Guidebook Revival (#13320)
* Fix some bugs in stations and do a little cleanup. * Begin backporting the guidebook. * wow that's a lot of work. * More work, gives the monkey some more interactions. * disco monkye. * monky * jobs entry. * more writing. * disco * im being harassed * fix spacing. * i hate writing. * Update Resources/Prototypes/Entities/Mobs/NPCs/animals.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * builds again * a * pilfer changes from AL * fix and remove unused code * pilfer actual guide changes from AL * localization * more error logs & safety checks * replace controls button with command * add test * todos * pidgin parsing * remove old parser * Move files and change tree sorting * add localization and public methods. * Add help component/verb * rename ITag to IDocumentTag * Fix yml and tweak tooltips * autoclose tooltip * Split container * Fancier-tree * Hover color * txt to xml * oops * Curse you hidden merge conflicts * Rename parsing manager * Stricter arg parsing tag args must now be of the form key="value" * Change default args * Moar tests * nullable enable * Even fancier tree * extremely fancy trees * better indent icons * stricter xml and subheadings * tweak embed margin * Fix parsing bugs * quick fixes. * spain. * ogh * hn bmvdsyc Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
This commit is contained in:
17
Resources/Server Info/Guidebook/AME.xml
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Resources/Server Info/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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34
Resources/Server Info/Guidebook/Atmospherics.xml
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Resources/Server Info/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/Server Info/Guidebook/Construction.xml
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Resources/Server Info/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]hold 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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46
Resources/Server Info/Guidebook/Controls.xml
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Resources/Server Info/Guidebook/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]Left click[/color] to pick up items and activate objects like buttons or computers, and [color=#a4885c]E[/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]Z[/color] and [color=#a4885c]alt-Z[/color] respectively.
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- [color=#a4885c]Right click[/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]shift-left click[/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]shift-left click 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]X[/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]E[/color] or [color=#a4885c]Z[/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]Q[/color], and to drop them more violently (also known as throwing), you can press [color=#a4885c]ctrl-Q[/color].
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## Actions
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To the right 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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21
Resources/Server Info/Guidebook/Engineering.xml
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Resources/Server Info/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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15
Resources/Server Info/Guidebook/Fires.xml
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Resources/Server Info/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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26
Resources/Server Info/Guidebook/Jobs.xml
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Resources/Server Info/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, 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 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 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 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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</Document>
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37
Resources/Server Info/Guidebook/Power.xml
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Resources/Server Info/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.
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</Document>
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Resources/Server Info/Guidebook/Shuttlecraft.xml
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Resources/Server Info/Guidebook/Shuttlecraft.xml
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<Document>
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# Shuttle-craft
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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.
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## Getting started
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<Box>Required parts:</Box>
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<Box>
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<GuideEntityEmbed Entity="Thruster"/>
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<GuideEntityEmbed Entity="Gyroscope"/>
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<GuideEntityEmbed Entity="ComputerShuttle"/>
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<GuideEntityEmbed Entity="SubstationBasic"/>
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<GuideEntityEmbed Entity="GeneratorPlasma"/>
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</Box>
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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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<GuideEntityEmbed Entity="APCBasic"/>
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</Box>
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<Box>Optional parts:</Box>
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<Box>
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<GuideEntityEmbed Entity="AirCanister"/>
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<GuideEntityEmbed Entity="LightTube"/>
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<GuideEntityEmbed Entity="AirlockGlassShuttle"/>
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<GuideEntityEmbed Entity="SMESBasic"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="MobCorgiIan"/>
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<GuideEntityEmbed Entity="NuclearBomb"/>
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</Box>
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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.
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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.
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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.
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</Document>
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14
Resources/Server Info/Guidebook/Space Station 14.xml
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Resources/Server Info/Guidebook/Space Station 14.xml
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<Document>
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# Space Station 14
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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.
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## What this is
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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.
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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.
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## Where to start
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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!
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</Document>
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32
Resources/Server Info/Guidebook/Survival.xml
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<Document>
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# Survival
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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.
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## Identifying your situation
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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.
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## Emergency Treatment
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In the event of a serious emergency, there's a few things you can do to help ensure your long-term survival, including:
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- 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.
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<Box>
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<GuideEntityEmbed Entity="EmergencyMedipen"/>
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<GuideEntityEmbed Entity="SpaceMedipen"/>
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</Box>
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- Your emergency box contains a breath mask and oxygen tank, which can help you survive longer in a spacing situation.
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<Box>
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<GuideEntityEmbed Entity="ClothingMaskBreath"/>
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<GuideEntityEmbed Entity="EmergencyOxygenTankFilled"/>
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</Box>
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- 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.
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<Box>
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<GuideEntityEmbed Entity="Gauze"/>
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<GuideEntityEmbed Entity="MaterialCloth"/>
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</Box>
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- 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.
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- 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.
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- 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.
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- 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.
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</Document>
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Reference in New Issue
Block a user