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lobbies:standard_auto

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Room 1: Standard automatic difficulty

Choose Room 1 for osu!standard with automatic difficulty adaptation. The bot uses player information and room policy to adjust the map-selection range. The current title is your quickest indication of that range.

.farm, .stream, and .variety change the source of future maps. .variety 70 30 requests a 70% Farm / 30% Stream mix. Already visible queue entries remain in place.

Use .harder or .easier for temporary difficulty voting, and feedback after a completed map. See difficulty and selection rules.

Sources, DT and map length

.jump selects snap-aim patterns including slider transitions (v6.7.20+), independently of Farm score. Farm, Stream, Jump and Variety affect later selections, not existing queue entries. Standard Farm uses feedback-weighted picks, not a guarantee of the single highest Farm score.

From v6.7.10, a pool below 50 maps can lower its pass-count requirement progressively to 1,000 without widening stars, hard length or age. NoMod and DT build those tiers separately. See .pool and selection rules.

From v6.7.11, .dt allows verified DT alongside NoMod at any range; .nm opts the room out. Automatic DT eligibility uses an active-window midpoint above 5.5★. It preserves the chosen source and checks actual DT stars. No running match is interrupted; future unplayed DT entries can be replaced safely when DT is disabled. With the October 5 operator settings, preference outside Jump is DT 60–135 versus NoMod 90–135 played seconds, with a 240-second played-time cap and occasional shorter/longer picks. A source chart of 4:30 plays in 3:00 with DT. Check the room version and DT guide during rollout.

Use .time to check a running map's approximate remaining time, and .lang for optional personal English-first bilingual guidance.

Successful-clear preference (v6.7.17+)

Eligible maps receive a gradual 1.0–1.5× boost to existing pick weights using global osu! pass counts, not local lobby clears. It preserves the selected source, feedback, DT mixing, difficulty and repeat protection. Existing queue entries stay unchanged. See the formula and examples.

Starting with AFK players

From v6.7.18, rooms with at least two gameplay players can start with one ready player. Automatic starts and .start leave unready/AFK players out; if nobody is ready, the room waits. Spectators and referees do not count toward this two-player rule.

Newly unready players share one extra five seconds once per stay, then later maps proceed without extra grace for them. See the readiness guide and check the room version during rollout.

Current values are operator settings, not immutable release defaults. Standard Jump retains its under-90-second preference from v6.7.20. See duration policy and deployment protection.

lobbies/standard_auto.1791238624.txt.gz · Last modified: by wikiadmin

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