Whether you're looking to contribute code, mapping changes, or sprites to Paradise Station, you will need to set up a development environment. This guide provides all the necessary steps to do so.
This guide will walk you through the basic steps of installing Git, the program that tracks changes to the Paradise codebase, as well as Visual Studio Code, the recommended editor for working with Paradise.
Visual Studio Code is the recommended editor for working with Paradise and other SS13 codebases.
- Go to VS Code's website: https://code.visualstudio.com/
- Download the appropriate build for your system and install it.
Git is the program that allows you to share your code changes with the Paradise codebase. Git can be daunting to contributors unfamiliar with source control, but is an incredibly powerful tool, and there are many resources online to learn how to use it and understand its concepts.
To install git:
- Go to the Git website and download the installer for your operating system.
- Run the installer, leaving all the default installation settings.
For a straightforward beginner's guide to git, see GitHub's Git Guides.
For more guidance on installing git, see the Git Guide for Installing Git.
GitHub also provides a graphical environment for working with git called GitHub Desktop. This is not necessary to contribute to Paradise Station, as Visual Studio Code also has powerful git integration.
For instructional videos on Visual Studio Code's GitHub integration, see https://vscode.github.com/.
For a straightforward beginner's guide to git, see GitHub's Git Guides.
For more guidance on installing git, see the Git Guide for Installing Git.
For introductory videos on Git, see:
- Introduction to Git with Scott Chacon of GitHub
- Git From Bits Up
- Linus Torvalds (inventor of Linux and Git) on Git
GitHub is the service where the Paradise codebase is stored. You'll need a GitHub account to contribute to Paradise. Go to the GitHub signup page and register with a username and e-mail account.
Changes to Git repositories include the e-mail address of the person who made the change. If you don't wish your email address to be associated with your development on Paradise, you can choose to hide your email when interacting with repositories on GitHub:
- Log into your GitHub account.
- Go to https://github.com/settings/emails.
- Select the Keep my email addresses private checkbox.
This means that while your e-mail address is associated with your GitHub account, any changes you make will only be keyed to a generic e-mail address with your username.
The code is fully able to run on Linux, however Windows is still the recommended platform. The libraries we use for external functions (rust-g and MILLA) require some extra dependencies.
-
Download the latest release from https://github.com/ParadiseSS13/rust-g
-
Run the following command:
apt-get install libssl-dev:i386 pkg-config:i386 zlib1g-dev:i386
-
After installing these packages, rust-g should be able to build and function as intended. Build instructions are on the rust-g GitHub. We assume that if you are hosting on Linux, you know what you are doing.
-
Once you've built rust-g, you can build MILLA similarly. Change into the
milla/
directory and run:cargo build --release --target=i686-unknown-linux-gnu
Cloning the Paradise repository only has to be done once.
-
Visit the repository and press the Fork button in the upper right corner.
-
Launch Visual Studio Code. Select the Source Control panel on the sidebar, and click Clone Repository.
If that’s not there, you can press
Ctrl
+Shift
+P
to open the command palette, then typeGit: Clone
and then pressEnter
. -
Paste the URL of the repository you created in the last step. It should look like this:
https://github.com/YOURNAME/Paradise
. Then, select a folder to keep your local repository. The process of downloading might take a while. Once it’s downloaded, open the folder in Visual Studio Code.
When you first open the Paradise repository in Visual Studio Code, you will also
get a notification to install some recommended extensions. These plugins are
extremely useful for programming with BYOND and should be considered essential.
If you don't see the prompt to install the recommended extensions, they can be
found by searching for @recommended
in the Extensions panel, or installed from
the list below.
- DreamMaker Syntax Highlighting
- BYOND Language Support
- EditorConfig
- ESLint
- GitLens
- ErrorLens
- DreamMaker Icon Editor
- Prettier Code Formatter
- ZipFS
We need to add the main Paradise repository as a remote now.
-
Open the command palette (
Ctrl
+Shift
+P
), typeGit: Add Remote
, and pressEnter
. You'll be prompted for the URL of the remote, and then the name of the remote. -
Enter
https://github.com/ParadiseSS13/Paradise
for the URL, andupstream
for the name. After you've done that, you’ll have the main Paradise repository as a remote namedupstream
. This will let you easily send your pull requests there later.
While configuring a local database is not required, it is recommended because it tracks local round IDs, stores local player characters, and allows you to verify the output of blackbox entries.
-
Download and install MariaDB for your operating system. The default installation settings should work. You need TCP enabled and to set a root password. If it offers, do not set it up to use Windows authentication. If you've ticked Install as a Windows Service (should be ticked by default), it will run whenever you boot up your computer, so there's no need to worry about starting it manually.
-
Open HeidiSQL (comes with MariaDB) and connect it to the database. Click on New to create a new session, check prompt for credentials and leave the rest as default.
-
Click Save, then click open and enter in
root
for the username and the password you set up during the installation. -
Select the database you just created and then select File -> Load SQL File, and open the
paradise_schema.sql
file found in theSQL/
directory of the game. -
Press the blue "play" icon in the topic bar of icons. If the schema imported correctly you should have no errors in the message box on the bottom.
-
Refresh the panel on the left by right clicking it and ensure there's a new database called
paradise_gamedb
created. -
Create a new user account for the server by going to Tools -> User Manager. 'From Host' should be
127.0.0.1
, notlocalhost
if hosted locally. Otherwise, use the IP of the game server. For permissions, do not give it any global permissions. Instead click Add Object, select the database you created for the server, click OK, then give itSELECT
,DELETE
,INSERT
, andUPDATE
permissions on that database. -
You can click the arrow on the password field to get a randomly generated password of certain lengths. copy the password before saving as it will be cleared the moment you hit Save.
-
Open the file
config/config.toml
in your text editor (such as VS Code) scroll down to the[database_configuration]
section. You should've copied the file over from theconfig/example
folder beforehand. -
Make sure that these settings are changed:
sql_enabled
is set totrue
.sql_version
to the correct version. By starting the server with a mismatched version here and all the other settings set up, the chat box will tell you the current version in red text, between the messages for all the subsystems initializing. Set this to the current version.sql_address
is set to"127.0.0.1"
. (Replace with the database server's IP if not hosted locally)sql_port
is set to whatever port was selected during the MariaDB install, usually3306
.sql_database
is set to the name of your database, usually"paradise_gamedb"
.sql_username
is set to the 'User name' of the user you created above.sql_password
is set to the randomly generated 'Password' of the user you created above.
The database is now set up for death logging, population logging, polls, library, privacy poll, connection logging and player logging. There are two more features which you should consider. And it's best to do so now, since adopting them later can be a pain.
Offers a changelog for changes done to admins, which increases
accountability (adding/removing admins, adding/removing permissions,
changing ranks); allows admins with +PERMISSIONS
to edit other admins'
permissions ingame, meaning they don't need remote desktop access to
edit admins; Allows for custom ranks, with permissions not being tied to
ranks, offering a better ability for the removal or addition of
permissions to certain admins, if they need to be punished, or need
extra permissions. Enabling this can be done any time, it's just a bit
tedious the first time you do it, if you don't have direct access to
the database.
To enable database based administration:
- Open
\config\config.toml
and scroll to the[admin_configuration]
section. - Set
use_database_admins
totrue
. - Add a database entry for the first administrator (likely yourself).
- Done! Note that anyone set in the
admin_assignments
list will no longer be counted. - If your database ever dies, your server will revert to the old admin
system, so it is a good idea to have
admin_assignments
andadmin_ranks
set up with some admins too, just so that the loss of the database doesn't completely destroy everything.
Paradise relies on a configuration file for many key aspects of its operation.
That file is config\config.toml
, and it contains many setting that are useful
when developing locally. When you first clone the Paradise repository,
that file will not exist; that is because it is ignored by git so that people's
individual configurations do not get uploaded to the master repository.
In order to modify the settings in it, you must copy the file
config\example\config.toml
to its parent directory.
Some helpful uses of config.toml
follow.
If you are testing a specific map, the override_map
setting under the
system_configuration
setting can be set to any map datum listed in
code/modules/mapping/station_datums.dm
. If you are testing something
that doesn't require a station map, such as ruins, you can avoid loading a large
map altogether and save yourself some time starting the server by setting
override_map
to "/datum/map/test_tiny"
.
If you do not need to load Lavaland, any of its ruins, or any space ruins, you
can change these settings under ruin_configuration
:
enable_lavaland
: whether to load the Lavaland z-level.enable_space_ruins
: despite its name, this controls whether ruins are spawned for both space and Lavaland.minimum_zlevels
andmaximum_zlevels
control the number of space z-levels generated. If you don't need any, set both to0
.
You can control whether roundstart station traits roll with the
add_random_station_traits
setting under the gamemode_configuration
section.
First, let's talk about branches. First thing to do is to make a new branch on your fork. This is important because you should never make changes to the default(master) branch of your fork. It should remain as a clean copy of the main Paradise repository.
For every PR you make, make a new branch. This way, each of your individual projects have their own branch. A commit you make to one branch will not affect the other branches, so you can work on multiple projects at once.
To make a new branch, open up the source control sidebar. Navigate to the Branches section and open it. You should only have the master branch. You can create a new branch by going and clicking on the Create Branch button.
It will then prompt you at the top of your screen to name your new
branch, then select Create Branch and Switch. For this guide, I'll be
creating a new hat, so I'll name my branch hat-landia
. If you look at
the bottom left hand corner, you'll see that VS Code has automatically
checked out our
branch:
Remember, never commit changes to your master branch! You can work on any branch as much as you want, as long as you commit the changes to the proper branch.
Go wild! Make your code changes! This is a guide on how to contribute,
not what to contribute. So, I won't tell you how to code, make sprites,
or map changes. If you need help, try asking in the #spriting
or the
#coding_chat
Discord channels.
You'll find your code to edit in the Explorer sidebar of VS Code; if you need to find something, the Search sidebar is just below that.
If you want to use DreamMaker instead, go ahead and edit your files there - once you save them, VS Code will detect what you’ve done and you’ll be able to follow the guide from there.
If you do anything mapping related, it is highly recommended you use StrongDMM and check out the Mapping Quickstart.
Now, save your changes. If we look at the Source Control tab, we'll see that we have some new changes. Git has found every change you made to your fork's repo on your computer! Even if you change a single space in a single line of code, Git will find that change. Just make sure you save your files.
The easiest way to test your changes is to press F5
. This compiles your code,
runs the server and connects you to it, as well as automatically giving you
admin permissions. It also starts a debugger that will let you examine what went
wrong when a runtime error happens. If you want to avoid the debugger press
Ctrl
+ F5
instead.
If F5
does not automatically start a local server, you might have installed
BYOND on a custom path and VSC did not find it. In this case, try the following:
- Press
Ctrl
+,
to open VSC settings. - Type "DreamMaker", select "DreamMaker language client configuration".
- Under "DreamMaker: Byond Path", add your path to BYOND (for
example,
D:\Program Files (x86)\BYOND
). - Press OK and close the tab.
- Press
F5
to run the server.
If that does not work, you can compile it into a dmb file and run it in Dream Daemon. To do so, select the dmb file, set security to Trusted and hit GO to run the server. After the server starts you can press the button above the GO / STOP button (now red) to connect.
Do note that if you compile the game this way, you need to manually make
yourself an admin. For this, you will need to copy everything from
/config/example
into /config
. Then you will need to edit the
/config/config.toml
file by adding a
{ckey = "Your Name Here", rank = "Hosting Provider"}
line to the
admin_assignments
list.
Be sure to always test not only if your changes work, but also if you didn't actually break something else that might be related.
Hover over the word Changes and press the plus sign to stage all modified files. It should look like this:
Or, pick each file you want to change individually. Staged files are the changes you are going to be submitting in commit, and then in your pull request. Once you've done that, they'll appear in a new tab called Staged Changes.
Click on one of the code files you've changed now! You'll see a compare
of the original file versus your new file pop up. Here you can see, line
by line, every change that you made. Red lines are lines you removed or
changed, and green lines are the lines you added or updated. You can
even stage or unstage individual lines, by using the More Actions
(...)
menu in the top right.
Now that you've staged your changes, you're ready to make a commit. At the top of the panel, you'll see the Message section. Type a descriptive name for you commit, and a description if necessary. Be concise!
Make sure you're checked out on the new branch you created earlier, and click the checkmark! This will make your commit and add it to your branch. It should look like this:
There you go! You have successfully made a commit to your branch. This is still 'unpublished', and only on your local computer, as indicated by the little cloud and arrow icon in the bottom left corner.
Once you have it committed, you'll need to push/publish to your GitHub. You can do that by pressing the small cloud icon called "publish branch".
Go to the Main repository once your branch is published, GitHub should then prompt you to create a pull request. This should automatically select the branch you just published and should look something like this.
If not, you'll need to open a Pull Request manually. You'll need to select Compare across forks, then select the upstream repo and target the master branch.
Then, you'll be able to select the title of your PR. The extension will make your PR with your selected title and a default description. Before submitting, ensure that you have properly created your PR summary and followed the description template.
Changelogs should be player focused, meaning they should be understandable and applicable to your general player. Keep it simple:
fix: fixed a bug with X when you Y
tweak: buffed X to do Y more damage.
Avoid coding-lingo heavy changelogs and internal code changes that don't visibly affect player gameplay. These are all examples of what you shouldn't add:
tweak: added the NO_DROP flag to X item.
tweak: refactored DNA to be more CPU friendly
If the only changes you're making are internal, and will not have any effect on players, you can replace the changelog section with NPFC, meaning "No Player-Facing Changes".
ShareX is a super useful tool for contributing as it allows you to make GIFs to display your changes. you can download it here.
If all goes well, your PR should look like this:
If you want to add more commits to your PR, all you need to do is just push those commits to the branch.