of breathing space. But I did want to address the thing everyone's talking about, which is Greg selling off Horace's property. We all understand Horace had no will and everything got legally cleared, Greg, but the man's been dead for a week and it's just tacky. Never mind that nobody liked him; it's just a bad look. Anyway, I call dibs on the '62 Fabian disc.

  • A new release didn't happen this week like I planned, mostly because work was on a roll and it got late enough into Thursday to make that impractical.
  • Among the upcoming fixes is a bug involving appearance corruption that's been hanging around a long time.
  • Russian users rejoice; I've also dealt with a problem with regex with Cyrillic characters that was sitting in the queue a little too long.
  • Pager decruftification continues.
  • Thank you to everyone who helps BYOND out as a Member or on Patreon or SubscribeStar! Your help keeps this going.
  • Screw you, Spez.

There's more in the long-form news on the forums. Today's early-access Patreon post is about that appearance corruption bug, how it was found, and what it reveals about test cases and doing small-scale experiments. Summer is officially here this weekend, so have fun! Talk to your dad, and bond over some clownslaughter. I'll be back next week.

reddit.com
u/LummoxJR — 4 months ago
▲ 0 r/SS13

BYOND development news 6/12/26

Transfers are slowing down and we've finally had a chance to breathe. Our science labs have been performing a little too well lately, however, and even though corporate has been happy I've been waiting for the other shoe to drop. The truth is that we're behind on some procedural reviews, so I've instructed department heads to begin figuring out how to insert those reviews into their schedules. The plan isn't to interrupt research that's on a roll, but to interrupt mad-scientist crap that's on a roll, which tends to be more our speed here. I'm hoping to prevent the next several disasters, or at least delay them a long time. Speaking of unwise experiments, we're getting the refurbished Better-Eats vending machine back as a test run to see if it's properly clear of rogue AI and safe to use again. I'm assigning Brian to be its babysitter, since he's our resident expert on containing dangerous AI.

  • The 516.1682 release went out as planned this week, finally!
  • Due to some issues that got overlooked (organization has been a bit of a mess) and a couple of unexpected changes, I'm keeping focus on 516 and plan to do another release next week.
  • One of the changes involves the venerable as() hack, which stopped working but I want to officially support from now on.
  • 517 button-up will resume after the next release.
  • I'm very grateful to all of you who are BYOND Members or pitching in on Patreon and SubscribeStar. Thank you so much. For those who aren't on board yet, your help would be deeply appreciated too.
  • Screw you, Spez.

There's a bit more in the long-form news on the forums. Today's early-access Patreon post is a bit of a discussion on undefined behavior and what can be learned from it. Next week: less oppressive heat! See you all then.

reddit.com
u/LummoxJR — 4 months ago
▲ 23 r/SS13

BYOND development news 6/5/26

The higher shipping traffic we've been handling for a few weeks is probably going to taper down starting in a week or two, so the dock staff will finally have some time to breathe. Tensions have been high enough that a few more fights than usual have broken out, especially among the new workers who haven't yet learned how to keep up with the drinking habits of our own veterans. Chief Lau had to crack a few heads, but medical assures me no one was permanently injured and this won't impact productivity on the docks.

  • No maintenance release this week, but one is coming very soon.
  • Still trying to get glide hints working right ate up too much time, but I've decided to lock down the networking side where it is now and actually deal with the hints at a later time.
  • Getting back to 516 bug reports had me working on the pager stuff some more, which was overdue since I last worked on it for any serious amount of time. I don't plan to take it too far but I'm gonna at least take a chunk of Monday to do more there.
  • Thank you to the BYOND Members and everyone on Patreon and SubscribeStar who keeps the lights on!
  • Screw you, Spez. I hope a seagull eats your hot dog.

There's a bit more on the BYOND forums. Today's early-access Patreon post is about the debugging slog I've dealt with this week and an idea I have to make future debugging in this area less of a nightmare. Don't let your scientists get too many big ideas, don't step on a visiting alien's 5th cousin, and alas there is no deliverance from security. I'll see you next week.

reddit.com
u/LummoxJR — 4 months ago
▲ 0 r/SS13

BYOND development news 5/22/26

We had to send back the new Better-Eats machine, much to Dr. Tavi's annoyance. I actually found some of its options good, and was enjoying them right up until a dormant bit of AI in the machine went omnicidal and decided to exterminate humanity. Fortunately as a vending machine it couldn't do much, and it didn't even have enough control over the recipes to hurt anyone. But needless to say, corporate is having some harsh words with the company that made the machine. It's not the first rogue AI to have wormed its way into anything and it won't be the last, but there are laws about guarding against this. At least we haven't had a repeat of anything even close to the Puzzle Chase incident.

  • 517 button-up work got the lion's share of attention this week.
  • Some reference cleanup was also done this week, since IE isn't in the way anymore.
  • Glide hints are just about the last thing to finish before alpha, so the next step is doing a lot of exhaustive testing.
  • No new maintenance release yet, but I'm hoping to make one high priority for next week since a couple of reports have stacked up.
  • Thank you to everyone who supports the platform, as BYOND Members and on Patreon and SubscribeStar. I know times are tough for some people, so those who go the extra mile to throw a little couch money this way are deeply appreciated.
  • Screw you, Spez.

The long-form news is on the BYOND forums. Today's early-access Patreon post goes into a new idea I had for tackling inline procs; it's a little underbaked, but everything has to start there. Because of the holiday weekend I'll be back to work properly on Tuesday. Even though a short week is coming I'm hoping it'll be a big one. See you then.

reddit.com
u/LummoxJR — 5 months ago
▲ 7 r/SS13

BYOND development news 5/15/26

The big expansion of the outer-colony projects is still going strong, so the company tells me that we can expect steady shipping traffic for several more weeks. I know the dock workers pulling overtime are happy about this, but I did ask to bring on a little supplemental staff to ease their load. Overtime is nice but they can't keep working at a dead run without burning out, so a few more hands on deck will alleviate that without hurting that sweet pay voucher. The better news out of this is that it's put a further delay on any talks of bringing more visiting scientists aboard, at least beyond the usual stream of research collaborations.

  • No new maintenance release this week, but I did fix a weird compiler crasher that was discovered by a user updating a SS13 codebase.
  • mirror_planes is working, but I had some detours when testing that led me to look into a few more things.
  • Among those detours was cleaning up some list-handling code, which also revealed that several client.verbs operations were never hooked up properly. Yikes!
  • I'm also looking at finally solving the "initial() paradox" where you can't grab the value, even just to test equivalence, of vars set by init procs.
  • Thank you so much to the BYOND Members and all of you on Patreon and SubscribeStar who support the engine.
  • Spez, I honestly didn't think you could dig past rock bottom but you found a way. Screw you.

The BYOND forums have the long-form news. Today's Patreon post is Patrons-only because it goes deeper under the hood, and it's all about the work I'm doing changing initial() and finally doing something with the mysterious EXPRESSION_REF type. Some cool stuff is coming. I'll be back at it next week.

reddit.com
u/LummoxJR — 5 months ago

I've been working on this for a bit and finally pulled the trigger on release.

The Courier Crew Revoiced Redux

I made this because although I really like that The Courier Crew - Revoiced replaces the original XVASynth audio, it's using stock ElevenLabs voices that don't match the voice types of the new couriers.

I redid the lines using a combo of XTTS, a tiny bit of Qwen3, and RVC for cleanup, then spliced the results to get the best quality and tone. Also I changed the one courier's FemaleCoward voice to FemaleYoungEager, via SkyPatcher. Now the Khajiit sounds like a Khajiit, and if you're using other mods like Chatty NPCs the voices won't suddenly change on you.

Courier Delivers to NPCs is also patched by default. Just voice lines, no plugin, so it can be installed or uninstalled at any time.

reddit.com
u/LummoxJR — 5 months ago

I'm mostly just venting, but if anyone has any thoughts on a solution or has noticed this themselves, please let me know. (Eudalus, if you see this, please don't take any of this as shade. You made a great mod. I talk it up whenever I can. It's just beating me up at the moment, probably because of some unique factor in my mod list triggering an otherwise rare issue.)

I was testing something entirely unrelated and saw that the books from my mod Little Library weren't being distributed onto bookshelves. That was super weird, so I ran a bunch of exhaustive tests. Leveled List Object Swapper, which the mod relies on for leveled list handling, doesn't seem to be working correctly anymore and I can't tell why. I'd installed quite a lot of new mods since the last time I noticed everything working, but after doing a lot of A/B testing I determined none of that seems to be the problem at all. It's crazy weird.

LLOS doesn't do verbose logging, which is unfortunate, but it is working. I tested a different leveled list I'd done for a different mod, and the LLOS insertion worked perfectly. That file used FormIDs instead of EditorIDs. Interesting. I thought I had seen my mod's books in tests after I updated po3 Tweaks at the beginning of September, but maybe I wasn't paying enough attention and it broke then.

Next I thought maybe I'd try copying just one rule from my own mod's LLOS file; maybe some kind of syntax error was causing it to choke. The only thing that changed was LLOS reporting it was doing 18 more list insertions, but the book still wasn't being added to LItemBook1All. Still, progress. Then I changed my test file to use FormIDs instead of EditorIDs. Suddenly the book was appearing in the leveled list!

But it gets weirder. The book was being inserted a lot of times into the same list. Like possibly 18 times, as an educated guess; I can only tell by the fact that using player.additem was causing the new book to appear way more frequently than anything else. Telling LLOS to explicitly do Count=1 for this rule didn't work. And the log now says instead of the original 3806 insertions, or the 3824 I saw earlier, now it's doing 3044 insertions—WAY less.

So I'm super frustrated. Despite a great deal of testing by disabling lots of SKSE mods, even rolling back SSE Engine Fixes in my test profile, LLOS is still misbehaving in bizarre ways and I have to assume it's actually LLOS's fault, not some other mod breaking it. Until it's fixed, my own mod is badly broken. Which means I probably should push an update this weekend to temporarily include the optional no-LLOS patch and disable the LLOS file, until the bugs are fixed.

Anyway, I'm a dev too so I know bugs get fixed when they get fixed, and bugs that can't be reproduced are insanely harder to fix. Hopefully at least more verbose logging (preferably extreme) can be made available at some point to help narrow down the issue, but that's out of my hands.

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u/LummoxJR — 6 months ago