Rename "Server Info" to ServerInfo (#15436)
This commit is contained in:
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Resources/ServerInfo/Gameplay.txt
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Resources/ServerInfo/Gameplay.txt
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If you’re new to roleplaying or are unfamiliar with IC and OOC please read on. If not, skip to the next section.
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SS14 is at its core a roleplaying game - You play a role on the station through your character which you can customise from the lobby prior to joining the game. You can select the roles or jobs your character plays via the customisation menu too. Therefore when you’re in a round playing your character, you are IC or In Character. When you’re in character you forget any knowledge of previous rounds or essentially of the outside world and you play as if you’re a member of the ships crew.
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Therefore, OOC or Out of Character is any conversations you have outside of the game world e.g. in the OOC chat, on discord or with your friends. You shouldn’t discuss the current round or anything that’s IC (in character) in out of character OOC chats. Likewise anything you see or read in OOC cannot be used by your character in game such as if someone on discord names a traitor or tells you they’re dying in a certain location and for you to go help them. This is known as metagaming and will get you banned if discovered.
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If you suspect a player in game is metagaming (e.g. you’re a traitor and they just walk up to you and kill you without you doing anything to antagonise them) then report them via ahelp or discord.
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To summarise, when you’re in game, don’t discuss the round anywhere else until the round is over and don’t share information about the round in OOC such as if you’re dying, where you are or if you find a traitor.
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Traitors, antagonists, RDM and “self antag”
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If in your character customisation settings you selected the chance to become an antagonist (antag) or other traitor role, it is not guaranteed that you will be one. When a traitor gamemode round starts there is a random roll of all the players who selected the chance to become a traitor and only some get selected. They will be notified they are a traitor in chat and will have a set of objectives they can view by pressing C.
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Being an antagonist is not an excuse to go on a murder spree and your job is to complete your objectives which on occasion will include escaping alive or dying a glorious death. How you complete your objectives is up to you so murder is valid but try to have fun (ideally not at everyones expense but that’s up to you).
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If you suspect an antagonist such as a traitor or cultist etc report them to security as fast as possible and if necessary do what you can to protect yourself. Remember traitors are people too so ideally they should be arrested and prosecuted under space law and not just murdered (but do what you need to do to survive).
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RDM or random deathmatch is the act of killing someone for no reason or attempting to. If you are being attacked it is likely the other person could be an antag but if you’re unsure, ask the admins for help (ahelp) to check this when convenient.
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Self antag or self antagonising is when you are NOT an antagonist which is determined at round start on traitor modes, and you go out of your way to break the law, damage the station or commit murder. Breaking the law is not inherently self antagging, but murdering, attacking, attempting to break into high security areas etc are examples of self antagging and will get you banned. Unless you are an official antagonist then you are a normal member of the crew who’s only objective is to complete their shift in their designated role.
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17
Resources/ServerInfo/Guidebook/AME.xml
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Resources/ServerInfo/Guidebook/AME.xml
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<Document>
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# Antimatter Engine (AME)
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The AME is one of the simplest engines available. You put together the multi-tile structure, stick some fuel into it, and you're all set. This doesn't mean it isn't potentially dangerous with overheating though.
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## Construction
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<Box>Required parts:</Box>
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<Box>
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<GuideEntityEmbed Entity="AMEController"/>
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<GuideEntityEmbed Entity="AMEPart"/>
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<GuideEntityEmbed Entity="AMEJar"/>
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</Box>
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To assemble an AME, start by wrenching down the controller on the far end of a HV wire. On most stations, there's catwalks to assist with this. From there, start putting down a 3x3 or larger square of AME parts in preparation for construction, making sure to maximize the number of "center" pieces that are surrounded on all 8 sides.
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Once this is done, you can use a multitool to convert each AME part into shielding, which should form a finished AME configuration. From there, insert a fuel jar, set the fuel rate to [color=#a4885c]twice the core count or less[/color], and turn on injection.
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</Document>
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Resources/ServerInfo/Guidebook/Atmospherics.xml
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Resources/ServerInfo/Guidebook/Atmospherics.xml
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<Document>
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# Atmospherics
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Atmospherics setups are a necessity for your long-term comfort but are generally undocumented, resulting in them being a bit tricky to set up. The following attempts to cover the basics.
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## Standard Mix
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Breathing pure O2 or pure N2 is generally bad for the health of your crew, and it is recommended to instead aim for a mix of [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color] It's recommended that your gas mixer setup be set to output at least 1000kPa for faster re-pressurization of rooms.
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<Box>
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<GuideEntityEmbed Entity="OxygenCanister"/>
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<GuideEntityEmbed Entity="NitrogenCanister"/>
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<GuideEntityEmbed Entity="AirCanister"/>
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</Box>
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Variations on this mix may be necessary for the long-term comfort of atypical crew, for example crew who require a plasma gas mix to survive. For atypical crew, it is recommended to try and give them their own personal space, isolated by either airlock or disposals section. Keep in mind both methods are leaky and you will need scrubbers on both sides of the lock to clean up any leaked gasses.
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<Box>
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<GuideEntityEmbed Entity="PlasmaCanister"/>
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<GuideEntityEmbed Entity="StorageCanister"/>
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</Box>
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## Vents and Scrubbers
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Vents and scrubbers are core atmospherics devices that fill and cleanse rooms, respectively. They can be reconfigured by installing an air alarm, allowing you to change them from their default settings. By default, they are configured for filling rooms to standard pressure (101.24kPa) and to remove all non-O2/N2 gasses from a room.
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<Box>
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<GuideEntityEmbed Entity="GasVentPump"/>
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<GuideEntityEmbed Entity="GasVentScrubber"/>
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</Box>
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During standard operation, if a vent detects that the outside environment is space, it will automatically cease operation until a minimum pressure is reached to avoid destruction of necessary gasses. This can be fixed by pressurizing the room up to that minimum pressure by refilling it with gas canister (potentially multiple, if the room is of significant size).
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Should you encounter a situation where scrubbers aren't cleaning a room fast enough, employ portable scrubbers by dragging them to the affected location and wrenching them down. They work much faster than typical scrubbers and can clean up a room quite quickly. Large spills may require you to employ multiple.
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<Box>
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<GuideEntityEmbed Entity="PortableScrubber"/>
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</Box>
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## Reference Sheet
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- Standard atmospheric mix is [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color]
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- Gas obeys real math. You can use the equation PV = nRT (Pressure kPa * Volume L = Moles * R * Temperature K) to derive information you might need to know about a gas. R is approximately 8.31446
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</Document>
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Resources/ServerInfo/Guidebook/Botany.xml
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Resources/ServerInfo/Guidebook/Botany.xml
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<Document>
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# Plant Genetics
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Like all other forms of life known to NanoTrasen, plants pass traits to offspring in their genes. By manipulating plant genetics, botanists can produce plant varieties with desirable mutations that increase plant health and yield.
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## Traits
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The phenotype, or set of observable characteristics and traits of a plant, can be determined through careful observation and study. A few common traits include:
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- [color=lightgreen]Bioluminescence[/color]: plants with this trait glow in the dark
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- [color=lightgreen]High yield[/color]: plants with this trait yield more fruit per harvest
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- [color=lightgreen]Less water[/color]: plants with this trait require less water than normal to grow
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- [color=lightgreen]Ligneous[/color]: plants with this trait require sharp tools to harvest
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- [color=lightgreen]Long life[/color]: plants with this trait live for more harvest cycles before dying
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- [color=lightgreen]Low light[/color]: plants with this trait need less light than normal to grow
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- [color=lightgreen]Pest resistance[/color]: plants with this trait are more resistant to pests
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- [color=lightgreen]Seedless[/color]: plants with this trait do not produce viable seeds
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- [color=lightgreen]Weed resistance[/color]: plants with this trait suppress weed growth
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You can determine the phenotype of a plant simply by growing them and observing them! This is how Gregor Mendel, father of genetics, studied them in 1866.
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## Mutations
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Plants treated with [color=cyan]unstable mutagen[/color] will experience random genetic mutations, which can alter their genes and result in changes to their traits. You can save the plants with mutations you want by harvesting their seeds.
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The more unstable mutagen you use, the more mutations you will get. Since many genes are vital to a plant's survival, most mutations will cause a plant to die.
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<Box>
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<GuideEntityEmbed Entity="UnstableMutagenChemistryBottle"/>
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</Box>
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## Cross-Pollination
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You can use a [color=cyan]sterile swab[/color] to transfer pollen from one plant to another. Plants that are cross-pollinated have a chance to transfer traits. Be careful re-using swabs; pollen is sticky!
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<Box>
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<GuideEntityEmbed Entity="BoxMouthSwab"/>
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<GuideEntityEmbed Entity="DiseaseSwab"/>
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</Box>
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</Document>
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Resources/ServerInfo/Guidebook/Construction.xml
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Resources/ServerInfo/Guidebook/Construction.xml
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<Document>
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# Construction
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By pressing [color=#a4885c]G[/color], one can open the construction menu, which allows you to craft and build a variety of objects.
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When placing objects that "snap" to the grid, you can hold [color=#a4885c]shift[/color] to place an entire line at a time, and [color=#a4885c]ctrl[/color] to place an entire square at a time.
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When crafting objects with a lot of ingredients, keep in mind you don't have to hold everything at once, you can simply place the ingredients on the floor or on a table near you and they'll be used up during crafting like normal.
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</Document>
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Resources/ServerInfo/Guidebook/Controls/Controls.xml
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Resources/ServerInfo/Guidebook/Controls/Controls.xml
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<Document>
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# Controls
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<Box Orientation="Vertical">You can change the keybinds at any time here:</Box>
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<Box Orientation="Vertical"><CommandButton Text="ui-options-tab-controls" Command="options 1"/></Box>
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## Basic controls
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We shall politely assume you already know how WASD to walk works.
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Beyond that, there's a handful primary interactions in SS14, ordered by importance:
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- [color=#a4885c][keybind="Use"/][/color] to pick up items and activate objects like buttons or computers, and [color=#a4885c][keybind="ActivateItemInWorld"/][/color] to activate items. You can also press [color=#a4885c]alt[/color] while doing this to trigger alternate interactions for some objects.
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- You can also quickly activate items you're holding by pressing [color=#a4885c][keybind="ActivateItemInHand"/][/color] and [color=#a4885c][keybind="AltActivateItemInHand"/][/color] respectively.
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- [color=#a4885c][keybind="UIRightClick"/][/color] to open the context menu. You can then either left click an entry just like you would in the world, or right click it again to open the verb menu, which gives you more complex ways to interact with an object.
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- You can [color=#a4885c][keybind="ExamineEntity"/][/color] objects to examine them, and get their name and a detailed (though often humorous) description.
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You can quickly try out these controls with the monkey below (note: clicking it only works in-game and not in the lobby), and at any point in this guidebook if you're shown an entity, [color=#a4885c][keybind="ExamineEntity"/] to examine will always work[/color]:
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<GuideEntityEmbed Entity="MobGuidebookMonkey" Interactive="True" Caption=""/>
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## Inventory
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In order to move items around in your inventory and between containers, you can click the item (or item name) to move it to your active hand, and then click the spot you want it to go (either a slot in your HUD, or the container).
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The items in your hands are only active one at a time, in order to swap between what you're currently using, you can press [color=#a4885c][keybind="SwapHands"/][/color] on your keyboard to change active hands.
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Opening containers in your inventory is easy as well, either hover over the item and activate it with [color=#a4885c][keybind="ActivateItemInWorld"/][/color] or click on the bag icon in the bottom right corner of the slot it is in.
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When you open a container a window will pop up showing the contents of the container and how much space it has available to hold things.
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All items have an assigned size, some too large to fit into most or all containers.
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To drop items, you can press [color=#a4885c][keybind="Drop"/][/color], and to drop them more violently (also known as throwing), you can press [color=#a4885c][keybind="ThrowItemInHand"/][/color].
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## Actions
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To the left in your HUD there's a bar showing various actions you can take.
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You can hover over each one to see a name and description for the action that tells you what it is and how it works.
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You can click on an action to invoke it, or press a number key at any time to invoke the action without clicking on it.
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In order to rearrange your actions, simply drag and drop them to other slots, right click to remove them, and press the gear icon at the top of the bar to open a menu to (re)add them.
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You have 10 pages of actions total that you can switch between by pressing [color=#a4885c]shift-(number)[/color].
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Additionally, you can press the lock icon to prevent the action bar from being modified.
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## Movement
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There's a good few things that can modify your movement, most notably slipping (which requires you to walk with [color=#a4885c]shift[/color] to avoid, usually.) and a lack of gravity.
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Slipping simply stuns you for a bit, but no gravity can be deadly if you're off station and wander more than about 1.5m away from the nearest wall or solid structure, as you'll lose your grip and no longer be able to move without throwing something.
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</Document>
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Resources/ServerInfo/Guidebook/Controls/Radio.xml
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Resources/ServerInfo/Guidebook/Controls/Radio.xml
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<Document>
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# Radio
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Your radio allows you to communicate across the entire station and to your specific [color=#a4885c]department[/color].
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<Box>
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<GuideEntityEmbed Entity="ClothingHeadsetGrey"/>
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</Box>
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To send a station-wide message over the radio preface your text with [color=#a4885c]semi-colon (;)[/color].
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## Departmental Radio
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You are able to send messages over your departmental radio channels using [color=#a4885c]colon (:)[/color] followed by the
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department letter as long as you're wearing a headset with your department's encryption key.
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Examine your headset to see the department channels available to you.
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<Box>
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<GuideEntityEmbed Entity="ClothingHeadsetEngineering"/>
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</Box>
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Examining a default engineering headset would show you the prefixes for the [color=#32cd32]Common[/color] and [color=#f37746]Engineering[/color]
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channels.
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</Document>
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Resources/ServerInfo/Guidebook/Engineering.xml
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Resources/ServerInfo/Guidebook/Engineering.xml
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<Document>
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# Engineering
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Engineering is a combination of construction work, repair work, maintaining a death machine that happens to produce power, and making sure the station contains breathable air.
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## Tools
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<Box>
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<GuideEntityEmbed Entity="Wrench"/>
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<GuideEntityEmbed Entity="Crowbar"/>
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<GuideEntityEmbed Entity="Screwdriver"/>
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<GuideEntityEmbed Entity="Wirecutter"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="Welder"/>
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<GuideEntityEmbed Entity="Multitool"/>
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</Box>
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Your core toolset is a small variety of tools. If you're an engineer, then you should have a belt on your waist containing one of each, if not you can likely find them in maintenance and tool storage within assorted toolboxes and vending machines.
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Most tasks will have explainers for how to perform them on examination, for example if you're constructing a wall, it'll tell you the next step if you look at it a bit closer.
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</Document>
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Resources/ServerInfo/Guidebook/Fires.xml
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Resources/ServerInfo/Guidebook/Fires.xml
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<Document>
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# Fires & Space
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Fires and spacings are an inevitability due to the highly flammable plasma gas and endless vacuum of space present in and around the station, so it's important to know how to manage them.
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## Spacing
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Space is arguably the easier of the two to handle.
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While it does render an area uninhabitable, it can be trivially solved by simply sealing the hole that resulted in the vacuum and introducing a small amount of air.
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By default, station vents automatically seal themselves upon exposure to space, in order to avoid wasting air, and will only resume cycling after pressure has been brought up high enough to reopen them.
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## Fires
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Fires can be delt with through a multitude of ways, but some of the most effective methods include:
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- Spacing the enflamed area if possible. This will destroy all of the gasses in the room, which may be a problem if you're already straining life support.
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- Dumping a Frezon canister into the enflamed area. This will ice over the flames and halt any ongoing reaction, provided you use enough Frezon. Additionally does not result in destruction of material, so you can simply scrub the rooms afterward.
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</Document>
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Resources/ServerInfo/Guidebook/Jobs.xml
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<Document>
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# Jobs
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SS14 has a large number of jobs, divided into seven major departments:
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## Service
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This department includes the janitor, passengers, clown, mime, musician, chef, bartender, the head of personnel, and other jobs who exist to serve the station.
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It primarily functions as folks who entertain, clean, and serve the rest of the crew, with the exception of passengers who have no particular job beyond getting lost in maintenance.
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## Cargo
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Cargo consists of the cargo technicians, salvage technicians, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.
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For the most part, this means they scrounge around the station and assorted wrecks to find materials to sell and redistribute, and purchase materials other departments request.
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## Security
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Security consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.
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As a result of this, and the need to walk a fine line, security sometimes is overwhelmed by angry crew (don't kill the clown), and it is important for members of it to try and stay on their best behavior.
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## Medical
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Medical consists of the medical interns, chemists, medical doctors, and the chief medical officer. As a department it is responsible for taking care of the crew, treat and/or clone the wounded and dead, treat disease, and prevent everyone from dying a horrible, bloody death in a closet somewhere.
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Medical is one of the more well-equipped departments, with the ability to locate injured crew using the crew monitor, a nigh infinite supply of chems should chemistry be on-par, and the ability to rapidly diagnose and vaccinate contagious diseases.
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## Science
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Science consists of scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful dev ices.
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Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines.
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## Engineering
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Engineering consists of technical assistants, station engineers, atmospheric technicians, and the chief engineer. As a department it is responsible for keeping the station powered, its structure intact and its air supply working.
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Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station.
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## Command
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Command consists of the captain, the head of personnel, the head of security, the chief engineer, the chief medical officer, the research director, and the quartermaster. As a department it is responsible for keeping the station and its departments running efficiently.
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Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work.
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</Document>
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Resources/ServerInfo/Guidebook/Power.xml
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<Document>
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# Power
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SS14 has a fairly in-depth power system through which all devices on the station receive electricity. It's divided into three main powernets; HV, LV, and MV.
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<Box>
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<GuideEntityEmbed Entity="CableHVStack"/>
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<GuideEntityEmbed Entity="CableMVStack"/>
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<GuideEntityEmbed Entity="CableApcStack"/>
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</Box>
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## Cabling
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The three major cable types (HV, MV, and LV) can be used to form independent powernets. Examine them for a description of their uses.
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<Box>
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<GuideEntityEmbed Entity="CableHV"/>
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<GuideEntityEmbed Entity="CableMV"/>
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<GuideEntityEmbed Entity="CableApcExtension"/>
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</Box>
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## Power storage
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Each power storage device presented functions as the transformer for its respective power level (HV, MV, and LV) and also provides a fairly sizable backup battery to help flatten out spikes and dips in power usage.
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<Box>
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<GuideEntityEmbed Entity="SMESBasic"/>
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<GuideEntityEmbed Entity="SubstationBasic"/>
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<GuideEntityEmbed Entity="APCBasic"/>
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</Box>
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## Ramping
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Contrary to what one might expect from a video game electrical simulation, power is not instantly provided upon request. Generators and batteries take time to ramp up to match the draw imposed on them, which leads to brownouts when there are large changes in current draw all at once, for example when batteries run out.
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## Installing power storage
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Substations are the most self-explanatory. Simply install the machine on top of an MV and HV cable, it will draw power from the HV cable to provide to MV.
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Installing APCs is similarly simple, except APCs are exclusively wallmounted machinery and cannot be installed on the floor. Make sure it has both MV and LV connections.
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|
||||
Installing a SMES requires you construct a cable terminal to use as the input. The SMES will draw power from the terminal and send power out from underneath. The terminal will ensure that the HV input and HV output do not connect. Avoid connecting a SMES to itself, this will result in a short circuit which can result in power flickering or outages depending on severity.
|
||||
|
||||
</Document>
|
||||
20
Resources/ServerInfo/Guidebook/Science/APE.xml
Normal file
20
Resources/ServerInfo/Guidebook/Science/APE.xml
Normal file
@@ -0,0 +1,20 @@
|
||||
<Document>
|
||||
# A.P.E.
|
||||
|
||||
The Anomalous Particle Emitter is a machine used to interface with anomalies. It is the primary way of manipulating the stats of an anomaly.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MachineAPE"/>
|
||||
</Box>
|
||||
|
||||
The A.P.E. can shoot three different kinds of anomalous particles: Delta, Epsilon, and Zeta. Each particle types has certain effects:
|
||||
|
||||
- [color=#a4885c]Danger:[/color] Increases the severity of an anomaly.
|
||||
- [color=#a4885c]Unstable:[/color] Increases the instability of an anomaly.
|
||||
- [color=#a4885c]Containment:[/color] Increases the stability at the cost of health.
|
||||
|
||||
Which particle type corresponds to each effect is unique and can be learned by scanning the anomaly.
|
||||
|
||||
The A.P.E. can also be locked by anyone with science access, which prevents it from being deconstructed, turned on or off, or having the particle type switched.
|
||||
|
||||
</Document>
|
||||
41
Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml
Normal file
41
Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml
Normal file
@@ -0,0 +1,41 @@
|
||||
<Document>
|
||||
# Anomalous Research
|
||||
|
||||
Anomalous Research is a subdepartment of Science focused around the containment and manipulation of various unique anomalies.
|
||||
|
||||
## Equipment
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="AnomalyScanner"/>
|
||||
<GuideEntityEmbed Entity="MachineAnomalyVessel"/>
|
||||
<GuideEntityEmbed Entity="MachineAPE"/>
|
||||
</Box>
|
||||
|
||||
Scanners, vessels, and A.P.E.s are all used in the containment and observation of anomalies.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MachineAnomalyGenerator"/>
|
||||
</Box>
|
||||
|
||||
The anomaly generator can produce a random anomaly somewhere on the station at the cost of plasma.
|
||||
|
||||
## Anomalies
|
||||
Anomalies are static objects that appear on the station. They cannot be moved, and must be worked around, no matter their location.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="AnomalyPyroclastic"/>
|
||||
</Box>
|
||||
|
||||
Each anomaly has three main stats, two of which can be seen in anomaly scans:
|
||||
|
||||
- [color=#a4885c]Severity:[/color] This is a numerical value corresponding to the danger of an anomaly.
|
||||
- [color=#a4885c]Stability:[/color] Shown as either decaying, stable, or growing; this is how frequently and widespread the effects will be.
|
||||
- [color=#a4885c]Health:[/color] Health is a hidden stat. It decreases when you use [color=#a4885c]containment particles[/color] on an anomaly. If you use too many, the anomaly will disappear.
|
||||
|
||||
## Pulses and Supercritical Events
|
||||
The most dangerous effects of anomalies are seen during [color=#a4885c]pulses[/color] and [color=#a4885c]supercritical events[/color].
|
||||
|
||||
Pulses are semi-regular bursts of anomalous effects. They're moderately dangerous, scaling with both the severity and stability of an anomaly.
|
||||
|
||||
Supercritical events are only seen if an anomaly reaches 100% severity. If this happens, the anomaly will swell before disappearing into a catastrophic event. These should be avoided at all costs!
|
||||
|
||||
</Document>
|
||||
25
Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
Normal file
25
Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
Normal file
@@ -0,0 +1,25 @@
|
||||
<Document>
|
||||
# Artifact Reports
|
||||
A large portion of Xenoarchaeology gameplay revolves around the interpretation of artifact reports, which are created at the [color=#a4885c]analysis console[/color] after an artifact is scanned. Reports contain the following information:
|
||||
|
||||
- [color=#a4885c]Node ID:[/color] a unique numeric ID corresponding to this artifact's node. Useful in conjunction with a [color=#a4885c]node scanner[/color] for quickly identifying recurring nodes.
|
||||
|
||||
- [color=#a4885c]Depth:[/color] a distance from the starting node (depth 0). This is a good shorthand for the value and danger of a node.
|
||||
|
||||
- [color=#a4885c]Activation status:[/color] whether or not a node has been activated in the past.
|
||||
|
||||
- [color=#a4885c]Stimulus:[/color] the stimulus for that particular node.
|
||||
|
||||
- [color=#a4885c]Reaction:[/color] the reaction the stimulus induces. This is often vague, so caution is advised.
|
||||
|
||||
- [color=#a4885c]Edges:[/color] the amount of nodes that are connected to the current node. Using this, you can calculate the total number of nodes as well as organize a map of their connections.
|
||||
|
||||
- [color=#a4885c]Current value:[/color] the amount of research points an artifact is currently worth. This is an important factor in choosing when to stop research and destroy the artifact in exchange for points.
|
||||
|
||||
Reports are a helpful tool in manipulating an artifact, especially in the later stages where you are traversing nodes that have already been activated.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="PaperArtifactAnalyzer"/>
|
||||
</Box>
|
||||
To help with this process, consider printing out reports, writing down details uncovered during activation, or storing them in a folder nearby.
|
||||
|
||||
</Document>
|
||||
42
Resources/ServerInfo/Guidebook/Science/MachineUpgrading.xml
Normal file
42
Resources/ServerInfo/Guidebook/Science/MachineUpgrading.xml
Normal file
@@ -0,0 +1,42 @@
|
||||
<Document>
|
||||
# Machine Upgrading
|
||||
|
||||
Machines help the station run smoothly, and as a scientist, you can help them run even better!
|
||||
|
||||
## Parts
|
||||
<Box>Stock Parts:</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="CapacitorStockPart"/>
|
||||
<GuideEntityEmbed Entity="MatterBinStockPart"/>
|
||||
<GuideEntityEmbed Entity="MicroLaserStockPart"/>
|
||||
</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MicroManipulatorStockPart"/>
|
||||
<GuideEntityEmbed Entity="ScanningModuleStockPart"/>
|
||||
</Box>
|
||||
You can examine each machine part to see both the type and the rating, which range from 1 to 4.
|
||||
|
||||
Parts of higher levels can be researched as well as found through artifacts or salvage.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="AdvancedMatterBinStockPart"/>
|
||||
<GuideEntityEmbed Entity="SuperMatterBinStockPart"/>
|
||||
<GuideEntityEmbed Entity="BluespaceMatterBinStockPart"/>
|
||||
</Box>
|
||||
|
||||
## Upgrading
|
||||
To know if a machine can be upgraded, you can examine it and check for the [color=#a4885c]lightning bolt[/color] icon in the lower right corner. Clicking on it will allow you to see what kinds of upgrades the machine has.
|
||||
|
||||
To check what parts a machine needs, you can examine its board. Try it here:
|
||||
<Box Orientation="Vertical">
|
||||
<GuideEntityEmbed Entity="ProtolatheMachineCircuitboard"/>
|
||||
<GuideEntityEmbed Entity="CloningPodMachineCircuitboard"/>
|
||||
<GuideEntityEmbed Entity="TraversalDistorterMachineCircuitboard"/>
|
||||
<GuideEntityEmbed Entity="ThermomachineFreezerMachineCircuitBoard"/>
|
||||
</Box>
|
||||
You can use any rating part for any part requirement. Using higher rated parts will increase how effective the machine is.
|
||||
|
||||
If you want to upgrade an existing machine, simply deconstruct it with a screwdriver and crowbar, and replace the existing parts with parts of a higher level.
|
||||
|
||||
You can also quickly upgrade machines by using an RPED, loading it with machine parts, and then clicking on a machine. It will quickly be upgraded with whatever parts were inserted.
|
||||
<GuideEntityEmbed Entity="RPED"/>
|
||||
</Document>
|
||||
@@ -0,0 +1,24 @@
|
||||
<Document>
|
||||
## Anomaly Scanner
|
||||
|
||||
The Anomaly Scanner is used to gather various information on anomalies. They can be found inside of the lockers in the science department.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="AnomalyScanner"/>
|
||||
</Box>
|
||||
|
||||
Scanning an anomaly shows the severity, general stability, approximate point output, reactions with particle types, and time until the next pulse. The reaction types, specifically, can be used in conjunction with the A.P.E. to manipulate anomalies.
|
||||
|
||||
## Anomaly Vessel
|
||||
|
||||
The anomaly vessel is a machine that generates points from anomalies. Use the anomaly scanner on an empty vessel, and the anomaly that was last scanned will be synced with the vessel.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MachineAnomalyVessel"/>
|
||||
</Box>
|
||||
|
||||
The amount of points a vessel generates per second is based on the severity, stability, and health of an anomaly. The higher each of these values, the higher the point output will be.
|
||||
|
||||
Be careful: if an anomaly goes [color=#a4885c]supercritical[/color], the vessel it is linked to will explode. This may damage the station and nearby equipment.
|
||||
|
||||
</Document>
|
||||
26
Resources/ServerInfo/Guidebook/Science/Science.xml
Normal file
26
Resources/ServerInfo/Guidebook/Science/Science.xml
Normal file
@@ -0,0 +1,26 @@
|
||||
<Document>
|
||||
# Science
|
||||
|
||||
Science, often called Research and Development, is a job made up of both generating research points to unlock new technologies as well as using said technologies to produce new items at lathes to help out the station.
|
||||
|
||||
## Technologies
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/>
|
||||
<GuideEntityEmbed Entity="ResearchAndDevelopmentServer"/>
|
||||
</Box>
|
||||
The most important thing inside your department is the R&D server, which stores unlocked technologies, and the R&D computer, which allows you to unlock technologies.
|
||||
|
||||
Each technology costs [color=#a4885c]Research Points[/color] and unlocks recipes at lathes. Some technologies will also have prerequesites you have to unlock before you can research them.
|
||||
|
||||
## Lathes
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Protolathe"/>
|
||||
<GuideEntityEmbed Entity="CircuitImprinter"/>
|
||||
</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ExosuitFabricator"/>
|
||||
<GuideEntityEmbed Entity="MedicalTechFab"/>
|
||||
</Box>
|
||||
At a lathe, you can sync to a server to allow it print whatever recipes you have unlocked. Recipes require various materials (steel, glass, plastic, gold, plasma) which can be acquired at Cargo or Salvage.
|
||||
|
||||
</Document>
|
||||
@@ -0,0 +1,18 @@
|
||||
<Document>
|
||||
# Traversal Distorter
|
||||
|
||||
The traversal distorter is a late-game artifact machine that can aid in moving through the nodes of an artifact.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MachineTraversalDistorter"/>
|
||||
</Box>
|
||||
Artifacts placed on top of a powered traversal distorter are subjected to a bias which affects which node they will move to after being activated. The bias can be set by clicking on the distorter.
|
||||
|
||||
There are two types of biases:
|
||||
- [color=#a4885c]In:[/color] favors nodes closer to the origin. Results in a decrease of depth.
|
||||
- [color=#a4885c]Out:[/color] favors nodes farther away from the origin. Results in an increase of depth.
|
||||
|
||||
Setting it to bias inwards allows you to return to the beginning of an artifact graph, if you've reached a dead end.
|
||||
|
||||
Likewise, if you find yourself stuck at low depths, setting it to bias outward will help you find new nodes. In certain circumstances, toggling between the two allows you to repeatedly activate the same node.
|
||||
|
||||
</Document>
|
||||
29
Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml
Normal file
29
Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml
Normal file
@@ -0,0 +1,29 @@
|
||||
<Document>
|
||||
# Xenoarchaeology
|
||||
Xenoarchaeology is a science subdepartment focused on researching and experimenting on alien artifacts.
|
||||
|
||||
## Artifacts
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="SimpleXenoArtifact" Caption=""/>
|
||||
<GuideEntityEmbed Entity="SimpleXenoArtifactItem" Caption=""/>
|
||||
</Box>
|
||||
Artifacts consist of a randomly-generated graph structure. They consist of nodes connected to each other by edges, the traversal of which is the main goal of the scientists working on them.
|
||||
|
||||
Each node has two main components: a [color=#a4885c]stimulus[/color] and a [color=#a4885c]reaction[/color]. A stimulus is the external behavior that triggers the reaction. Some reactions are instantaneous effects while others are permanent changes. Triggering the reaction causes the artifact to move to one of the node's edges.
|
||||
|
||||
With these basic principles, you can begin to grasp how the different nodes of an artifact are interconnected, and how one can move between them by repeatedly activating nodes.
|
||||
|
||||
While it might seem random to an untrained eye, a skilled scientist can learn to understand the internal structure of any artifact.
|
||||
|
||||
## Artifact Analyzer and Analysis Console
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MachineArtifactAnalyzer"/>
|
||||
<GuideEntityEmbed Entity="ComputerAnalysisConsole"/>
|
||||
</Box>
|
||||
The main equipment that you'll be using for Xenoarchaeology is the [color=#a4885c]artifact analyzer[/color] and the [color=#a4885c]analysis console[/color]. You can use these to create reports that contain valuable information about an artifact.
|
||||
|
||||
To set them up, simply link them with a multitool, set an artifact on top of the analyzer, and press the [color=#a4885c]Scan[/color] button.
|
||||
|
||||
Using the console, you can permanently destroy an artifact in exchange for points. This is irreversible, so be sure to confirm with your department that all research on it has concluded.
|
||||
|
||||
</Document>
|
||||
18
Resources/ServerInfo/Guidebook/Security/DNA.xml
Normal file
18
Resources/ServerInfo/Guidebook/Security/DNA.xml
Normal file
@@ -0,0 +1,18 @@
|
||||
<Document>
|
||||
# DNA
|
||||
|
||||
## How to get someone’s DNA?
|
||||
|
||||
You can scan blood puddles, vomit, glasses, bottles, cans and other liquid containers using the [color=#a4885c]forensic scanner[/color] to get DNA of any person.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ForensicScanner"/>
|
||||
</Box>
|
||||
So be careful before fighting with someone.
|
||||
|
||||
## I got DNA. How do I recognize whose it is?
|
||||
|
||||
You can print the forensic information of the object you scanned so you never miss it. Now with the paper containing DNA you can simply find a [color=#a4885c]Station Records Computer[/color] and look for a person whose DNA matches.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ComputerStationRecords"/>
|
||||
</Box>
|
||||
</Document>
|
||||
30
Resources/ServerInfo/Guidebook/Security/Security.xml
Normal file
30
Resources/ServerInfo/Guidebook/Security/Security.xml
Normal file
@@ -0,0 +1,30 @@
|
||||
<Document>
|
||||
# Security
|
||||
Ensuring the safety of both station and crew is number one for Security. Be it Syndicate Agents, Nuclear Operatives, Infestations or just unruly staff. Security are on hand to maintain order and control crowds.
|
||||
|
||||
## Gear
|
||||
First we have non-lethals a step above simply telling someone to cooperate with instructions. Both the stunbaton and disabler are capable of limiting the movement of an assailant, whereas handcuffs can be applied to deny a criminal free movement and access to their hands.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Stunbaton"/>
|
||||
<GuideEntityEmbed Entity="Handcuffs"/>
|
||||
<GuideEntityEmbed Entity="WeaponDisabler"/>
|
||||
</Box>
|
||||
|
||||
## Flashes
|
||||
Flashes are an effective tool for dispersing crowds and apprehending particularly evasive targets, with a large area of effect blinding all those without protection.
|
||||
Security and [color=#a4885c]some[/color] other members of staff have eye protection from flashbangs and flashes.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Flash"/>
|
||||
<GuideEntityEmbed Entity="ClothingEyesGlassesSecurity"/>
|
||||
<GuideEntityEmbed Entity="GrenadeFlashBang"/>
|
||||
|
||||
</Box>
|
||||
## Lethals
|
||||
Should the situation dictate, Security have access to laser rifles, shotguns, handguns and automatic rifles able to put down substancial fire against any who would stand against the station.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="WeaponLaserCarbine"/>
|
||||
<GuideEntityEmbed Entity="WeaponShotgunKammerer"/>
|
||||
<GuideEntityEmbed Entity="WeaponPistolMk58"/>
|
||||
<GuideEntityEmbed Entity="WeaponRifleLecter"/>
|
||||
</Box>
|
||||
</Document>
|
||||
40
Resources/ServerInfo/Guidebook/Shuttlecraft.xml
Normal file
40
Resources/ServerInfo/Guidebook/Shuttlecraft.xml
Normal file
@@ -0,0 +1,40 @@
|
||||
<Document>
|
||||
# Shuttle-craft
|
||||
|
||||
Shuttle construction is simple and easy, albeit rather expensive and hard to pull off within an hour. It's a good activity if you have a significant amount of spare time on your hands and want a bit of a challenge.
|
||||
|
||||
## Getting started
|
||||
<Box>Required parts:</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Thruster"/>
|
||||
<GuideEntityEmbed Entity="Gyroscope"/>
|
||||
<GuideEntityEmbed Entity="ComputerShuttle"/>
|
||||
<GuideEntityEmbed Entity="SubstationBasic"/>
|
||||
<GuideEntityEmbed Entity="GeneratorPlasma"/>
|
||||
</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="CableHVStack"/>
|
||||
<GuideEntityEmbed Entity="CableMVStack"/>
|
||||
<GuideEntityEmbed Entity="CableApcStack"/>
|
||||
<GuideEntityEmbed Entity="APCBasic"/>
|
||||
</Box>
|
||||
|
||||
<Box>Optional parts:</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="AirCanister"/>
|
||||
<GuideEntityEmbed Entity="LightTube"/>
|
||||
<GuideEntityEmbed Entity="AirlockGlassShuttle"/>
|
||||
<GuideEntityEmbed Entity="SMESBasic"/>
|
||||
</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MobCorgiIan"/>
|
||||
<GuideEntityEmbed Entity="NuclearBomb"/>
|
||||
</Box>
|
||||
|
||||
Head out into space with steel sheets and metal rods in hand, and once you're three or more meters away from the station, click near or under you with the rods in hand. This will place some lattice, which can then be turned into plating with the steel sheets. Expand your lattice platform by clicking just off the edge with rods in hand.
|
||||
|
||||
From there, once you have the shape you want, bring out and install thrusters at the edges. They must be pointing outward into space to function and will not fire if there's a tile in the way of the nozzle. Install a gyroscope where convenient, and use your substation and generator to set up power. Construct a wall on top of an MV cable and then install an APC on that to power the devices onboard.
|
||||
|
||||
Finally, install the shuttle computer wherever is convenient and ensure all your thrusters and gyroscopes are receiving power. If they are, congratulations, you should have a functional shuttle! Making it livable and good looking is left as an exercise to the reader.
|
||||
|
||||
</Document>
|
||||
106
Resources/ServerInfo/Guidebook/Singularity.xml
Normal file
106
Resources/ServerInfo/Guidebook/Singularity.xml
Normal file
@@ -0,0 +1,106 @@
|
||||
<Document>
|
||||
# Gravitational Singularity Engine
|
||||
|
||||
The Gravitational Singularity Engine can yield infinite power, with no fueling required. It can also destroy the whole station with equal ease. It uses a Particle Accelerator to fire high energy particles at a Singularity Generator to form a singularity. The singularity then pulses radiation which is absorbed by Radiation Collectors.
|
||||
|
||||
## Setting it up
|
||||
|
||||
The Gravitational Singularity Engine requires 4 subsystems to work properly:
|
||||
|
||||
## Gravitational singularity generator
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="SingularityGenerator"/>
|
||||
</Box>
|
||||
The generator should be anchored at the center of the containment area since this is where the singularity will appear at.
|
||||
|
||||
## Containment field generators and emitters
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Emitter"/>
|
||||
<GuideEntityEmbed Entity="ContainmentFieldGenerator"/>
|
||||
<GuideEntityEmbed Entity="ContainmentField"/>
|
||||
</Box>
|
||||
The emitters connect to MV cables and fire lasers as long as they have power and are turned on.
|
||||
Fire emitters at containment field generators to activate them.
|
||||
If two containment field generators are active, in range and in the same cardinal axis, a containment field will appear.
|
||||
The containment field will repell the singularity, keeping it from escaping, and yield a little bit of power every time anything bounces off of them.
|
||||
Emitter lasers and containment field can cause damage, avoid touching them when active.
|
||||
|
||||
## Radition collectors
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="RadiationCollector"/>
|
||||
</Box>
|
||||
They connect to HV cables and generate power from nearby radiation sources when turned on.
|
||||
|
||||
## Particle accelerator
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorEndCap"/>
|
||||
</Box>
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorControlBox" Caption="PA computer"/>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorFuelChamber"/>
|
||||
<GuideEntityEmbed Entity="CableHV"/>
|
||||
</Box>
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorPowerBox"/>
|
||||
</Box>
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorEmitterLeft" Caption="Emitter L"/>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorEmitterCenter" Caption="Emitter C"/>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorEmitterRight" Caption="Emitter R"/>
|
||||
</Box>
|
||||
|
||||
The Particle Accelerator (PA) is a multi-tile structure that launches acclerated particles from its emitters. Its emitters should always face the gravitational singularity generator.
|
||||
Some stations already have an unfinished PA. To complete, first ensure there is HV cable beneath the PA power box, anchor all parts, then add LV cable to each part.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="CableApcStack"/>
|
||||
</Box>
|
||||
Then use a screwdriver to screw back the panels.
|
||||
Scan parts using the PA control computer to check if it's operational. If it shows up as incomplete, examine for what's missing.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ParticleAcceleratorControlBox"/>
|
||||
</Box>
|
||||
|
||||
## Turing on the Gravitational Singularity Engine
|
||||
|
||||
[color=#a4885c]Do not[/color] turn the PA on unless all other subsystems are working properly.
|
||||
|
||||
Turn power on using the PA control computer. Set strength to an appropiate level.
|
||||
The higher the output stength is set on PA control computer, the bigger the singularity will be.
|
||||
|
||||
The PA will now draw power from the power net and start firing particles at the Gravitational singularity generator.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
|
||||
<GuideEntityEmbed Entity="ParticlesProjectile"/>
|
||||
<GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
|
||||
</Box>
|
||||
|
||||
A singularity will soon appear at the position of the Gravitational singularity generator.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Singularity"/>
|
||||
</Box>
|
||||
|
||||
If no particle is hitting the singularity generator, the singularity will start to slowly decay until it disappear.
|
||||
|
||||
## Safety
|
||||
Singularity emits radiation around it, so always keep a distance. Consider getting radiation shielding gear beforehand. Seek medical attention if experiencing health issues.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ClothingOuterHardsuitEngineering"/>
|
||||
</Box>
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ClosetRadiationSuit"/>
|
||||
<GuideEntityEmbed Entity="ClothingOuterSuitRad"/>
|
||||
<GuideEntityEmbed Entity="GeigerCounter"/>
|
||||
</Box>
|
||||
|
||||
A singularity might move around, but the containment field will repel it.
|
||||
If a singularity escapes its containment field, often referred to as a "singuloose," it will attract and then consume everything in its way.
|
||||
|
||||
In such circumstances, there is little to be done other than running in the opposite direction.
|
||||
</Document>
|
||||
14
Resources/ServerInfo/Guidebook/Space Station 14.xml
Normal file
14
Resources/ServerInfo/Guidebook/Space Station 14.xml
Normal file
@@ -0,0 +1,14 @@
|
||||
<Document>
|
||||
# Space Station 14
|
||||
|
||||
Welcome to the pre-alpha of Space Station 14! We hope you enjoy the game, and this entry will serve to guide you on how to learn to play. There's quite a bit to read, but SS14 is in itself a very large and in-depth game, and hopefully these guides help you enjoy it to it's fullest.
|
||||
|
||||
## What this is
|
||||
Space Station 14 is a free (forever) open source remake of the infamous Space Station 13, hoping to provide a improved experience for both newcomers and old players alike. Space Station 14 is designed as a fully moddable experience that you can modify to your liking with custom servers, adding entire swaths of new content for people to explore.
|
||||
|
||||
If you're just here to play, that's great! The [color=#a4885c]Where to start[/color] section of this entry will help you out, if you're looking to do a bit more with the game, you can join our discord and find our github page in the lobby.
|
||||
|
||||
## Where to start
|
||||
It's recommended to start with the [color=#a4885c]Controls[/color] guide, and then read the [color=#a4885c]Character Creation[/color], [color=#a4885c]Roleplaying[/color], and [color=#a4885c]Jobs[/color] guides. Not all jobs or concepts will have guides yet, and it's strongly encouraged to help us write them if you're an experienced player!
|
||||
|
||||
</Document>
|
||||
32
Resources/ServerInfo/Guidebook/Survival.xml
Normal file
32
Resources/ServerInfo/Guidebook/Survival.xml
Normal file
@@ -0,0 +1,32 @@
|
||||
<Document>
|
||||
# Survival
|
||||
|
||||
It is generally wise to avoid situations that will cause you harm, because medical can only heal you so much when there's nuclear operatives on your doorstep.
|
||||
|
||||
## Identifying your situation
|
||||
Your PDA contains both a vessel name and list of crew currently active in your vessel, a reminder for your name if needed, and your assigned job for the shift, allowing you to quickly assess the situation.
|
||||
|
||||
## Emergency Treatment
|
||||
In the event of a serious emergency, there's a few things you can do to help ensure your long-term survival, including:
|
||||
|
||||
- If entering critical condition, use the emergency medipen from your emergency box, it'll make sure you don't end up unable to do anything. Emergency medipens can also be used to revive people currently in crit on the floor, and to prolong the amount of time you have to deal with poisons/etc.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="EmergencyMedipen"/>
|
||||
<GuideEntityEmbed Entity="SpaceMedipen"/>
|
||||
</Box>
|
||||
- Your emergency box contains a breath mask and oxygen tank, which can help you survive longer in a spacing situation.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ClothingMaskBreath"/>
|
||||
<GuideEntityEmbed Entity="EmergencyOxygenTankFilled"/>
|
||||
</Box>
|
||||
- If actively bleeding out, or simply wishing to prepare, it's possible to slice up cloth items with a knife or other sharp object and use the resulting cloth to create gauze to stem bleeding with.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Gauze"/>
|
||||
<GuideEntityEmbed Entity="MaterialCloth"/>
|
||||
</Box>
|
||||
- In lieu of an actual health analyzer, simply examining yourself and using the detailed examine is a good way to figure out what wounds you have.
|
||||
- If going blind, carrots are another way to treat the issue (as they contain Oculine, the chemistry drug used to treat blindness) should they be available.
|
||||
- Well-made meals (cooked food not from a vending machine) is generally much better for your overall health and can help heal smaller wounds more quickly.
|
||||
- Simple bed rest cures the majority of diseases and also allows wounds to close up on their own. Medical beds are best for this, providing a sterile surface and support for all damaged body parts, but any bed works. Even sitting down helps, if only a little.
|
||||
|
||||
</Document>
|
||||
8
Resources/ServerInfo/Intro.txt
Normal file
8
Resources/ServerInfo/Intro.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
Welcome to Space Station 14! You have just started your shift aboard a Nanotrasen space station and along with your crewmates should cooperate, perform your job role to the best of your ability and have fun (not at the expense of others hopefully).
|
||||
|
||||
Please make sure you understand the server rules (F1) and if you have any questions, consult this guide, your colleagues on shift in person or over radio or via discord. You can also ask admins for help (ahelp) by hitting the escape key > admin help and typing a message to any online admins. Especially do this if you witness someone breaking rules.
|
||||
|
||||
To reiterate, you are all a crew of people who work together (even the clown) and you should not be harming each other unless you have an extremely good reason (self defence) and even then, call security over radio, stun and detain, do not commit murder as a non antagonist (see antagonist further down).
|
||||
|
||||
|
||||
Instead of intents, we have combat mode. Check controls below for its keybind. You can't attack anybody with it off, so no more hitting yourself with your own crowbar.
|
||||
119
Resources/ServerInfo/RP_Rules.txt
Normal file
119
Resources/ServerInfo/RP_Rules.txt
Normal file
@@ -0,0 +1,119 @@
|
||||
[color=#ff0000]YOU MUST BE AT LEAST 16 YEARS OF AGE TO PLAY ON WIZARD'S DEN SERVERS. ANY USER SUSPECTED OF BEING UNDER 16 YEARS OF AGE WILL BE BANNED UNTIL THEY ARE OF AGE.[/color]
|
||||
|
||||
[color=#ff0000]DISCONNECTING FROM OR IGNORING/EVADING ADMIN-HELPS WILL RESULT IN AN APPEAL ONLY BAN.[/color]
|
||||
|
||||
[color=#ff0000]This is the "short" form of the rules, which has all the information any regular player should need. You can find the "long" form of the rules with more examples & clarifications of any ambiguity on our [color=#a4885c]wiki.spacestation14.io[/color], should you need it. Some RP-specific documents available on the wiki such as Space Law, the Standard Operating Procedure, and the Alert Procedure will be mentioned here and are expected to be followed. [/color]
|
||||
|
||||
[color=#a4885c]0.[/color] [color=#a4885c]The[/color] [color=#ffd700]Golden[/color] [color=#a4885c]Rule.[/color] Admins may excercise discretion with rules as they see fit. If you rule lawyer or line skirt, you will get removed. Admins will answer for use of this privilege.
|
||||
|
||||
[color=#ff0000]ZERO TOLERANCE RULES[/color]
|
||||
|
||||
[color=#a4885c]1.[/color] Absolutely no hate speech, slurs, bigotry, IC specism (demeaning other characters in-game due to their in-game race), or anything even remotely similar. (YOU WILL GET PERMABANNED)
|
||||
|
||||
[color=#a4885c]2.[/color] Absolutely no Erotic Roleplay (ERP) or sexual content, including direct or indirect mentions of sexual behavior or actions. (YOU WILL GET PERMABANNED) (Leeway is given to insults, ex: 'You are a dickhead', do not push it)
|
||||
|
||||
[color=#a4885c]3.[/color] Don't communicate in-game/in-character information through methods outside of the game (such as talking in Discord with other users actively playing or by talking to your sibling across the room while you are both playing). This is referred to as "Metacomming" and we are not able to police it, therefore it is strictly forbidden. (BOTH OR ALL OF YOU WILL GET PERMABANNED)
|
||||
|
||||
[color=#a4885c]4.[/color] Attempting to evade game bans will result in an automatic appeal-only permanent ban that is only appealable after six months. Attempting to evade job bans will result in an appeal-only permanent ban. (YOU WILL GET BANNED MUCH WORSE THAN YOU ALREADY WERE)
|
||||
|
||||
[color=#ff0000]GENERAL ETIQUETTE[/color]
|
||||
|
||||
[color=#a4885c]5.[/color] These are English servers. Speak only English in IC and OOC.
|
||||
|
||||
[color=#a4885c]6.[/color] Don't use exploits or external programs to play, gain an advantage, or disrupt the round/server. This includes autoclickers and auto-hotkey scripts.
|
||||
|
||||
[color=#a4885c]7.[/color] Don't "multi-key" (utilize multiple alt accounts). Users knowingly using multiple SS14 accounts will have all of their accounts banned.
|
||||
|
||||
[color=#a4885c]8.[/color] Do not ignore the admin help relay or abuse it by flooding it with garbage, checking for admins before stating a problem (ex: "hello?", "any admins?"), or sending messages of no substance. All admin helps are sent to the SS14 Discord.
|
||||
|
||||
[color=#ff0000]IN GAME & ROLEPLAY RULES[/color]
|
||||
|
||||
[color=#a4885c]9.[/color] Pick a realistic name that could appear on a birth certificate with at least a first and last name (leeway is given to this for Clowns, Mimes, and non-human races).
|
||||
- Names of notable famous or fictional persons or names that resemble/parody them are strictly forbidden. You are not clever if you slightly change a famous name around. Terrible names open you up to being politely reminded to change it, smited, or instantly banned, depending on severity.
|
||||
|
||||
[color=#a4885c]10.[/color] Act like an actual human being on a space station in a low-roleplay (LRP) environment. Do not use text speak or emoticons IC, and do not refer to OOC things like admins in-game.
|
||||
|
||||
[color=#a4885c]11.[/color] Don't be a dick. You are playing a multiplayer game with other people who also want to enjoy the game.
|
||||
- Do not intentionally make other players' lives hell for your own amusement.
|
||||
- Antagonists have lots of leeway with this rule and may kill/sabotage as they see fit, but if it degrades the experience for majority of the rest of the server you will be told to stop.
|
||||
- [color=#ff0000]THE ROUND IS NOT OVER UNTIL THE END-ROUND SUMMARY APPEARS. KILLING SOMEONE FOR NO REASON BEFORE THIS WILL BE HANDLED ACCORDINGLY.[/color]
|
||||
|
||||
[color=#a4885c]12.[/color] Don't harass or target players across rounds for actions in prior rounds or for actions outside of the game (this is referred to as "Metagrudging".)
|
||||
- Annoying players for IC reasons in the current round is fine; doing it across rounds or as a ghost role after they kill you is not.
|
||||
|
||||
[color=#a4885c]13.[/color] Don't use information gained from outside your character's knowledge to gain an advantage (this is referred to as "Metagaming").
|
||||
- Using information you gain from outside your own character (such as spectating while a ghost, through screenshots or metacomms, or other means) to your advantage is strictly forbidden. You remember all events up until you fall unconscious, even after cloning. If you take a ghost role, unless otherwise stated, you DO NOT REMEMBER ANYTHING from your past life.
|
||||
|
||||
[color=#a4885c]14.[/color] Follow escalation rules and don't murder someone for slipping you, use common sense.
|
||||
- You can defend yourself to the extent of protecting your own life.
|
||||
- Security is unique in escalation and can escalate to less lethal to arrest criminals as needed.
|
||||
- Don't outright leave people to die if you get in a fight, make an effort to heal them or bring them to Medbay.
|
||||
- Adminhelp the situation if you think someone is over-escalating.
|
||||
- Department strikes, revolutions (ex: cargonia and any variation thereof), or cults are antagonist-only activites and are forbidden without admin permission.
|
||||
|
||||
[color=#a4885c]15.[/color] Don't immediately ghost or suicide from your role if you do not get antagonist (referred to as "Antag-rolling").
|
||||
- This is not fair to other players actually waiting patiently for an antagonist round. Alternatively, if you do not want to play an antagonist or do not want to cause conflict, do not opt-in for antagonist roles.
|
||||
|
||||
[color=#a4885c]16.[/color] Don't rush for or prepare equipment unrelated to your job for no purpose other then to have it "just in case" (referred to as "Powergaming").
|
||||
- A medical doctor does not need insulated gloves, and the Head of Personnel does not need to give themselves armory access so they can go grab a gun.
|
||||
- Don't manufacture weapons, bombs, or death poisons before you know of any reason you would need them.
|
||||
|
||||
[color=#a4885c]17.[/color] Intentionally making yourself a major problem/annoyance/disruption for the crew or other players at large while not an antagonist is forbidden (referred to as "self-antagging").
|
||||
|
||||
[color=#ff0000]SECURITY & COMMAND RULES[/color]
|
||||
If you regularly play Security or Command roles and got this far, I applaud you for reading.
|
||||
|
||||
[color=#a4885c]18.[/color] If you sign up for a Command or Security role, you are expected to know the basics of the game, your job, and the job(s) you supervise, if any.
|
||||
- Failure to know your job or how to play the game in general as Command or Security is liable to result in a job ban.
|
||||
- As a Command or Security role, don't make friends with antagonists and trade contraband with them.
|
||||
- Don't engage in common troublemaker behavior and lawbreaking as a Command or Security role.
|
||||
- Do not immediately abandon your position as a Command role and go do whatever you want instead of managing your department/the station.
|
||||
|
||||
[color=#a4885c]19.[/color] Security/Command should try to remain non-lethal and effect arrests, except in the following special circumstances, where they may choose to use lethal force:
|
||||
- Lethal force is used against you (ex: firearms, lasers, disabling weapons with intent to kill, deadly melee weapons)
|
||||
- Suspect is wearing clothing or showing immediately dangerous equipment only used by enemy agents/antagonists (ex: Syndicate EVA Suit, Bloodred Hardsuit, Holoparasite, C-20R, etc.)
|
||||
- You determine that your life or the life of an innocent is in immediate danger
|
||||
- The suspect is unable to be safely detained by less-lethal means
|
||||
- If no other reasonable options are readily available and allowing the suspect to continue would be an unreasonable danger to the station/crew
|
||||
|
||||
Security/Command will be expected to answer for use of lethal force. Security/Command will be expected to effect arrests on criminals and prevent them from dying while in custody, even if lethal force is used, unless there is strong reason to believe the criminal is an antagonist. Security/Command is strongly encouraged, but not required, to clone antagonists and effect a permabrigging or other sentence as deemed appropriate.
|
||||
|
||||
[color=#a4885c]20.[/color] Security/Command are expected to protect detainees in their custody to the best of their ability so as long as it does not come to unreasonable risk to themselves, the crew or the station at large to do so.
|
||||
- Brig times should generally not exceed 10 minutes. Repeat offenders or antagonists may be permabrigged.
|
||||
- Detainees that die in your custody must be cloned unless they have been (legally) executed or there is strong reason to believe they are an antagonist.
|
||||
- Executions must be for a permabriggable crime and approved by the Captain/Acting Captain, who will answer for approving it alongside Security's chain of command. Security is beholden to [color=#FFFFFF]Space Law.[/color].
|
||||
|
||||
[color=#ff0000]RP SERVER SPECIFIC RULES[/color]
|
||||
|
||||
[color=#a4885c]21.[/color] This server is a "Roleplay Expected" server. We define this as performing your assigned duties, "doing your job". This means it is important to do what is expected out of your department and not what would be expected out of other departments.
|
||||
- Don’t do other peoples jobs for them. Opt in for the role you intend to play or change your job by visiting the Head of Personnel. Failure to do your basic duties may result in a job ban.
|
||||
|
||||
[color=#a4885c]22.[/color] Each round exists independently of all other rounds. While friendships persisting through rounds is okay, using experiences from other rounds to give an advantage or disadvantage to other players is not permitted.
|
||||
|
||||
[color=#a4885c]23.[/color] New Life Rule is in effect - Do not use information obtained while dead or from a previous life upon returning to the land of the living. Even if you are cloned, you do not remember the events culminating in your death.
|
||||
|
||||
[color=#a4885c]24.[/color] Do your best not to interact negatively with SSD/AFK players. Moving them to safety is acceptable; killing, looting, or otherwise griefing them while they are away is not.
|
||||
- SSD characters are players who are disconnected or AFK. It is possible for players to return to SSD bodies. Players become catatonic when they take a ghost spawner role or commit suicide. Players are NOT able to return to these bodies without admin intervention.
|
||||
- If the player in question is an antag’s target or they are being secured by security, interactions to finish what is required of your duties/objectives are always acceptable.
|
||||
- Ahelping about an SSD/AFK player may grant an exception to this rule.
|
||||
- This does not apply to players that are catatonic, although needlessly killing or harming catatonic players is discouraged.
|
||||
|
||||
[color=#a4885c]25.[/color] As mentioned above, [color=#ff0000]Space Law, Standard Operating Procedure and Alert Procedure policy/guidelines are expected to be adhered to[/color]. These can be found at wiki.spacestation14.io.
|
||||
|
||||
[color=#ff0000]Command Rules[/color]
|
||||
|
||||
[color=#a4885c]26.[/color] The following jobs: Captain, HOP, HOS, CE, RD, CMO, and QM should ahelp when they need to stop playing. Do not play these roles if you do not expect to be able to finish the round.
|
||||
- These roles must exhibit some competency. Incompetence can result in a job ban. Command roles are designed to lead and manage departments first and do second. They are not intended to become do-it-all members of their departments.
|
||||
- Crew promoted to acting heads of staff must step down when an official head of staff arrives at the station. This is to prevent confusion with the chain of command when the new player arrives.
|
||||
|
||||
[color=#a4885c]27.[/color] In the absence of a captain, the Head of Personnel must serve as acting captain. In the absence of a captain or HoP, the other command staff should choose an acting captain by consensus, in accordance with the Standard Operating Procedure.
|
||||
- Only command staff may serve as acting captain. Acting departmental heads and regular crew may not serve as acting captain.
|
||||
- An acting captain may fill in for decisions that require the captain’s authorization, but may not run the station and its departments, nor are they privy to the captain’s equipment or access, with exceptions for the command headset and nuke disk.
|
||||
|
||||
[color=#ff0000]Antagonist and Ghost Role Policy[/color]
|
||||
|
||||
[color=#a4885c]28.[/color] Antagonists exist to move the round forward and make things interesting and fun for everyone involved. The point isn't to "win", kill everyone else, or anything like that.
|
||||
- Do not spawn camp or prevent others from entering the round safely.
|
||||
- Do what is needed for your goals. Causing chaos in a department with a bomb is okay, but destroying half the station when you only need to steal magboots is an example of going extremely overboard.
|
||||
- Team antag objectives take precedence over solo antag objectives.
|
||||
- Ghost spawner roles must follow their flavor text upon taking said role.
|
||||
85
Resources/ServerInfo/Rules.txt
Normal file
85
Resources/ServerInfo/Rules.txt
Normal file
@@ -0,0 +1,85 @@
|
||||
[color=#ff0000]YOU MUST BE AT LEAST 16 YEARS OF AGE TO PLAY ON WIZARD'S DEN SERVERS. ANY USER SUSPECTED OF BEING UNDER 16 YEARS OF AGE WILL BE BANNED UNTIL THEY ARE OF AGE.[/color]
|
||||
|
||||
[color=#ff0000]DISCONNECTING FROM OR IGNORING/EVADING ADMIN-HELPS WILL RESULT IN AN APPEAL ONLY BAN.[/color]
|
||||
|
||||
This is the "short" form of the rules, which has all the information any regular player should need. You can find the "long" form of the rules with more examples & clarifications of any ambiguity on our wiki at [color=#a4885c]wiki.spacestation14.io[/color], should you need it.
|
||||
|
||||
[color=#a4885c]0.[/color] [color=#a4885c]The[/color] [color=#ffd700]Golden[/color] [color=#a4885c]Rule.[/color] Admins may excercise discretion with rules as they see fit. If you rule lawyer or line skirt, you will get removed. Admins will answer for use of this privilege.
|
||||
|
||||
[color=#ff0000]ZERO TOLERANCE RULES[/color]
|
||||
|
||||
[color=#a4885c]1.[/color] Absolutely no hate speech, slurs, bigotry, IC specism (demeaning other characters in-game due to their in-game race), or anything even remotely similar. (YOU WILL GET PERMABANNED)
|
||||
|
||||
[color=#a4885c]2.[/color] Absolutely no Erotic Roleplay (ERP) or sexual content, including direct or indirect mentions of sexual behavior or actions. (YOU WILL GET PERMABANNED) (Leeway is given to insults, ex: 'You are a dickhead', do not push it)
|
||||
|
||||
[color=#a4885c]3.[/color] Don't communicate in-game/in-character information through methods outside of the game (such as talking in Discord with other users actively playing or by talking to your sibling across the room while you are both playing). This is referred to as "Metacomming" and we are not able to police it, therefore it is strictly forbidden. (BOTH OR ALL OF YOU WILL GET PERMABANNED)
|
||||
|
||||
[color=#a4885c]4.[/color] Attempting to evade game bans will result in an automatic appeal-only permanent ban that is only appealable after six months. Attempting to evade job bans will result in an appeal-only permanent ban. (YOU WILL GET BANNED MUCH WORSE THAN YOU ALREADY WERE)
|
||||
|
||||
[color=#ff0000]GENERAL ETIQUETTE[/color]
|
||||
|
||||
[color=#a4885c]5.[/color] These are English servers. Speak only English in IC and OOC.
|
||||
|
||||
[color=#a4885c]6.[/color] Don't use exploits or external programs to play, gain an advantage, or disrupt the round/server. This includes autoclickers and auto-hotkey scripts.
|
||||
|
||||
[color=#a4885c]7.[/color] Don't "multi-key" (utilize multiple alt accounts). Users knowingly using multiple SS14 accounts will have all of their accounts banned.
|
||||
|
||||
[color=#a4885c]8.[/color] Do not ignore the admin help relay or abuse it by flooding it with garbage, checking for admins before stating a problem (ex: "hello?", "any admins?"), or sending messages of no substance. All admin helps are sent to the SS14 Discord.
|
||||
|
||||
[color=#ff0000]IN GAME & ROLEPLAY RULES[/color]
|
||||
|
||||
[color=#a4885c]9.[/color] Pick a realistic name that could appear on a birth certificate with at least a first and last name (leeway is given to this for Clowns, Mimes, and non-human races).
|
||||
- Names of notable famous or fictional persons or names that resemble/parody them are strictly forbidden. You are not clever if you slightly change a famous name around. Terrible names open you up to being politely reminded to change it, smited, or instantly banned, depending on severity.
|
||||
|
||||
[color=#a4885c]10.[/color] Act like an actual human being on a space station in a low-roleplay (LRP) environment. Do not use text speak or emoticons IC, and do not refer to OOC things like admins in-game.
|
||||
|
||||
[color=#a4885c]11.[/color] Don't be a dick. You are playing a multiplayer game with other people who also want to enjoy the game.
|
||||
- Do not intentionally make other players' lives hell for your own amusement.
|
||||
- Antagonists have lots of leeway with this rule and may kill/sabotage as they see fit, but if it degrades the experience for majority of the rest of the server you will be told to stop.
|
||||
- [color=#ff0000]THE ROUND IS NOT OVER UNTIL THE END-ROUND SUMMARY APPEARS. KILLING SOMEONE FOR NO REASON BEFORE THIS WILL BE HANDLED ACCORDINGLY.[/color]
|
||||
- Do not grief / spawnkill players on the arrivals station, arrivals shuttle, or other newly spawned areas. This applies if you are an antagonist.
|
||||
|
||||
[color=#a4885c]12.[/color] Don't harass or target players across rounds for actions in prior rounds or for actions outside of the game (this is referred to as "Metagrudging".)
|
||||
- Annoying players for IC reasons in the current round is fine; doing it across rounds or as a ghost role after they kill you is not.
|
||||
|
||||
[color=#a4885c]13.[/color] Don't use information gained from outside your character's knowledge to gain an advantage (this is referred to as "Metagaming").
|
||||
- Using information you gain from outside your own character (such as spectating while a ghost, through screenshots or metacomms, or other means) to your advantage is strictly forbidden. You remember all events up until you fall unconscious, even after cloning. If you take a ghost role, unless otherwise stated, you DO NOT REMEMBER ANYTHING from your past life.
|
||||
|
||||
[color=#a4885c]14.[/color] Follow escalation rules and don't murder someone for slipping you, use common sense.
|
||||
- You can defend yourself to the extent of protecting your own life.
|
||||
- Security is unique in escalation and can escalate to less lethal to arrest criminals as needed.
|
||||
- Don't outright leave people to die if you get in a fight, make an effort to heal them or bring them to Medbay.
|
||||
- Adminhelp the situation if you think someone is over-escalating.
|
||||
- Department strikes, revolutions (ex: cargonia and any variation thereof), or cults are antagonist-only activites and are forbidden without admin permission.
|
||||
|
||||
[color=#a4885c]15.[/color] Don't immediately ghost or suicide from your role if you do not get antagonist (referred to as "Antag-rolling").
|
||||
- This is not fair to other players actually waiting patiently for an antagonist round. Alternatively, if you do not want to play an antagonist or do not want to cause conflict, do not opt-in for antagonist roles.
|
||||
|
||||
[color=#a4885c]16.[/color] Don't rush for or prepare equipment unrelated to your job for no purpose other then to have it "just in case" (referred to as "Powergaming").
|
||||
- A medical doctor does not need insulated gloves, and the Head of Personnel does not need to give themselves armory access so they can go grab a gun.
|
||||
- Don't manufacture weapons, bombs, or death poisons before you know of any reason you would need them.
|
||||
|
||||
[color=#a4885c]17.[/color] Intentionally making yourself a major problem/annoyance/disruption for the crew or other players at large while not an antagonist is forbidden (referred to as "self-antagging").
|
||||
|
||||
[color=#ff0000]SECURITY & COMMAND RULES[/color]
|
||||
If you regularly play Security or Command roles and got this far, I applaud you for reading.
|
||||
|
||||
[color=#a4885c]18.[/color] If you sign up for a Command or Security role, you are expected to know the basics of the game, your job, and the job(s) you supervise, if any.
|
||||
- Failure to know your job or how to play the game in general as Command or Security is liable to result in a job ban.
|
||||
- As a Command or Security role, don't make friends with antagonists and trade contraband with them.
|
||||
- Don't engage in common troublemaker behavior and lawbreaking as a Command or Security role.
|
||||
- Do not immediately abandon your position as a Command role and go do whatever you want instead of managing your department/the station.
|
||||
|
||||
[color=#a4885c]19.[/color] Security/Command should try to remain non-lethal and effect arrests, except in the following special circumstances, where they may choose to use lethal force:
|
||||
- Lethal force is used against you (ex: firearms, lasers, disabling weapons with intent to kill, deadly melee weapons)
|
||||
- Suspect is wearing clothing or showing immediately dangerous equipment only used by enemy agents/antagonists (ex: Syndicate EVA Suit, Bloodred Hardsuit, Holoparasite, C-20R, etc.)
|
||||
- You determine that your life or the life of an innocent is in immediate danger
|
||||
- The suspect is unable to be safely detained by less-lethal means
|
||||
- If no other reasonable options are readily available and allowing the suspect to continue would be an unreasonable danger to the station/crew
|
||||
|
||||
Security/Command will be expected to answer for use of lethal force. Security/Command will be expected to effect arrests on criminals and prevent them from dying while in custody, even if lethal force is used, unless there is strong reason to believe the criminal is an antagonist. Security/Command is strongly encouraged, but not required, to clone antagonists and effect a permabrigging or other sentence as deemed appropriate.
|
||||
|
||||
[color=#a4885c]20.[/color] Security/Command are expected to protect detainees in their custody to the best of their ability so as long as it does not come to unreasonable risk to themselves, the crew or the station at large to do so.
|
||||
- Brig times should generally not exceed 10 minutes. Repeat offenders or antagonists may be permabrigged.
|
||||
- Detainees that die in your custody must be cloned unless they have been (legally) executed or there is strong reason to believe they are an antagonist.
|
||||
- Executions must be for a permabriggable crime and approved by the Captain/Acting Captain, who will answer for approving it alongside Security's chain of command. As there is no space law, Security/Command acts to maintain the safety of the station and its inhabitants, as well as Nanotrasen assets.
|
||||
16
Resources/ServerInfo/Sandbox.txt
Normal file
16
Resources/ServerInfo/Sandbox.txt
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
[color=#ffffff]Entity spawn panel options[/color]
|
||||
[color=#a4885c]Default[/color] spawns small entities like mugs without aligning them to anything, while aligning block entities like walls to the grid.
|
||||
[color=#a4885c]PlaceFree[/color] spawns all entities without aligning them.
|
||||
[color=#a4885c]PlaceNearby[/color] limits the spawn radius to around 2 tiles.
|
||||
[color=#a4885c]SnapgridCenter[/color] aligns the entity to the middle of the tile.
|
||||
[color=#a4885c]SnapgridBorder[/color] aligns the entity to the border of the tile.
|
||||
|
||||
[color=#ffffff]Grid aligned options[/color]
|
||||
[color=#a4885c]AlignSimilar[/color] snaps the entity to similar entities. Currently broken.
|
||||
[color=#a4885c]AlignTileAny[/color] aligns the entity to the grid.
|
||||
[color=#a4885c]AlignTileEmpty[/color] target tile must be empty
|
||||
[color=#a4885c]AlignTileNonDense[/color] no colliders allowed in the target tile.
|
||||
[color=#a4885c]AlignTileDense[/color] colliders must be in the target tile.
|
||||
[color=#a4885c]AlignWall[/color] snaps to vertical halftiles.
|
||||
[color=#a4885c]AlignWallProper[/color] snaps the entity to the middle of the tile edges
|
||||
Reference in New Issue
Block a user