From 1591592cc1caf9c72dd1315ba09e5a8fe291561b Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Fri, 10 Jan 2025 15:45:10 +0500 Subject: [PATCH 01/10] guidebook & intro --- Resources/ServerInfo/Gameplay.txt | 22 - .../Guidebook/Antagonist/Antagonists.xml | 18 - .../Guidebook/Antagonist/MinorAntagonists.xml | 66 -- .../Antagonist/Nuclear Operatives.xml | 120 --- .../Guidebook/Antagonist/Revolutionaries.xml | 53 - .../Guidebook/Antagonist/SpaceNinja.xml | 84 -- .../Guidebook/Antagonist/Thieves.xml | 75 -- .../Guidebook/Antagonist/Traitors.xml | 112 --- .../Guidebook/Antagonist/Zombies.xml | 52 - .../ServerInfo/Guidebook/Cargo/Cargo.xml | 90 -- .../Guidebook/Cargo/CargoBounties.xml | 45 - .../ServerInfo/Guidebook/Cargo/Salvage.xml | 134 --- .../Guidebook/ChemicalTabs/Biological.xml | 9 - .../Guidebook/ChemicalTabs/Elements.xml | 9 - .../Guidebook/ChemicalTabs/Foods.xml | 8 - .../Guidebook/ChemicalTabs/Narcotics.xml | 5 - .../Guidebook/ChemicalTabs/Other.xml | 5 - .../Guidebook/ChemicalTabs/Pyrotechnic.xml | 5 - .../Guidebook/ChemicalTabs/Toxins.xml | 5 - Resources/ServerInfo/Guidebook/Chemicals.xml | 34 - Resources/ServerInfo/Guidebook/Command.xml | 56 -- .../ServerInfo/Guidebook/Engineering/AME.xml | 25 - .../Engineering/AccessConfigurator.xml | 34 - .../Guidebook/Engineering/AirlockSecurity.xml | 76 -- .../Guidebook/Engineering/Atmospherics.xml | 67 -- .../Guidebook/Engineering/Construction.xml | 11 - .../Guidebook/Engineering/Engineering.xml | 29 - .../Guidebook/Engineering/Fires.xml | 29 - .../Engineering/NetworkConfigurator.xml | 40 - .../Guidebook/Engineering/Networking.xml | 24 - .../Engineering/PortableGenerator.xml | 43 - .../Guidebook/Engineering/Power.xml | 53 - .../ServerInfo/Guidebook/Engineering/RTG.xml | 20 - .../Guidebook/Engineering/Shuttlecraft.xml | 39 - .../Guidebook/Engineering/Singularity.xml | 140 --- .../ServerInfo/Guidebook/Engineering/TEG.xml | 223 ----- Resources/ServerInfo/Guidebook/Glossary.xml | 191 ---- 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22 - .../SiliconRules/RuleS7Consistency.xml | 6 - .../RuleS8DefaultCrewDefinition.xml | 4 - .../RuleS9DefaultHarmDefinition.xml | 25 - .../ServerRules/SpaceLaw/SLCrimeList.xml | 929 ------------------ .../ServerRules/SpaceLaw/SpaceLaw.xml | 60 -- .../ServerRules/WizDenCoreOnlyRules.xml | 26 - .../Guidebook/ServerRules/WizDenLRPRules.xml | 65 -- .../Guidebook/ServerRules/WizDenMRPRules.xml | 65 -- .../Guidebook/Service/Bartender.xml | 27 - .../ServerInfo/Guidebook/Service/Botany.xml | 89 -- .../ServerInfo/Guidebook/Service/Chef.xml | 75 -- .../Guidebook/Service/FoodRecipes.xml | 93 -- .../Guidebook/Service/Janitorial.xml | 57 -- .../ServerInfo/Guidebook/Service/Service.xml | 34 - .../ServerInfo/Guidebook/SpaceStation14.xml | 51 - Resources/ServerInfo/Guidebook/Survival.xml | 38 - Resources/ServerInfo/Intro.txt | 10 +- 136 files changed, 18 insertions(+), 6007 deletions(-) delete mode 100644 Resources/ServerInfo/Gameplay.txt delete mode 100644 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delete mode 100644 Resources/ServerInfo/Guidebook/Survival.xml diff --git a/Resources/ServerInfo/Gameplay.txt b/Resources/ServerInfo/Gameplay.txt deleted file mode 100644 index e6261af4d7..0000000000 --- a/Resources/ServerInfo/Gameplay.txt +++ /dev/null @@ -1,22 +0,0 @@ -If you’re new to roleplaying or are unfamiliar with IC and OOC please read on. If not, skip to the next section. - -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. 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 station's crew. - -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. - -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. - -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. - - -Traitors, antagonists, RDM and “self antag” - -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. - -Being an antagonist is not an excuse to go on a murder spree. 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). - -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). - -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. - -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. diff --git a/Resources/ServerInfo/Guidebook/Antagonist/Antagonists.xml b/Resources/ServerInfo/Guidebook/Antagonist/Antagonists.xml deleted file mode 100644 index 7f47f1e490..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/Antagonists.xml +++ /dev/null @@ -1,18 +0,0 @@ - - # Antagonists - Antagonists are the driving force of every shift. - They are the catalysts for chaos, conflict and mystery in Space Station 14 that also serve to provide a challenge to Nanotrasen and its [color=#cb0000]Security[/color] force. - You can expect them to act in violation of Space Law and they're often tasked with objectives that include theft, subterfuge and murder. - - These bad actors are more often than not employed or backed by the [color=#ff0000]Syndicate[/color], a rival organization to Nanotrasen that wants nothing more than to see it burn. - - ## Various Antagonists - Antagonists can take many forms, like: - - [textlink="Nuclear operatives" link="Nuclear Operatives"], with the goal of infiltrating and destroying the station. - - [textlink="Traitors" link="Traitors"] amongst the crew who must assassinate, steal and decieve. - - [textlink="Revolutionaries" link="Revolutionaries"] who are intent on taking control of the station from the inside. - - [textlink="Zombies" link="Zombies"] that crave the flesh of every crew member and creature on board. - - [textlink="Space Ninjas" link="SpaceNinja"], masters of espionage and sabotage with special gear. - - [textlink="Thieves" link="Thieves"] driven by kleptomania, determined to get their fix using their special gloves. - - [textlink="Various non-humanoid creatures" link="MinorAntagonists"] that generally attack anything that moves. - diff --git a/Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml b/Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml deleted file mode 100644 index 97574c4021..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml +++ /dev/null @@ -1,66 +0,0 @@ - - # Minor Antagonists - - Most if not all Minor Antagonists are ghost-controlled roles that gives dead people new ways to cause chaos around the station. They are spawned by random events. - - # Revenant - - - - - - Revenants are ethereal beings made of ectoplasm that haunt the crew and steal [color=#8f63e6]life essence[/color] from them. - - Your essence is your very own [bold]life force[/bold]. Taking damage reduces your essence. - - Essence is also spent to use [bold]abilities[/bold]. - - To gain essence you first [bold]inspect[/bold] various souls for their worth. More worthy souls grant more essence. Then you must [bold]siphon[/bold] it either when the victim is crit, dead or asleep. All of this is done with [color=yellow][bold][keybind="Use"][/bold][/color]. - - [bold]Stolen essence[/bold] is used to purchase new abilities to incapacitate the crew easier. - - You are [bold]vulnerable[/bold] to attacks when you siphon a soul or use an ability. You can tell when you are vulnerable when you have a [color=#8f63e6][italic]Corporeal[/italic][/color] status effect. - - # Rat King - - - - - - - - - - Rat kings are abnormally large rodents capable of [color=yellow]raising huge rat armies[/color] by eating equally huge amounts of food. - - You have several abilities that come at the cost of your [bold]hunger.[/bold] - - One such ability is [color=yellow][italic]Raise Army[/italic][/color], which summons a [bold]Rat Servant[/bold]. You can [bold]command[/bold] your servants to stay in place, follow you, attack a target of your choice or attack indiscriminately. - - You can conjure a cloud of [color=#77b58e]ammonia[/color] using [color=purple][italic]Rat King's Domain[/italic][/color]. This purple gas is mildly poisonous to humans but heals rats. - - [color=#9daa98][italic]Rummage[/italic][/color] through a disposal unit by using the context menu. Use this to find [bold]scraps of food[/bold] to grow your army. - - Besides your abilities, [bold]you are stronger than most other animals.[/bold] You and your servants are capable of speech and you're both small enough to fit under airlocks and tables. - - [bold]Your underlings are still very fragile![/bold] Beware of spacings, explosions and the buisness end of a melee weapon. - - # Space Dragon - - - - - - - - - - Space dragons are giant extradimensional fish that can [color=red]eat crew[/color] and create [color=#4b7fcc]carp rifts.[/color] - - Dragons have powerful jaws that allow them to [color=red][italic]Devour[/italic][/color] infrastructure such as doors, windows, and walls. - - They can also heal themselves by using [color=red][italic]Devour[/italic][/color] on crew members that have gone unconscious or have died. - - Your [color=orange][italic]Dragon's Breath[/italic][/color] is a [bold]flaming projectile[/bold] which travels a straight flight path, exploding multiple times and igniting things along the way. Try not to hit your carps with this! - - You have the ability to [color=#4b7fcc][italic]Summon a Carp Rift[/italic][/color]. Rifts periodically spawn [bold]space carp[/bold] and charge up energy over a period of 5 minutes, [bold]which is when it's vulnerable.[/bold] After 5 minutes, it becomes invulnerable and will continue summoning carp as long as the dragon lives. - - You'll suffer a [bold]temporary debilitating feedback effect[/bold] if one of your rifts are destroyed before it's done charging. - - If a period of five minutes passes since your spawn or since the last time a rift was charging, [bold]you'll disappear.[/bold] - - Dragons who have the maximum of 3 fully charged rifts will [bold]never disappear[/bold], but they are still mortal. - - # Slimes and Spiders - - - - - - - Slimes and spiders have no remarkable features, but will [color=cyan]infest the station[/color] from time to time regardless. Both will give chase and attack anything they see. - - Slimes may [bold]deal extra cellular or poison damage[/bold], based upon their color. Water hurts them just as it would hurt a slime person. - - Spiders have a venomous bite and can [bold]create webs[/bold] that are hard to move though. Webs are easily destroyed with a blade. They can also pry open airlocks. - diff --git a/Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml b/Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml deleted file mode 100644 index 11149bab66..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml +++ /dev/null @@ -1,120 +0,0 @@ - - # Nuclear Operatives - - - [color=#999999][italic]"OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE.[/italic][/color] - - - [color=#999999][italic]DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION."[/italic][/color] - - - - - - You've just been chosen to be a nuclear operative for the [color=#ff0000]Syndicate[/color]. You have one goal, to blow up one of Nanotrasen's finest vessels with a nuclear fission explosive. - - ## Operatives - Your team will be made up of several different roles, which are: - - [bold]Operatives[/bold], standard soldiers who can take up the grunt work. - - The [bold]Agent[/bold] who works with reagents to make medicines or chemical weapons. - - The [bold]Commander[/bold] who draws up the plan and leads the team. - - - - - - - - If you have been selected as the Agent or Commander but don't feel ready, one of your teammates can take responsibility. - - ## The Disk - - Each operative starts with a [color=cyan]pinpointer[/color], which you should turn on and keep with you at all times. It will always point to the [color=cyan]nuclear authentication disk.[/color] - The disk belongs to the [color=yellow]Captain[/color], who will almost always have it on them. Follow the direction of the arrow on the pinpointer to the disk, and [italic]do whatever it takes to get it[/italic]. - - - - - - - ## Preparation - Each member in your squad has been given an [color=cyan]uplink[/color] to purchase everything you will need for the mission, similar to [textlink="traitors." link="Traitors"] - - - - - - You can purchase the same kinds of gear traitors can, but you have higher quality gear available to you and more telecrystals to spend. - - - - - - - - - - - - - - - - You'll also have to choose if you want to [color=red]declare war[/color] or not. Doing so grants your team [bold]40 extra telecrystals each[/bold]. - However, the crew will immediately know of your existence and will have plenty of time to prepare for your arrival. - - The [bold]Commander[/bold] is the only person who can declare war. Make your choice quick, [italic]this is a limited-time offer![/italic] - - - - - ## Getting to the Station - You've got the plan, you've got the gear. Now, execute. - - Grab a [bold]jetpack[/bold] from your armory and go with your other operatives to your [color=cyan]shuttle[/color]. - Among other things you may need, you'll find an [bold]IFF Computer[/bold] on the shuttle. It allows you to hide from other ships and mass scanners when [italic]Show IFF[/italic] and [italic]Show Vessel[/italic] are toggled off. - - When everyone is ready, FTL to the station and fly to it with a jetpack. Don't forget the code, your pinpointers and the nuke if you're taking it. - - - - - - - ## The Nuke & Arming Procedure - You have a paper with the [color=cyan]nuclear authentication codes[/color] on your shuttle. [bold]Check to see if the nuke ID matches the one on your shuttle.[/bold] If it doesn't, you'll be arming the station's nuke instead. - - - Obtain the [bold]nuclear authentication disk[/bold] and insert it into the nuke. - - Type in the [bold]nuclear authentication code[/bold] and press "[bold]E[/bold]" on the keypad to Enter. - - [bold]To begin the self-destruct sequence, press [color=#EB2D3A]ARM[/color][/bold]. After 300 seconds, the nuke will explode. - - [bold]Defend the nuke[/bold], even if it's at the cost of your lives! The mission requirements do not include your return. - - It takes 30 seconds for someone to [bold]disarm[/bold] the nuke. Re-arming it is possible, but the chance of mission success drops if you let it happen. - - Should the nuke be re-armed, the timer will start from where it left off. - - - - - - ## Winning Conditions - - The [color=#00ff00]victor[/color] of the round is announced on the round end screen, as well as the scale of their victory. - - [bold][color=red]Syndicate Major Victory![/color][/bold] - - The nuke detonates on the station. - - The crew escapes on evac, but the nuke is still armed. - - The nuke is armed and delivered to Central Command on the evac shuttle. - - [bold][color=red]Syndicate Minor Victory[/color][/bold] - - The crew escapes on evac, but every operative survives. - - The crew escapes and some operatives die, but the crew loses the disk. - - [bold][color=#999999]Neutral Victory[/color][/bold] - - The nuke detonates off the station. - - [bold][color=green]Crew Minor Victory[/color][/bold] - - The crew escapes on evac with the disk and some operatives die. - - [bold][color=green]Crew Major Victory![/color][/bold] - - All operatives die. - - The crew blow up the nuclear operative outpost with the nuke. - diff --git a/Resources/ServerInfo/Guidebook/Antagonist/Revolutionaries.xml b/Resources/ServerInfo/Guidebook/Antagonist/Revolutionaries.xml deleted file mode 100644 index 9bc0b28068..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/Revolutionaries.xml +++ /dev/null @@ -1,53 +0,0 @@ - - # Revolutionaries - - - [color=#999999][italic]"Viva la revolución!!"[/italic][/color] - - - - - - Revolutionaries are conversion antagonists sponsored by the [color=#ff0000]Syndicate[/color] who are tasked with taking control of the station. They have no fancy gimmicks or cheap tricks, they only have a cause and strength in numbers. - - ## Objectives - You must cuff, kill, or exile all of the [textlink="Command staff" link="Command"] on station in no particular order. - - Your objective is [bold]not to destroy the station[/bold], but [italic]to take it over[/italic], so try to minimize damage where possible. - - [bold]The revolution will fail[/bold] if all of the [bold][color=#5e9cff]Head Revolutionaries[/color][/bold] die, and all [color=red]Revolutionaries[/color] will de-convert if this happens. - - ## Headrevs & Conversion - [bold][color=#5e9cff]Head Revolutionaries[/color][/bold] are chosen at the start of the shift and begin with a [color=cyan]flash[/color] and a pair of [color=cyan]sunglasses[/color]. - - - - - - - You can convert crew members to your side by taking any [bold]flash[/bold] and attacking someone with it using [color=#ff0000]harm mode[/color]. - However, [bold]you can't convert your target if they're wearing [color=cyan]flash protection[/color][/bold] such as sunglasses or a welding mask. - - - - - - - - Another obstacle in your way are those pesky [color=cyan]mindshield implanters[/color]. These will: - - Prevent the implanted person from being converted into a [color=red]Revolutionary[/color] - - De-convert Revolutionaries, and will make them no longer loyal to your cause - - [bold]Visibly be destroyed upon being implanted into a [color=#5e9cff]Head Revolutionary[/color][/bold], giving you away - - NOT protect against flash disorientation - - Assume all of [color=#cb0000]Security[/color] and [color=#1b67a5]Command[/color] are implanted with mindshields already. - - - - - - ## Revolutionary - A [color=red]Revolutionary[/color] is a crew member that has been converted by a [bold][color=#5e9cff]Head Revolutionary[/color][/bold]. - - [bold][color=red]Revolutionaries[/color] can't convert people themselves,[/bold] but they're more than capable of doing dirty work and carrying out orders. - diff --git a/Resources/ServerInfo/Guidebook/Antagonist/SpaceNinja.xml b/Resources/ServerInfo/Guidebook/Antagonist/SpaceNinja.xml deleted file mode 100644 index c001b97937..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/SpaceNinja.xml +++ /dev/null @@ -1,84 +0,0 @@ - - # Space Ninja - - - [color=#999999][italic]"Spider of the night, silent is my bite."[/italic][/color] - - - You are an elite mercenary that [color=#66FF00]The Spider Clan[/color] has sent to wreak all kinds of havoc on the station. You are equipped to keep it silent-but-deadly. - - Whether you get bloody or stay out of trouble, your discipline has taught you that [italic]your objectives must be at least attempted[/italic]. For honor! - - ## Standard Equipment - You begin implanted with a [color=cyan]death acidifier[/color], so if you are captured or KIA all your precious equipment is kept out of enemy hands. - - Your bag is full of [bold]tools[/bold] and a [bold]survival box[/bold]. You also carry a [color=cyan]jetpack[/color] and a [color=cyan]pinpointer[/color] that will lead you to the station. - - - - - - - ## Your Suit - - - - - - - - Your single most important item is [color=cyan]your suit[/color], without it none of your abilities would work. - Your suit requires power to function, which is supplied by its [bold]internal battery[/bold]. It can be replaced, and [italic]high capacity batteries[/italic] mean a [italic]highly effective ninja[/italic]. - - [bold]You can recharge your internal battery directly[/bold] by using [color=cyan]your gloves[/color]. You can see the current charge by examining the suit or checking the nifty battery alert on your screen. - - Your outfit also includes [color=cyan]special boots[/color] that keep you agile, upright and grounded without using energy. You've also got flash protection thanks to your [color=cyan]visor[/color]. - - ## Ninja Gloves - - - - - - [color=#66FF00]These bad boys are your bread and butter.[/color] They are made from [bold]insulated nanomachines[/bold] to allow you to gracefully break into restricted areas without leaving behind fingerprints. - - You have an action to toggle gloves. When the gloves are turned on, they allow you to use [bold]special abilities[/bold], which are triggered by interacting with things with an empty hand and with combat mode disabled. - - Your glove abilities include: - - Emagging doors and airlocks. - - Draining power from [bold]transformers[/bold] such as APCs, substations, or SMESes (higher voltage transformers drain more efficiently). - - Applying an electrical shock to a mob, stunning and slightly damaging them. - - Tampering with [bold]station equipment[/bold] to complete [color=#66FF00]objectives[/color]. - - ## Energy Katana - - - - - - [bold]You have sworn yourself to the sword and refuse to use firearms.[/bold] Luckily, you've got a pretty cool sword. - - Your [color=cyan]energy katana[/color] hurts plenty and can be [bold]recalled at will[/bold] at the cost of suit power. The farther away it is from you, the more energy required to recall it. - - While in hand you may also [color=cyan]teleport[/color] to anywhere that you can see, [bold]including through windows[/bold]. The charges required to do this regenerate slowly, so keep a charge or two spare in case you need a quick getaway. - - ## Spider Clan Charge - - - - - - This is a [color=cyan]modified C-4 explosive[/color] which can be found in your pocket. Creates a large explosion but [bold]must be armed in your target area[/bold] as it is one of your objectives. - - It can't be activated manually, so simply plant it on a wall or some furniture that does not spark joy. Choose wisely, it can't be unstuck once planted. - - ## Objectives - - - Download \[9-13\] research nodes: Use your gloves on an R&D server with a number of unlocked technologies. You may have to unlock technologies yourself if there aren't enough to steal already. - - Doorjack \[15-40\] doors on the station: Use your gloves to emag a number of doors. - - Detonate the spider clan charge: Plant your spider clan charge at the specified location and watch it go boom! - - Call in a [textlink="threat" link="MinorAntagonists"]: Use your gloves on a communications console. - - Set everyone to wanted: Use your gloves on a criminal records console. - - Survive: Don't die. - - diff --git a/Resources/ServerInfo/Guidebook/Antagonist/Thieves.xml b/Resources/ServerInfo/Guidebook/Antagonist/Thieves.xml deleted file mode 100644 index 4c11fc0d99..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/Thieves.xml +++ /dev/null @@ -1,75 +0,0 @@ - - # Thieves - - - [color=#999999][italic]"Yoink! I'll be taking that! And that! Ooh, don't mind if I do!"[/italic][/color] - - - - - - Thieves are petty yet crafty [color=green]criminals[/color] who can't keep their hands to themselves. You were forcefully given a [bold]pacifism implant[/bold] after your last arrest, but you won't let that stop you from trying to add to your collection. - - ## Art of the Steal - Unlike other antagonists, [bold]staying out of trouble is almost a requirement for you[/bold] because of your implant. - You can only run if [color=#cb0000]Security[/color] picks a fight with you, and because you work alone you don't have any friends to pull you out of danger. - - But against all odds, you'll sucessfully swipe what you want using determination, sleight of hand, a few tools and your [color=cyan]thieving gloves.[/color] - - The pair of gloves you have give you a major advantage: [bold]the ability to take things off of people without them even noticing.[/bold] With a little practice, you can steal their wallet and keep up a conversation at the same time. - - They're also made of the highest quality [bold]holographic chameleon fibers[/bold] you could steal, but while they can take the appearance of insulated gloves you'll still need to find a real pair to keep your hands from burning. - - - - - - ## Tools of the Trade - You've got two more aces up your stolen sleeves: your [color=cyan]beacon[/color] and your [color=cyan]toolbox.[/color] - - Your [color=cyan]beacon[/color] provides safe passage home for trinkets that may not be easy to carry with you on the evac shuttle. Simply find a secluded part of the station to unfold the beacon, then set its coordinates to your hideout. - Any shinies near it will be [bold]teleported to your vault when the shift ends,[/bold] fulfilling your objectives. - - However, this will instantly out you if found and make it extremely easy for people to reclaim their "missing" possessions. [bold]Make sure to hide it well![/bold] - - - - - - Your [color=cyan]toolbox[/color] contains... well, whatever you remembered to pack. [bold]You can select two pre-made kits[/bold] to help you complete grander heists. - Approve your choices in a safe place, as the toolbox will dissolve and the gear will drop at your feet. - - - - - - - - - - - - - - - - - ## Centerpiece of the Collection - Your kleptomania will take you places. One day, you'll feel like stealing a few figurines. Another day, you'll feel like stealing an industrial machine. - - No matter. They'll all be a part of your collection within a matter of time. - - You can steal items by [bold]having them on your person[/bold] when you get to CentComm. Failing this, you can steal larger items by [bold]leaving them by your beacon.[/bold] - - Some of the more [italic]animate[/italic] objectives may not cooperate with you. Make sure they're alive and with you or your beacon when the shift ends. - - Things that you may desire include but are not limited to: - - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Antagonist/Traitors.xml b/Resources/ServerInfo/Guidebook/Antagonist/Traitors.xml deleted file mode 100644 index 1c7e74f444..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/Traitors.xml +++ /dev/null @@ -1,112 +0,0 @@ - - # Traitors - - - [color=#999999][italic]"WHISKEY. ECHO. WHISKEY. LIMA. ALPHA. DELTA. AGENT, YOU HAVE BEEN ACTIVATED."[/italic][/color] - - - - - Traitors are antagonists employed by the [color=#ff0000]Syndicate.[/color] You are a sleeper agent who has access to various tools and weapons through your [bold]uplink[/bold]. - You also receive [bold]codewords[/bold] to identify other agents, and a coordinated team of traitors can have [italic]brutal results.[/italic] - - Anyone besides [textlink="department heads" link="Command"] or members of [textlink="Security" link="Security"] can be a traitor. - - ## Uplink & Activation - The [color=cyan]uplink[/color] is your most important tool as a traitor. You can exchange the 20 [color=red]telecrystals[/color] (TC) you start with for items that will help you with your objectives. - - By pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color], you'll see your personal uplink code. [bold]Setting your PDA's ringtone as this code will open the uplink.[/bold] - Pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color] also lets you view your objectives and the codewords. - - If you do not have a PDA when you are activated, an [color=cyan]uplink implant[/color] is provided [bold]for the full [color=red]TC[/color] price of the implant.[/bold] - It can be accessed from your hotbar. - - - - - - - [bold]Make sure to close your PDA uplink to prevent anyone else from seeing it.[/bold] You don't want [color=#cb0000]Security[/color] to get their hands on this premium selection of contraband! - - Implanted uplinks are not normally accessible to other people, so they do not have any security measures. They can, however, be removed from you with an empty implanter. - - - - - - - - - - - - - - - - - The purchases that you make should be to help you with your objectives. Some gear may not be of use to you, and you'll have to choose between being sneaky or going loud. - - ## Coordination - Codewords are words or phrases that every traitor will know. They provide a discreet way to identify or establish contact with a fellow traitor, which can be useful if your objectives include [italic][color=cyan]keeping them alive[/color][/italic] or [italic][color=cyan]helping them with their objectives.[/color][/italic] - - When you find some friends, [bold]you can withdraw [color=red]telecrystals[/color] from your uplink to give to them.[/bold] They can put these in their own uplink to spend for themselves. - - Some offers available on your uplink require more than 20 TC to purchase, so if you want them you'll have to share. - - ## Assassination - One of your objectives may be to [italic][color=cyan]kill or maroon a crewmember.[/color][/italic] - - You can [color=cyan]maroon[/color] your target by [bold]preventing them from reaching CentComm[/bold] via the evacuation shuttle or an escape pod. - - If you can't maroon your target or they're too important to leave alive, you'll have to get your hands dirty and [color=cyan]murder[/color] them. Make sure your target is not alive when the [bold]evacuation shuttle gets to CentComm,[/bold] and don't let them be resuscitated. - - Remember, the Syndicate want only your targets dead. [color=red]Try to avoid mass murder or major damage to the station,[/color] as the more innocent lives you take, the more of a liability you become. - - ## Evasion & Self-Termination - Your objectives may require you to [italic][color=cyan]make it to CentComm without being killed or captured.[/color][/italic] Don't let [color=#cb0000]Security[/color] stop you, complete your other objectives and [bold]come back alive.[/bold] - - Alternatively, your objectives may require you to [italic][color=cyan]die a glorious death.[/color][/italic] [bold]Make sure you don't come back from the dead,[/bold] or else you may wake up in cuffs. - - ## Appropiation - More often than not, you'll have to [italic][color=cyan]steal a possession of a department head.[/color][/italic] - - The target may be in their office, or on their person. It may become necessary to kill whoever is carrying it, if you cannot pickpocket them. - - You may be tasked with: - - Stealing the [color=yellow]Captain[/color]'s [bold]ID Card[/bold], [bold]antique laser pistol[/bold], [bold]jetpack[/bold], or [bold]nuclear authentication disk[/bold]. - - - - - - - - Stealing the [color=#5b97bc]Chief Medical Officer[/color]'s [bold]hypospray[/bold] or [bold]handheld crew monitor[/bold]. - - - - - - Stealing the [color=#c96dbf]Research Director[/color]'s [bold]experimental hardsuit[/bold] or [bold]hand teleporter[/bold]. - - - - - - Stealing the [color=#cb0000]Head of Security[/color]'s [bold]energy shotgun[/bold]. - - - - - Stealing the [color=#f39f27]Chief Engineer[/color]'s [bold]advanced magboots[/bold]. - - - - - Stealing the [color=#b18644]Quartermaster[/color]'s [bold]requisition digi-board[/bold]. - - - - - Butchering Ian, the [color=#9fed58]Head of Personnel[/color]'s dog, and obtaining the [bold]corgi meat[/bold]. - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml b/Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml deleted file mode 100644 index c932092a63..0000000000 --- a/Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml +++ /dev/null @@ -1,52 +0,0 @@ - - # Zombies - - - [color=#999999][italic]"They're coming to get you, Barbara!"[/italic][/color] - - - - - - Zombies are conversion antagonists that infect all beings that they bite with [color=#7e916e]Romerol[/color], a deadly, contagious virus that can easily spread if not contained. - - - - - - ## Inital Infected - You are patient zero. You have [color=#7e916e]Romerol[/color] coursing through your veins and you have a grand desire to share it with every single flesh being you see. - - Upon learning of your infection, [italic]all bets are off[/italic]. You have only so much time before you turn, and you want to [bold]maximize your chances of taking over the station.[/bold] - Use this time to prepare weapons, gear, and traps. [italic]Space Law means nothing to you now.[/italic] - - ## Transmission - Zombies only know how to shamble, bite and throw themselves against barricades. Their bite [bold]may not always transmit [color=#7e916e]Romerol[/color][/bold] through heavy layers of clothing, but it'll definitely hurt. - - The undead can also chomp on a crit or dead body to [bold]instantly convert[/bold] it to a zombie. - - ## Zombie Attributes - A zombie can be identified by dark green skin, red eyes, slow movement, rotting smell, and lack of motor functions. They'll drop their headset and gloves upon turning, and cuffs don't work against their vicious bite. - - Zombies are known for their [bold]resilience to slashes, bruises, poison and cold.[/bold] They can survive in a vacuum and do not require food, water, air, or sleep. The undead do, however, [italic]take increased burn and shock damage.[/italic] - - ## Survival - When the infection sweeps and [color=#cb0000]Security[/color] falls, it's up to the [bold]survivors[/bold] to try and make it to Central Command. - - [bold]Constructing barricades[/bold] around departments or [bold]bolting doors[/bold] can buy enough time to make weapons, save lives or make a plan. - - Remember that when it really hits the fan, [italic]you've gotta do what you gotta do[/italic], as long as it's not at the expense of fellow survivors. Scavenge what you need from those who haven't made it. - - ## Cure - [bold]Those who are already undead can only be cured by [color=red]death.[/color][/bold] - - If you're infected but not zombified yet, using [color=#86caf7]Ambuzol[/color] will cure you but won't prevent re-infection. [color=#1274b5]Ambuzol Plus[/color] will cure and prevent re-infection only while alive. - - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Cargo/Cargo.xml b/Resources/ServerInfo/Guidebook/Cargo/Cargo.xml deleted file mode 100644 index 526dd35ffe..0000000000 --- a/Resources/ServerInfo/Guidebook/Cargo/Cargo.xml +++ /dev/null @@ -1,90 +0,0 @@ - - # Cargo - - The Supply department, also known as [color=cyan]Cargo[/color], supplies the station with necessary resources, such as fuel and raw materials, and comfort resources, such as lottery tickets and plushies. - - They raise the [color=cyan]spesos[/color] (the currency of the station) for this through many methods, such as taking bounties, selling miscellaneous items, and salvaging, allowing them to purchase a wide variety of equipment from off-station for any crew member's needs. It is Cargo's job to fulfill the needs of the rest of the station. - - ## Personnel - - Cargo is made up of [color=cyan]Cargo Technicians[/color] and [color=cyan]Salvage Specialists[/color] and is led by the [color=cyan]Quartermaster[/color]. - - - - - - - - ## Making Money - - The main struggle of any Cargo department is not having enough money. - - Cargo makes their money by selling things at the [color=cyan]Trading Station[/color]. Almost everything on the station has economic value that you can sell, as seen via the [color=cyan]appraisal tool[/color]. That value then further increases when you sell it as part of a [textlink="bounty" link="CargoBounties"]. - - - - - - - - Upon finding something valuable, bring it to the [color=cyan]Cargo Bay[/color]. If it fits inside a [color=cyan]Crate[/color], find an empty crate and put the items in it. - - If the [color=cyan]Cargo Shuttle[/color] is away, you can put all the items you want to sell onto the [color=cyan]Cargo Pallets[/color]. Once the shuttle has docked at the station, you load the crates and everything else to be sold onto it. - - - - - - - - After the shuttle is loaded, fly it to the Trade Station. There, move the sellable items onto the green [color=cyan]Cargo Selling Pallets[/color], and then go to the [color=cyan]Cargo Sale Computer[/color] and click [italic]"Sell"[/italic]. - - Now, you can take those spesos and bring them back to the station and deposit them into the [color=cyan]Cargo Request Computer[/color]. - - You can also make even more money by completing [textlink="bounties" link="CargoBounties"] or selling valuable items from [textlink="salvage" link="Salvage"]. - - ## Ordering - - - - - - Every order begins at a [color=cyan]Cargo Request Computer[/color]. First and foremost, making an order requires that Cargo has enough spesos. If Cargo doesn't have the money, get some. - - It is also the sole discretion of Cargo to fulfill any given request. If Cargo is tight on spesos, they are free to deny requests that are not immediately necessary. - - To make an order, click the name of whatever is requested, provide the recipient, type an appropriate reason for why they need it, and then press "Approve" on the order. - - Sometimes a public Cargo Request Computer exists, in which case all you need to do is approve orders that people make themselves. - - - - - - - Then, to collect the order, it must be transported back to the station from the [color=cyan]Trading Station[/color]. - - In the Trading Station, on the [color=cyan]Cargo Buying Pallets[/color], is a crate holding that order. Load it onto the shuttle and fly it back. - - Once it is at the Cargo Dock, you can read the [color=cyan]Cargo Invoice[/color] label on it to find out the intended recipient. Finally, deliver it to them. - - ## Piloting - - Orders are delivered to the station via the orbiting [color=cyan]Trade Station[/color] and are transported to the main station by the [color=cyan]Cargo Shuttle[color]. The shuttle does not fly itself, so it must either be piloted in the shuttle or remotely. - - - - - - To fly the shuttle, you must first find the [color=cyan]Cargo Shuttle Console[/color]. One is inside the Cargo Bay, and the other is inside the Cargo Shuttle. - - After interacting with the computer, there should be a navigation view from the shuttle. Here are the steps for piloting the shuttle to and from the Trading Station: - - - First, switch to the [color=yellow]"DOCK"[/color] screen and [color=yellow]undock[/color] any airlocks between the shuttle and the station. - - Now, with the shuttle disconnected, you can pilot it. [italic]Remember that you are flying in space and momentum is conserved[/italic]. - - The controls are [color=yellow][keybind="ShuttleStrafeUp"][/color] and [color=yellow][keybind="ShuttleStrafeDown"][/color] for strafing up and down, [color=yellow][keybind="ShuttleStrafeLeft"][/color] and [color=yellow][keybind="ShuttleStrafeRight"][/color] for strafing left and right, and [color=yellow][keybind="ShuttleRotateLeft"][/color] and [color=yellow][keybind="ShuttleRotateRight"][/color] for turning left and right. To brake, press [color=yellow][keybind="ShuttleBrake"][/color]. - - Then pilot the shuttle to the [color=cyan]Trade Station[/color]. - - Once you are there, [color=yellow]dock[/color] to the airlocks and you are done. - - [textlink="Learn about bounties, a way to maximize your on-station profits." link="CargoBounties"] - diff --git a/Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml b/Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml deleted file mode 100644 index 7e74d5d796..0000000000 --- a/Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml +++ /dev/null @@ -1,45 +0,0 @@ - - # Cargo Bounties - While [textlink="Cargo" link="Cargo"] can make [color=cyan]spesos[color] selling just about anything, more spesos can be made by fulfilling [color=cyan]bounties[/color] found through the Cargo Bounty Computer. - - ## Starting Bounties - - - - - - - To start a bounty, open the bounty screen by interacting with the [color=cyan]Cargo Bounty Computer[/color]. The Cargo Bounty Computer maintains a list of all the current bounties and lets you either print out a label or skip it. - - - Printing the label gives you a [color=cyan]Bounty Manifest[/color] listing the goods that need to be acquired. You can print out infinite Bounty Manifests, so ensure you are not repeating the same work as another Cargo Technician. - - - Skipping a bounty replaces that bounty with a new one, as there can only be six active bounties at any time. Skipping has a 15-minute cooldown and voids that bounty, which may anger other Cargo Technicians working on it. - - ## Fulfilling Bounties - - - - - - - - With the [color=cyan]Bounty Manifest[/color], it is now up to you to collect the required goods. Most departments will give you what you need by asking for it with a Bounty Manifest. - - Once you have collected the goods, return to the cargo bay and put the goods inside an empty [color=cyan]Crate[/color]. After everything is in the crate, close it, and then apply the Bounty Manifest to it. - - To verify the completion of a bounty, use the [color=cyan]Appraisal Tool[/color] on it. It should say that it confirms that the bounty has been completed. - - ## Selling Bounties - - - - - - - - Once you have verified that you have completed the bounty, follow the same steps as selling anything else. - - Just transport it to the [color=cyan]Trading Station[/color], sell it, and you are done! - - When you return, there should be a new bounty to take its place. - diff --git a/Resources/ServerInfo/Guidebook/Cargo/Salvage.xml b/Resources/ServerInfo/Guidebook/Cargo/Salvage.xml deleted file mode 100644 index 1d1bdf3f18..0000000000 --- a/Resources/ServerInfo/Guidebook/Cargo/Salvage.xml +++ /dev/null @@ -1,134 +0,0 @@ - - # Salvage - - [color=cyan]Salvage[/color] is one of Cargo's key, but also most dangerous, sources of income. Salvage extracts money from [color=cyan]Space Debris[/color] and going on [color=cyan]Planetary Expeditions[/color]. - - While risky because of the dangers of space and alien planets, with the proper preparation and teamwork, any Salvage Team can make a lot of money for Cargo. - - ## Preperations - - Before embarking on a Salvage mission, ensure you are prepared with all the required equipment. Otherwise, you will die before seeing any profits! - - - - - - - - Everything needed before leaving the station is provided inside Salvage's starting room. While Science can research better weapons and equipment, it is best to be equipped with something rather than nothing. - - - - - - - - The most basic equipment you need is the EVA setup. - - - [color=cyan]Spationaut Hardsuit[/color]: This keeps you alive in space. [italic]Remember to activate the helmet so you can breathe and turn on its built-in flashlight[/italic]. - - [color=cyan]Magboots[/color]: These provide you with gravity when exploring space debris while also making you slip-proof. - - [color=cyan]Oxygen/Nitrogen[/color]: Depending on your species, you will need [color=cyan]Nitrogen[/color] (slimes) or [color=cyan]Oxygen[/color] (every other species). The [color=cyan]Gas Tank Dispenser[/color] has all the tanks needed, so stock up. Be warned that the Salvage Shuttle doesn't always have air, so you might start asphyxiating before even getting to space - - - - - - All Salvage Specialists must be armed, in case they need to defend themselves from hostiles. - - - [color=cyan]Proto-Kinetic Accelerator[/color]: This gun has infinite ammunition, allowing you to slowly mine and fly through space. - - - - - - - Mining (on asteroids or expeditions) requires its own basic set. - - - [color=cyan]Pickaxe[/color]: This is required for mining at any reasonable speed when wielded. Also, it works as a melee weapon! - - [color=cyan]Ore Bag[/color]: When equipped with the belt, this magnetizes nearby ore and automatically picks it up for you. - - - - - - - Before looting (space wrecks or expeditions), set up Fultons to transport large objects or dead Salvage Technicians. - - - [color=cyan]Fulton Beacon[/color]: Unfold this to the shuttle, and all Fulton-attached objects will fly to it within 15 tiles. - - [color=cyan]Fulton[/color]: After linking with the Fulton Beacon, attach a Fulton to the object, and after one minute, it will fly to the Fulton Beacon. - - - - - - - - Finally, there are also some helpful but not required equipment that is available to Salvage. - - - [color=cyan]Handheld Radio[/color]: This lets you communicate with other Salvage Specialists even if regular radio communications are unavailable. It is essential for Salvage coordination while in space or on expeditions. - - [color=cyan]Global Positioning System[/color]: This gives you an absolute position of yourself, allowing you to pinpoint your exact location. If you get lost in space, this can let you organize a rescue mission or can help you get back to the shuttle when lost on an expedition. - - [color=cyan]Utility Belt[/color]: This holds all the equipment you will need to loot machines and the like from space wrecks and expeditions. - - ## Space Debris - - Once prepared, it is time to go and explore the stars. - - Before immediately doing expeditions, it is good practice to start with space debris so that the crew gets used to their job. - - [color=cyan]Space Debris[/color] is generally much safer than expeditions and provides many basic materials (such as steel, glass, etc) in short supply at the start of the shift. - - - - - - The [color=cyan]Salvage Magnet[/color] is the machine that brings space debris into nearby space. - - The Salvage Magnet provides six offers: the first 3 are [color=cyan]Asteroids[/color], and the last 3 are [color=cyan]Space Wrecks[/color]. The offers then refresh every 3 minutes until claimed, after which the space debris is brought in for the next [bold]6 minutes[/bold]. - - The Salvage Magnet provides information on the types of resources on an asteroid, which can help you decide which to prioritize based on the current needs of the station. - - During the 6 minutes, fly to the debris, extract all profit possible, and then fly back to the station. [italic]You will die if you don't return to the shuttle in time[/italic]! - - There are two main activities that you do with the Salvage Magnet: - - - - - - - - - [color=cyan]Asteroid Mining[/color]: This is the safest option for money as there are no hostiles. All you need to do is fly around and mine the ore with your [color=cyan]Pickaxe[/color] and [color=cyan]Ore Bag[/color]. Once you have collected all the ore, you can refine it into materials through the [color=cyan]Ore Processor[/color]. - - - - - - - - - [color=cyan]Space Wreck Salvaging[/color]: These are slightly more dangerous as there are hostiles. Keep your distance from hostiles and shoot at them with the [color=cyan]Proto-Kinetic Accelerator[/color]. You will mainly be looting equipment and machines through [color=cyan]Wrenches[/color] and [color=cyan]Fultons[/color]. - - ## Planetary Expeditions - - Finally, [color=cyan]Planetary Expeditions[/color] are the most dangerous but profitable way for Salvage to make money. - - - - - - - - - First, use the [color=cyan]Salvage Expedition Computer[/color] to select an expedition. Every 30 seconds, the missions cycle and provide certain information like the [color=yellow]difficulty[/color] and [color=yellow]types of enemies[/color]. - - After weighing your options, pick the expedition that best suits the station's needs and the crew's abilities. - - Once you claim the expedition mission, a [color=cyan]Coordinates Disk[/color] will be ejected, which needs to be inserted into the [color=cyan]Shuttle Console[/color]. - - Once inside the Shuttle Console, switch to [color=yellow]Map mode[/color]. Then, click "[color=yellow]Scan for Nearby Objects[/color]". Now, on the drop-down menu on the bottom left of the console UI, click on [color=yellow]the planet's name[/color]. Finally, enable [color=yellow]FTL[/color], click on the [color=yellow]planet on the map[/color], and you will begin FTL travel. - - Once you have landed on the planet, you will have [bold]11 minutes[/bold] to spend between [color=cyan]Mining[/color] and [color=cyan]Dungeon Looting[/color] - - - [color=cyan]Expedition Mining[/color]: Mining during expeditions provides access to a wide range of resources, but also increases the risk of getting lost or encountering environmental and hostile threats. - - - [color=cyan]Dungeon Looting[/color]: Dungeon Looting is where you make the most profit. When you touch down on the planet, the direction of the dungeon will be announced over the radio. Next, break into the dungeon, kill all the hostiles, and secure any loot. [color=cyan]Fultons[/color] become especially handy as you will be transferring whole machines and anomalies. The rewards from Dungeon Looting are expensive equipment to sell and exclusive technologies, such as [color=yellow]cloning[/color]. As an addition, the corpses of the hostiles can also be used and sold! - diff --git a/Resources/ServerInfo/Guidebook/ChemicalTabs/Biological.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Biological.xml deleted file mode 100644 index 6f1a4e630b..0000000000 --- a/Resources/ServerInfo/Guidebook/ChemicalTabs/Biological.xml +++ /dev/null @@ -1,9 +0,0 @@ - - -# Biological - -These reagents include chemicals that you can get from certain materials and from living things. To get the other chemicals you have to use machines like the electrolyzer and the centrifuge. - - - - diff --git a/Resources/ServerInfo/Guidebook/ChemicalTabs/Elements.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Elements.xml deleted file mode 100644 index 3a1c587304..0000000000 --- a/Resources/ServerInfo/Guidebook/ChemicalTabs/Elements.xml +++ /dev/null @@ -1,9 +0,0 @@ - - -# Elements - -This list contains all the basic reagents used to make other chemicals. - - - - diff --git a/Resources/ServerInfo/Guidebook/ChemicalTabs/Foods.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Foods.xml deleted file mode 100644 index aea68d74ce..0000000000 --- a/Resources/ServerInfo/Guidebook/ChemicalTabs/Foods.xml +++ /dev/null @@ -1,8 +0,0 @@ - -# Foods - -These reagents are mostly used in the kitchen. Very helpful for Chefs and/or Service Workers. - - - - diff --git a/Resources/ServerInfo/Guidebook/ChemicalTabs/Narcotics.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Narcotics.xml deleted file mode 100644 index 0dbb5ad359..0000000000 --- a/Resources/ServerInfo/Guidebook/ChemicalTabs/Narcotics.xml +++ /dev/null @@ -1,5 +0,0 @@ - -# Narcotics -The reagents listed in this category includes stimulants, hallucinogens and other drug-like effects. - - diff --git a/Resources/ServerInfo/Guidebook/ChemicalTabs/Other.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Other.xml deleted file mode 100644 index 31ad4ef3cb..0000000000 --- a/Resources/ServerInfo/Guidebook/ChemicalTabs/Other.xml +++ /dev/null @@ -1,5 +0,0 @@ - -# Other -These are the other regeants listed in the Chemicals page. - - diff --git a/Resources/ServerInfo/Guidebook/ChemicalTabs/Pyrotechnic.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Pyrotechnic.xml deleted file mode 100644 index 791df36a32..0000000000 --- a/Resources/ServerInfo/Guidebook/ChemicalTabs/Pyrotechnic.xml +++ /dev/null @@ -1,5 +0,0 @@ - -# Pyrotechnics -These chemicals are flammable and causes hazardous effects when making them (Plasma gas and explosions). It is recommended to make these chemicals in a safe environment. - - diff --git a/Resources/ServerInfo/Guidebook/ChemicalTabs/Toxins.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Toxins.xml deleted file mode 100644 index 19ab91cbf4..0000000000 --- a/Resources/ServerInfo/Guidebook/ChemicalTabs/Toxins.xml +++ /dev/null @@ -1,5 +0,0 @@ - -# Toxins -The chemicals in this list contain toxins that induce certain effects and can cause death. Use responsibly. - - diff --git a/Resources/ServerInfo/Guidebook/Chemicals.xml b/Resources/ServerInfo/Guidebook/Chemicals.xml deleted file mode 100644 index e157dbb437..0000000000 --- a/Resources/ServerInfo/Guidebook/Chemicals.xml +++ /dev/null @@ -1,34 +0,0 @@ - -# Chemicals - -Chemicals are a powerful tool that can cause a variety of effects when consumed. Some can be found in plants, purchased from cargo, or be synthesized through combination with other chemicals. - -Knowing different types of chemicals and their effects is important for being able to manage injury and danger. - -## Elements - - -## Medicine - - -## Narcotics - - -## Pyrotechnics - - -## Toxins - - -## Foods - - -## Botanical - - -## Biological - - -## Other - - diff --git a/Resources/ServerInfo/Guidebook/Command.xml b/Resources/ServerInfo/Guidebook/Command.xml deleted file mode 100644 index 11696e4275..0000000000 --- a/Resources/ServerInfo/Guidebook/Command.xml +++ /dev/null @@ -1,56 +0,0 @@ - -# Command -The heads of each department come together to form the [color=#1b67a5]Command[/color] department, a force to be reckoned with and the handlers of the station. They usually have access to special equipment and their own rooms. They are often wanted dead. - -## Personnel -[color=#1b67a5]Command[/color] is made up of the heads of each department, being the [color=#9fed58]Head of Personnel[/color], the [color=#cb0000]Head of Security[/color], the [color=#5b97bc]Chief Medical Officer[/color], the [color=#f39f27]Chief Engineer[/color], the [color=#c96dbf]Research Director[/color], the [color=#b18644]Quartermaster[/color] and above all else, the [color=#1b67a5]Captain[/color]. - - - - - - - - - - - - - - -## Taking Charge -Congratulations on your promotion! Besides all the extra paperwork, your new [color=#a4885c]responsibilities[/color] include running your department, making changes and choosing priorities, keeping personnel and equipment safe as well as slacking off while your cronies do all the work. - -Don't forget, you still have a job! Your fancy tools don't earn you a day off, you still have to fill in for any staffing shortages, helping out struggling workers and teaching the newbies. - -You might get away with just sitting around and letting people resent you, but it's wiser to get active and work alongside them. -Remember to move your workers around to have them do what they like doing or what they do best. - -## Your Locker - -To deal with your new soul-crushing tasks, every head is given special items to lead your subordinates. Most of your new shiny tools can be found in your [color=#a4885c]locker[/color]. - - - - -Your [color=#a4885c]remote[/color] is very simple but profoundly underestimated. A small but mighty force, your remote can open and close [color=#a4885c]airlocks[/color], spin the [color=#a4885c]bolts[/color] to lock them, or toggle [color=#a4885c]emergency access[/color]. It can do this from a distance. - - - -The remote influences where people move around. Heads can lock personnel out of dangerous areas or let people in to grab something really quickly. - -You also have access to your very own [color=#1b67a5]Command[/color] channel, like every other department. However, yours is particularly special as the people who can hear you have [color=#a4885c]entire departments[/color] at their fingertips. -Use this to communicate with other heads and be a representative of what your workers want or need. - -The [color=#1b67a5]Captain[/color] and the [color=#9fed58]Head of Personnel[/color] get access to the lucrative [color=#a4885c]master encryption key[/color], letting them tune into every radio channel on the station. This is extremly valuable, as you can coordinate between departments yourself. -[color=#a4885c]Don't waste this vital advantage![/color] - - - - - -To make the swamp of paperwork (that will definitely overwhelm you) even harder to deal with, you have generously been given a [color=#a4885c]stamp[/color] in your locker. Use this to sign paperwork. After you stamp it, it can't be edited. Look it over first. - - - - diff --git a/Resources/ServerInfo/Guidebook/Engineering/AME.xml b/Resources/ServerInfo/Guidebook/Engineering/AME.xml deleted file mode 100644 index 4b55ce85c5..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/AME.xml +++ /dev/null @@ -1,25 +0,0 @@ - - # Antimatter Engine (AME) - - 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 is perfectly safe though; you may need to deal with the AME overheating. - - ## Construction - Required parts: - - - - - - - To assemble an AME, start by wrenching down the controller on the near 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. - - 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. Any more than this ratio will eventually result in the engine [color=#ff0000]overheating and[/color], shortly afterwards, [color=#ff0000]exploding[/color]. - - ## Fuel Economy - The closer you are to the perfect ratio of [color=#a4885c]1:2[/color] AME cores to fuel injection rate, the more efficient you'll be. You're cutting fuel efficiency to [color=#a4885c]50% and less[/color] if you're using more cores, but a lower fuel injection rate. - For an example, [color=#76db91]3 cores and 6 fuel injected[/color] will generate [color=#76db91]240kW[/color], while [color=#f0684d]8 cores and 8 fuel injected[/color] will generate [color=#f0684d]160kW[/color]; you'd be generating 80kW less while spending 2 more fuel per injection. - - ## Upgrading the AME - - You can generally only upgrade the AME by installing more cores, which can be done by ordering more AME flatpacks from [color=#a4885c]Cargo[/color]. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/AccessConfigurator.xml b/Resources/ServerInfo/Guidebook/Engineering/AccessConfigurator.xml deleted file mode 100644 index fea8104a5b..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/AccessConfigurator.xml +++ /dev/null @@ -1,34 +0,0 @@ - - # Access Configurator - The access configurator is a tool used to specify what type of personnel may use certain devices. - - - - - - Configurable devices can include airlocks, secure crates and lockers, as well as access restricted machines. - Note: Airlocks can have their accesses configured by the [color=#a4885c]Network Configurator[/color] (or multitool), for convenience. - - ## Where to find Access Configurators - Each station is equipped with up to two access configurators. The first is in the possession of the Chief Engineer, while the second can be found with the Head of Personnel. - - ## How to use the access configurator - To modify a device using the access configurator: - - First, use the access configurator on the chosen device to link them together. This will automatically open the configurator UI. - - Next, insert an ID card into the access configurator. - - Set the access requirements of the connected device. What requirements can be added or removed will depend upon the access privileges of the inserted ID card. - - Any changes made will be applied [color=#a4885c]immediately[/color] - simply eject the ID card from the access configurator and close the UI when you are done. - - ## Restrictions on changing access - As a safety precaution, the inserted ID must possess [bold]all[/bold] of the access requirements that are currently active on the connected device in order to modify it. - - For example, a device which can be accessed by both 'Science' and 'Medical' personnel can only by modified using an ID card that has access to [color=#a4885c]both[/color] of these departments. - The access configurator will warn the user if the inserted ID card does not have sufficient privileges to modify a device. - - A device with no access requirements set, like a public access airlock, can be modified using any valid station ID card. - - ## Repairing damaged ID card readers - Syndicate agents may attempt to hack access-restricted devices through the use of a [color=#a4885c]Cryptographic Sequencer (EMAG)[/color]. This nefarious tool will completely short out any ID card readers that are attached to the device. - - Engineers will need to partially de/reconstruct affected devices, and then set appropriate access permissions afterwards using the access configurator (or network configurator, for airlocks), to re-establish access restrictions. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/AirlockSecurity.xml b/Resources/ServerInfo/Guidebook/Engineering/AirlockSecurity.xml deleted file mode 100644 index 82faa60810..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/AirlockSecurity.xml +++ /dev/null @@ -1,76 +0,0 @@ - - # Airlock Upgrades - It is not uncommon for plucky individuals to try and bypass an airlock by meddling with its internal wiring. - - Fortunately, certain countermeasures can be installed into airlocks to inconvenience any would-be trespassers. - - ## Medium security airlocks - The most basic form of intrusion deterrence is to install a secured steel plating that will prevent access to internal wiring of the airlock. - - To upgrade a basic airlock to a medium security airlock, you will require the following materials: - - - - - - - - - - - - - To upgrade a basic airlock: - - Use the screwdriver to open the airlock maintenance panel. - - Add the steel sheets to the airlock. - - Weld the steel sheets into place. - - Close the maintenance panel using the screwdriver. - - ## High security airlocks - For airlocks leading to the more sensitive areas of the space station, the use of stronger deterrents are advised. High security airlocks have improved armor plating to protect its internal wiring, along with an electrified security grille. - - To upgrade a medium security airlock to a high security airlock, you will require the following materials: - - - - - - - - - - - - - - - - To upgrade a medium security airlock: - - Use the screwdriver to open the airlock maintenance panel. - - Add the plasteel sheets to the airlock. - - Weld the plasteel sheets into place. - - Add the metal rods to the airlock. - - Close the maintenance panel using the screwdriver. - - ## Maximum security airlocks - You can optionally upgrade a high security airlock to a maximum security airlock. Maximum security airlocks possess an additional layer of plasteel plating on top of its other protections. - - To upgrade a high security airlock to a maximum security airlock, you will require the following materials: - - - - - - - - - - - - - To upgrade a high security airlock: - - Use the screwdriver to open the airlock maintenance panel. - - Add the plasteel sheets to the airlock. - - Weld the plasteel sheets into place. - - Close the maintenance panel using the screwdriver. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Atmospherics.xml b/Resources/ServerInfo/Guidebook/Engineering/Atmospherics.xml deleted file mode 100644 index 1e06d5193e..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Atmospherics.xml +++ /dev/null @@ -1,67 +0,0 @@ - - # Atmospherics - - Atmospherics setups are a necessity for your long-term comfort, but are generally underdocumented, resulting in them being a bit tricky to set up. The following attempts to cover the basics. - - ## Standard Mix - 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 300kPA for faster re-pressurization of rooms, without posing too much of an overpressurization risk, should traitors sabotage the distro. - - - - - - Variations on this mix may be necessary for the long-term comfort of atypical crew, (for example, Voxes, who are poisoned by Oxygen and breathe Nitrogen). For atypical crew (to be implemented), it is recommended to try and give them their own personal space, isolated by either an airlock or disposals section. Keep in mind that both methods are leaky and you will need scrubbers on both sides of the lock to clean up any leaked gasses. - - - - - ## Vents and Scrubbers - Vents and scrubbers are core atmospherics devices that fill and cleanse rooms, respectively. By default, they are configured for filling rooms to standard pressure (101.24kPa) and to remove all non-O2/N2 gasses from a room. They can be reconfigured from their default settings by linking them to an Air Alarm, allowing you to configure how they respond to various types of gasses or pressure levels. - - - - - - During standard operation, if a normal vent detects that the outside environment is space, it will automatically cease operation until a minimum pressure is reached to avoid destruction of useful gasses. This can be fixed by pressurizing the room up to that minimum pressure by refilling it with a gas canister (potentially multiple, if the room is of significant size). - - Should you encounter a situation where scrubbers aren't cleaning a room fast enough (and the "Siphon" functionality still cannot keep up), 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. - - - - # Gas mixes and Burn chambers - In the event you finish all the tasks at hand, you can make some extra money by creating new chemical gasses. - - ##Tritium - Tritium is a clear, green gas that is highly flammable, radioactive, and combusts when in contact with oxygen, making it very helpful when running the [color=#a4885c]TEG[/color]. - It can be made by burning 1% Plasma and 96% or more Oxygen in the Burn Chamber (Ideal ratio is 3% Plasma to 97% Oxygen). You can extract this gas through scrubbers. - - - - - - - - - ##Frezon - Frezon is a bluish-green gas that is very complex and very dangerous. To obtain frezon, you must mix Tritium, Oxygen, and Nitrogen in a 70K room to start the reaction, and prevent the Tritium from combusting with the oxygen. - - - - - - - - - It is critical to understand that a frezon leak can devastate the station, causing a wintery hell filled with itchy sweaters and cold burns. Frezon is very cold, and can freeze the station to death if even a few moles get out, so make sure that you lock your canisters or just move your Frezon straight into a storage room. - - ## Reference Sheet - - Standard atmospheric mix is [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color] - - Gas obeys real math. You can use the equation: - - [color=cyan]PV = nRT[/color] - - - ([color=#a4885c]Pressure kPa * Volume L = Moles * R * Temperature K[/color]) - to derive information you might need to know about a gas. R is approximately 8.31446. - - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Construction.xml b/Resources/ServerInfo/Guidebook/Engineering/Construction.xml deleted file mode 100644 index 15f2f15539..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Construction.xml +++ /dev/null @@ -1,11 +0,0 @@ - - # Construction - - By pressing [color=#a4885c][keybind="OpenCraftingMenu"][/color], one can open the construction menu, which allows you to craft and build a variety of objects. - - 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 grid at a time. - - 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, in your backpack or on a table near you, and they'll be used up during crafting like normal. - - When placing a "building ghost" somewhere in the world, press [color=#a4885c][keybind="EditorRotateObject"][/color] to rotate the ghost clockwise. If you are building a mirrorable component (think: Gas Mixers/Filters), you can press [color=#a4885c][keybind="EditorFlipObject"][/color] to flip the ghost. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Engineering.xml b/Resources/ServerInfo/Guidebook/Engineering/Engineering.xml deleted file mode 100644 index b2bf4e698a..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Engineering.xml +++ /dev/null @@ -1,29 +0,0 @@ - -# Engineering -[color=#f39f27]Engineering[/color] 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. - -## Personnel -[color=#f39f27]Engineering[/color]'s staff is made up of Technical Assistants, Station Engineers and Atmospheric Technicians. Engineering is run by the Chief Engineer. - - - - - - - -## Tools - - - - - - - - - - - -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 shafts and in tool storage within assorted toolboxes and vending machines. - -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. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Fires.xml b/Resources/ServerInfo/Guidebook/Engineering/Fires.xml deleted file mode 100644 index c03c8af9a6..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Fires.xml +++ /dev/null @@ -1,29 +0,0 @@ - - # Fires & Space - - Fires and spacings are an inevitability due to the highly flammable plasma gas and the endless vacuum of space present in and around the station, so it's important to know how to manage them. - - ## Spacing - Space is arguably the easier of the two to handle. Be aware; active spacings will slowly siphon the air out of the station's air reserves. If you find it impossible to fix structural damage due to some other hazard, make sure to limit the airflow to that room. (Currently only half-valid due to the Gas Miners infinitely replenishing most of the useful gases) - - While it does render an area uninhabitable, it can be trivially solved by simply following a two step process. Step one is to seal the hole that caused the vacuum. - - Step two is to repressurize the affected area. Note that the affected area will NOT fill from the station's distro network by default. Some atmospheric devices, specifically air vents, have built-in safeguards that cause the device to be disabled if pressure in a room drops too low. This features prevents spacings from venting the distro network unintentionally. - - As a result, there are three main options to repressurize the affected area: - - 1. Assuming distro vents and pipes have not been destroyed in some unfortunate accident, you may set surrounding air alarms to the "Fill" setting. This will cause connected air vents to override their safeguards and begin repressurizing the area. - - Be aware this setting also allows vents to OVERpressurize a room, so this process must be monitored at all times. - - 2. Another option is to open any firelocks that were engaged in response to the original spacing. This will cause the pressure to equalize between both areas. - - This option generally causes more firelocks to engage in the surrounding area, potentially causing disruptions or making the second area unsafe for station crew. - - 3. The final option is to bring a canister into the spaced area and open its release valve. An air canister at 4500kpa can fully repressurize around 20-30 tiles before running out of gas. - - This option requires the canister be brought in from outside (generally atmos), which can be slow and time consuming depending on the situation. - - - ## Fires - Fires can be dealt with through a multitude of ways, but some of the most effective methods include: - - 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. - - 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, this does not result in destruction of material, so you can simply scrub the room afterwards. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml b/Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml deleted file mode 100644 index 6c47d4a916..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml +++ /dev/null @@ -1,40 +0,0 @@ - - # Network Configurator - The network configurator allows you to manipulate device lists, link devices together and configure accesses for airlocks through door electronics. - - - - The configurator has two modes: List and Link. You can press [color=gray]Alt+Z[/color] or [color=gray]Alt+Y[/color] to switch between them. - - ## List Mode - In list mode you can click on network devices to save them on the configurator and then on a network device that has a device list like the [color=#a4885c]Air Alarm[/color]. - - When clicking on a device like the Air Alarm, a UI will open, displaying the list currently saved on the device and buttons to manipulate that list. - - You can: - - Replace the current list with the one saved on the configurator - - Add the list on the configurator to the current one - - Clear the current list - - Copy the current list to the configurator - - Visualize the connections to the devices on the current list - - Pressing [color=gray][keybind="ActivateItemInHand"][/color] opens the list saved on the configurator where you can remove saved devices. - - ## Link Mode - With link mode, you can click on a device that is capable of device linking and then click on any other device that is either a sink or source. - - For example, first clicking on a source, like a [color=#a4885c]signal button[/color], and then on sink, like a [color=#a4885c]small light[/color], opens a UI that displays the source ports on the left side and the sink ports on the right. - - Now, you can either click [color=gray]Link Defaults[/color] to link the default ports for a source + sink combination, or press on a source port and then a sink port to connect them. - - An example of a default link for the aforementioned combinaton of devices would be: - - [color=cyan]Pressed 🠒 Toggle[/color] - - When you're done connecting the ports you want, you can click on [color=gray]OK[/color] to close the UI. - - You can quickly link multiple devices to their default port by first clicking on a device that can be linked and then using [color=gray]Alt+Left Mouse button[/color] on the devices you want to link together. - - ## Airlock Access - To configure an airlock's access, simply take the airlock's door electronics and interact with it using a network configurator (or multitool). Select the accesses you want, insert the door electronics into an airlock frame, and construct to finish! - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Networking.xml b/Resources/ServerInfo/Guidebook/Engineering/Networking.xml deleted file mode 100644 index 74e2b04625..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Networking.xml +++ /dev/null @@ -1,24 +0,0 @@ - - # Networking - Some devices on the station need to communicate with each other, and they do this by utilizing device networking. - With networking, machines and devices can send arbitrary data between each other. - There are multiple networks that get used, such as the wireless and wired network. - Each network device has a frequency it receives on. PDAs, for example, use the frequency: [color=green]220.2[/color] - - Note: The following operations will require use of the Network Configurator to be performed: - - ## Device Lists - Some devices need to know which other devices to communicate with specifically. - - - - Air alarms, for example, require you to tell it which vents, scrubbers, sensors, and firelocks to interact with. - - ## Linking - If a device, basic or advanced, needs finer controls of how and which devices it connects to, it will generally use device linking. - - - - - With linking, you can connect the outputs of a device, like [color=gray]On[/color] or [color=gray]Off[/color], with the inputs of a device, like the airlocks [color=gray]Open[/color] or [color=gray]Close[/color] inputs. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml b/Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml deleted file mode 100644 index ee637de514..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml +++ /dev/null @@ -1,43 +0,0 @@ - - # Portable Generators - - Need power? No engines running? The "P.A.C.M.A.N." line of portable generators has you covered. - - - - - - - - # The Junior - - - - - - - The J.R.P.A.C.M.A.N. can be found across the station in maintenance shafts, and is ideal for crew to set up themselves whenever there are power issues. Its output of up to [color=orange][protodata="PortableGeneratorJrPacman" comp="FuelGenerator" member="MaxTargetPower" format="N0"/] W[/color] is enough to power a few important devices. - Setup is incredibly easy: wrench it down above an [color=green]LV[/color] power cable, give it some welding fuel, and start it up. - - Welding fuel should be plentiful to find around the station. In a pinch, you can even transfer some from the big tanks with a soda can or water bottle. Just remember to empty the soda can first, I don't think it likes soda as fuel. - - # The Big Ones - - - - - - - - - - - - The (S.U.P.E.R.)P.A.C.M.A.N. is intended for usage by engineering for advanced power scenarios. Bootstrapping larger engines, powering departments, and so on. - - The S.U.P.E.R.P.A.C.M.A.N. boasts a larger power output (up to [color=orange][protodata="PortableGeneratorSuperPacman" comp="FuelGenerator" member="MaxTargetPower" format="N0"/] W[/color]) and longer runtime at maximum output, but scales down to lower outputs less efficiently. - - They connect directly to [color=yellow]MV[/color] or [color=orange]HV[/color] power cables, and are able to switch between them for flexibility. - - The S.U.P.E.R.P.A.C.M.A.N and P.A.C.M.A.N require uranium sheets and plasma sheets as fuel, respectively. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Power.xml b/Resources/ServerInfo/Guidebook/Engineering/Power.xml deleted file mode 100644 index 7dd227ee9b..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Power.xml +++ /dev/null @@ -1,53 +0,0 @@ - - # Power - - SS14 has a fairly in-depth power system through which all devices on the station receive electricity. It's divided into three main powernets; High Voltage, Medium Voltage, and Low Voltage. - - - - - - - ## Cabling - The three major cable types (HV, MV, and LV) can be used to form independent powernets. Examine them for a description of their uses. - - - - - - - ## Power storage - 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. - - - - - - - ## Ramping - 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. - - ## Installing power storage - 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. - - 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. - - 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. - - ## APC breaking - Currently the only power storage device that has a limit to its power to the network is the APC. As soon as all connected devices and machinery demand more than [color=#a4885c]24kW[/color] of power, its breaker will pop and everything will turn off. In the case that you are not an engineer, call an engineer (or cyborg) to re-enable it, after reducing the load back down to [color=#a4885c]below[/color] 24kW. - - - - - ## Checking the power grid - 1. Use the [color=#a4885c]t-ray scanner[/color] in order to locate cables that are hidden under tiles. (skip this step if cables aren't hidden) - 2. Pry open the tile that is blocking your access to the cable with a [color=#a4885c]crowbar[/color]. (skip this step if cables aren't hidden) - 3. Equip your trusty [color=#a4885c]Multitool[/color] and click on any cable to see the power-grid stats. - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Engineering/RTG.xml b/Resources/ServerInfo/Guidebook/Engineering/RTG.xml deleted file mode 100644 index 6149b58049..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/RTG.xml +++ /dev/null @@ -1,20 +0,0 @@ - - # Radioisotope Thermoelectric Generator (RTG) - - - - - - Making power using a Radioisotope Thermoelectric Generator (RTG) is similar to making power using solars. - RTGs only provide [color=#a4885c]10kW[/color] of power, but they provide it for free and for the entire round. - Basically, if you connect an RTG to your power grid, it'll give you [color=#a4885c]free power[/color]. - However, they're only accessible through salvage finding one on an expedition. Should they bring some in, make sure to thank them! - - - - - Sometimes, RTGs appear damaged. - Damaged RTGs behave just like regular ones, but they're [color=yellow]radioactive[/color]. - That means they're more dangerous, but on the bright side, you can put radiation collectors next to them to turn that radiation into more power. - This is usually more worthwhile, considering the power is still free, so long as you can find a safe spot to put the RTG(s) in. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml b/Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml deleted file mode 100644 index 21956d600c..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml +++ /dev/null @@ -1,39 +0,0 @@ - - # 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 - Required parts: - - - - - - - - - - - - - - - Optional parts: - - - - - - - - - - - - Head out into space with steel sheets and metal rods in hand, and once you're three or more tiles 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 steel sheets or floor tiles. Expand your lattice platform by clicking just off the edge with some 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 (remember to wire the MV and LV networks!). If they are; congratulations, you should have a functional shuttle! Making it livable and good looking is left as an exercise to the reader. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/Singularity.xml b/Resources/ServerInfo/Guidebook/Engineering/Singularity.xml deleted file mode 100644 index bdfe947373..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/Singularity.xml +++ /dev/null @@ -1,140 +0,0 @@ - - # Singularity / Tesla Engine - - The Singularity Engine / Tesla Engine can yield [color=#a4885c]infinite power[/color], with no fueling required. It can also [color=red]destroy the whole station[/color] with equal ease. It uses a Particle Accelerator to fire high energy particles at a Singularity Generator to form a singularity or ball lightning. - The singularity then pulses radiation which is absorbed by Radiation Collectors, or the ball lightning then zaps nearby tesla coils and grounding rods to provide power. - - # Setting it up - - Both engines requires 4 subsystems to work properly; two are shared between both engines: - - ## Containment field generators and Emitters - - - - - - The emitters connect to MV cables and fire lasers as long as they have power and are turned on. - Fire the emitters at enabled containment field generators to activate them. - If two containment field generators are active, in range and are in the same cardinal axis, a containment field will appear. - The containment field will repel the singularity or tesla, keeping it from escaping, and yield a little bit of power every time anything bounces off of them. - - The emitter lasers and the containment fields can also cause damage and/or cause you to be sent flying into deep space; [color=#a4885c]avoid touching them[/color] when active. - It is recommended to [color=#a4885c]lock the emitters[/color] with [keybind="AltActivateItemInWorld"/], to prevent any break-in no-gooders from loosing the singularity or tesla by simply switching off the field. - - Teslas can have significantly smaller containment fields than singularity containment fields; adjusting field size is recommended, as the tesla becomes easier to keep watch on in a simply 3x3 field setup. - - ## Particle accelerator - - - - - - - - - - - - - - - - - - - - - - The Particle Accelerator (PA) is a multi-tile structure that launches accelerated particles from its emitters. Its emitters should always face the generator. - Some stations already have an unfinished PA. To complete it, first ensure there is a MV cable beneath the PA power box, anchor all the parts, and then add an LV cable to each part. - - - - Then use a screwdriver to screw back the panels. - [color=#a4885c]Scan parts[/color] using the PA control computer to check if it's operational (the PA will not function if you do not scan it!). If it shows up as incomplete, examine what's missing. - - - - - The other two subsystems are unique to each other: - - ## Gravitational singularity generator or Ball lightning generator - - - - - The generator should be anchored at the center of the containment area, since this is where the singularity/tesla should appear at. - - ## Radiation collectors or Tesla coils - - - - - The radiation collectors connect to HV cables and generate power from nearby radiation sources when turned on. - Radiation collectors require a tank full of gaseous plasma in order to operate. - Continous radiation exposure will gradually convert the stored plasma into tritium, so replace depleted plasma tanks with fresh ones regularly to maintain a high power output. - - - - - - The tesla coils connect to HV cables and provide a stream of power after being zapped by the ball lightning. - However, tesla coils usually do not fully absorb the lightning strike, and the grounding rods are required to prevent lighting from arcing to and obliterating nearby machines. - Do note that one grounding rod is not a foolproof solution; get [color=#a4885c]at least 4 rods[/color] around the containment field to make it mathematically unlikely for the tesla to escape. - As the ball lightning zaps tesla coils, they will degrade from wear; make sure to [color=#a4885c]weld them[/color] every now and then to keep generating power. - - ## Turning on the Engines - - [color=red]Do not[/color] turn the PA on unless all the other subsystems are working properly and there is enough power to start the engine. - - Turn power on using the PA control computer. Set the strength to an appropriate level. The higher the output stength is set on PA control computer, the bigger the singularity will be. - - Currently, the output power does not affect the ball lightning, beyond giving the ball lightning extra orbs around it. - - The PA will now draw power from the power net and start firing particles at the generators. - - - - - - - - A singularity or ball lightning will soon appear at the position of the Gravitational singularity generator. - - - or - - - - If no particles are hitting the singularity, the singularity will start to slowly decay until it disappears. - This is not the case for the tesla; feel free to disconnect the PA after the tesla has been set up. - - ## Safety - The singularity emits a large amount of radiation around it, so always keep a distance from it. Consider getting [color=yellow]radiation shielding gear[/color] beforehand. Seek medical attention if you are experiencing health issues. - - - - - - - - - - - - The singularity might move around, but the containment field will repel it. - - The tesla creates large bolts of lightning around it, so make sure to wear insuls before approaching it. If you aren't, and it zaps you, pray that the ball lightning doesn't stunlock you and eventually send you into crit. - - - - If a singularity or tesla escapes its containment field, often referred to as a "singuloose" or "tesloose" respectively, it will attract and then consume everything in its way, growing larger as it does so, or it will begin to obliterate every machine in its path, and shock all crew personnel. - - In such circumstances, there is little to be done other than running in the opposite direction. - - - - However, if science has happened to research [color=#D381C9]Portable Particle Decelerators[/color], or if cargo can order them in time, you may be able to stop the singularity from eating the whole station. - Good luck on the tesla, though; it is merely too powerful to recontain after breaching. - diff --git a/Resources/ServerInfo/Guidebook/Engineering/TEG.xml b/Resources/ServerInfo/Guidebook/Engineering/TEG.xml deleted file mode 100644 index fa6cf5df69..0000000000 --- a/Resources/ServerInfo/Guidebook/Engineering/TEG.xml +++ /dev/null @@ -1,223 +0,0 @@ - - # Thermo-electric Engine (TEG) - - The TEG generates power by exchanging heat between hot and cold gases. On the station, hot gas is usually created by burning plasma, and an array of heat-exchanging pipes in space radiates away heat to cool down circulated gases. - - The TEG relies heavily on atmospherics piping. The only truly special component about it is the generator core and circulators; the rest is all off-the-shelf atmospherics equipment. Note that while the exact layout may vary significantly depending on the station, the general components and setup are usually the same. - - ## Generator - - The main generator itself is a machine made up of 3 major parts: the central generator and two "circulators", in this arrangement: - - - - - - - - The circulators take in either a hot or cold gas, and pass it through the machine to exchange heat. The gas then gets output on the other end of the circulator. The generator produces the actual power and outputs it over an HV wire. - - Note that the circulators are [color=#a4885c]directional[/color]: they will only let gas through one way. You can see this direction in-game by examining the circulator itself. A pressure difference is required across the input and output, so pumps are generally provided and must be turned on. - - There is no preference for which side must be hot or cold, there need only be a difference in temperature between them. The gases in the two "loops" are never mixed, [color=#a4885c]only energy is exchanged between them[/color]. The hot side will cool down, the cold side will heat up. - - ## The Pipes - - There are 2 major pipenets to worry about here: [color=red]The Hot Loop[/color] (where gas will be burnt for heat), and [color=cyan]The Cold Loop[/color] (where circulated, heated waste gas will either be removed into space or cooled back down). Make sure that [color=#a4885c][bold]both pipenets do NOT mix[/bold][/color], as only heat should be transferred between the two through the TEG. - - # The Hot Loop - - As I'm sure a wise person once said: the best way to make something hot is to light it on fire. Well, depending on context, that may not be very wise, but luckily your engineering department has just what's needed to do it wisely after all. - - As stated above, there are many different layouts one can follow to heat up (or cool down) gases; this part of the guide will cover 2 common methods one will often see for the hot loop when the TEG is setup: [color=#a4885c]The Pipe Burn[/color], and [color=red]the Burn Chamber[/color]. - - Side note: Plasma fires burn relatively cool compared to, for example, Tritium fires. It may be viable to extract Tritium from an extraction setup (using a 96/4 ratio of O2/Plasma) and react it with Oxygen to get truly hellish temperatures for power. Although, this is just a recommendation; I'm not ya mum. - - ## The Pipe Burn - - Also known as the naive method, this is generally discouraged when working for efficiency. However, if all you need is a smidge of power to run the station, and you don't feel like setting up the burn chamber, this method will do. - - [color=#444444]TODO: Remove this section when atmos pipes are updated to have pressure/temperature limits in a future atmos refactor.[/color] - - Most (if not all) pipe burns follow this general layout: - - Gas input -> High-pressure pump -> Pipe segment (with heater) -> Low-pressure pump -> Circulator - - - - - - - - - - - - - The Gas input is pretty self-explanatory; this is where you will input the O2-Plasma mix to be burnt. A 2:1 (67/33) ratio of Oxygen to Plasma is recommended for the hottest burn. - - The High-pressure pump serves 2 purposes; first, it prevents the burn from backwashing into the supply pipe, which would be... bad, for many reasons. Second, it maintains a positive pressure in the following pipe segment, which is important to allow the burn to continue, especially since hot gases expand. - - The Pipe segment is where the burn actually occurs; to start it off, one can use a heater to increase the temperature up to the ignition temperature of Plasma. Afterwards, the reaction should be self-sustaining, so long as the Pressure and Moles supplied remains high enough. [color=#a4885c]Be warned[/color]; if you wish to remove the heater, it will carry some of this superheated gas with it, transferring it to the next pipenet you connect it to. Best to space the gas through a space vent, if you must. - - The Low-pressure pump (whose pressure should be [italic]slightly lower[/italic] than the input pump) prevents [italic]all[/italic] the gas from passing through the circulator, which could result in the loss of the Moles required to sustain a burn. - - The Circulator is where this generated heat will flow to the cold loop; afterwards, feel free to space the waste gases. - - Note: Pressure pumps are used here as, while they pump on pressure (not flow-rate, which is comparatively faster), they are a bit easier to control when it comes to the limited Plasma supply on-station. However, the steps shown can be followed with volumetric pumps too. - - ## The Burn Chamber - - The burn chamber is the preferred method for heating up gases, and it is commonly used for other purposes too. (see: Tritium production) - - Most (if not all) stations have the burn chamber separated from the main atmospherics block by a 1-wide spaced grid, presumably to prevent conduction. The chambers consist of 3(+1) important parts: - - The Air Injector/Passive Vent - - The Space Vent - - The Scrubber Array - - Here is one layer of an example setup: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The air injector (or Passive Vent) injects air (or allows air to flow) into the burn chamber. Either should be supplemented with a pump before it, to keep pressures high. - There is a notable difference between the passive vent and the air injector; the air injector can only keep injecting air up to [color=#a4885c]9MPa[/color], which can be reached very easily with a good burn. Ideally, switch out the air injector for a passive vent connected to a volume pump. - - The space vent (designated as a blast door to space on one side of the burn chamber) allows waste gases to be expelled and destroyed. Open this every now and then to keep the pressure under control, or to space excess input gas. - - The scrubber array filters out all the burnt gasses and sends them through the TEG. Note that using default settings on the scrubbers is a bad idea, as valuable plasma will be filtered out too. - Instead, use a network configurator to connect all the scrubbers to a nearby air alarm, and set the air alarm's scrubber settings to scrub everything except Oxygen and Plasma, and to siphon air as well. This ensures that as much heat as available can be collected and sent to the TEG. - - Note that these are just two of many ways you can setup the hot loop; [color=#a4885c]feel free to mix and match setups as needed![/color] Volume pumps in replacement of pressure pumps, radiator loops for heat collection, or even a Pyroclastic anomaly to provide said heat! The stars are the limit! - - # The Cold Loop - - As with the Hot Loop, the Cold Loop must also be setup in order to operate the TEG. However, the Cold Loop is usually a lot more low-tech than the Hot Loop; in reality, the Cold Loop only has to be "relatively" cooler -- hey, room temperature is technically cooler than the surface of the sun, right? - - There are 3 main methods you will see used for the Cold Loop: [color=#a4885c]The Water Cooler[/color] (see: Liltenhead's video on the TEG), [color=cyan]the Coolant Array[/color] and [color=#a4885c]the Freezer Loop[/color]. - - ## The Water Cooler - - An equally naive method as the Pipe Burn, this simply involves taking some useless gas (in this case, Water Vapour) and flowing it through the TEG and into space. It's dirt-cheap and simple, at the cost of efficiency and permanent loss of gas. - - Setting this up is so simple, even Hamlet could manage it. Just take an output of a gas (here, Water Vapour), send it through the Cold side of the TEG, and then vent it into space. - - - - - - - - - - - [color=#444444]TODO: Remove this section when gas miners are removed in a future atmos refactor.[/color] - - ## Coolant Array - - This is the default method for the Cold Loop you will see on a variety of stations. Being of moderate complexity and having no losses of any resource, this [color=#a4885c]should[/color] be the main method of cooling down the TEG. However, most stations at the moment somehow have their heat exchangers hooked up wrong (or suggest incorrect piping), reducing efficiency greatly. [color=#444444](Thanks a bunch, NT!)[/color] - - To use heat-exchangers properly, they must be setup in [color=#a4885c]parallel[/color], not in series (like what you see on most stations). A gas pump at max pressure should be placed after, and a volumetric pump before the heat-exchangers. - The flow-rate of the volumetric pump should be set using the following formula: - - [color=cyan]( 200 / number of heat-exchangers )[/color] L/s. - - - Simply speaking, the Coolant Array consists of 3 major parts: An input connector port, a few pumps and the heat-exchanger array out in space. It can be setup like so: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Connector Port: Use this to input a gas with high heat capacity; most of the time, Plasma or Frezon is used to do so, as they both have very high specific heat capacities (although most any gas will do). (Yes, Plasma =/= Hot. You can cool it down, and it acts as a really good heat exchange medium.) - - Input/Output Pumps: Used to make sure gas keeps flowing through both the Circulator and the Heat-Exchanger array. As the gas cools down and heats up (and as it flows through the Exchanger), pressure must be applied for it to keep flowing. - - Heat-Exchanger: Basically, just a bunch of heat-exchanger pipes in space. Not much to say, besides the fact that it cools down the gas inside it. Make sure the heat-exchangers are [color=#a4885c]placed on lattice, not plating[/color]! Otherwise, the heat-exchange efficiency will be greatly reduced, as the heat-exchangers aren't directly exposed to space below them. - - ## The Freezer Loop - - Most of the time, you will see this method being used in efficient TEG setups. It's basically just the Coolant array, but replacing the Heat-Exchangers with a freezer. Even though the freezer does use power, it is only a small fraction of what the TEG can generate, and it's better than the default Coolant array at the moment, so go fish. - - Just follow the steps for the Coolant array, but use a freezer in place of the Heat-Exchangers. As so: - - - - - - - - - - - - - - - - - - - - - Once again, use Plasma or Frezon in the loop for max efficiency (although most any gas will do). - diff --git a/Resources/ServerInfo/Guidebook/Glossary.xml b/Resources/ServerInfo/Guidebook/Glossary.xml deleted file mode 100644 index 835f964740..0000000000 --- a/Resources/ServerInfo/Guidebook/Glossary.xml +++ /dev/null @@ -1,191 +0,0 @@ - -# Glossary - -This page contains most slang terms you might encounter on the station and throughout the community ! - -# In-Character Slang - -These are terms you might encounter in-game. - -## AOS -Arrest on sight. - -## AA -All Access, or an ID which has every access on the station. The captain is the only person who will have this kind of access under normal circumstances. - -## Atmos -Short for Atmospherics. - -## Atmosian -A term for Atmospheric Technicians, or generally anyone who spends most of their time or is particularly skilled with Atmospherics. - -## Bolted -An airlock that will never change states. It will stay permanently open or permanently closed until it is unbolted. Closed and bolted airlocks have solid red lights. - -## Borg -Short for cyborgs, player-controlled robots. - -## Braindead -Refers to a user who has disconnected from the game. Disconnected users may still reconnect to the server and assume control of their character again. - -## Brig -The main area of the security department. This is where prisoners are brought and held for their punishment. The Warden is in charge of the brig's smooth operation. - -## Cap -Short for Captain. - -## Cargonia -Reference to cargo declaring independence. Against the rules. - -## CE -Short for Chief Engineer, the head of the Engineering Department. - -## CentComm/Central Command -An administrative agency which oversees the Nanotrasen space station you inhabit. - -## CMO -Short for Chief Medical Officer, the head of the Medical Department. - -## Crit/Critical -Refers to the health state at which you fall unconscious and unable to move. While in critical, your health slowly decays until you die, unless you happen to get outside assistance. - -## Emag - Refers to the Syndicate cryptographic sequencer. "Emagged" usually refers to airlocks or lockers that are bolted open, but also any other device hacked into by an Emag. - -## Emergency Access/EA - An airlock that can be opened by anyone, even without access or an ID at all. Airlocks that are set to emergency access have blinking yellow lights. - -## ERT -An Emergency Response Team. These may be dispatched by Central Command for a number of purposes. - -## Flukie -A portmanteau of "Fluke" and "Nukie" used to (usually derogatorily) refer to a team of Nuclear Operatives who fail their objective. May also appear as "Fluke Ops". - -## God(s) -An IC term representing a Server Administrator. CentComm is also sometimes used in this manner. - -## Greytide/Greyshirt/Tider/Assistant -Typically utilized to refer to a Passenger due to the color of their standard uniform, though this may be used to negatively refer to other crew members (not only passengers) who act unruly or commit various minor crimes. - -## HoP -Short for Head of Personnel, head of the Service Department. Can also refer to the HoP's office, where IDs are given or changed. - -## HoS -Short for Head of Security, head of the Security Department. - -## Insuls -Short for Insulated Gloves. These are the yellow gloves most often worn by Engineers. They are offer complete protection from getting electrocuted from shocked things. Vastily more effective than their budget variety. - -## Jani -Short for Janitor. - -## KOS -Kill on sight. Someone has commited such a serious crime that they are deemed not even worth arresting. - -## Mats -Materials. Usually steel, plastic, plasteel, glass, silver and gold. - -## Nanotrasen/NT -Nanotrasen is the company which owns the space station you inhabit. - -## Newkie -A portmanteau of "New" and "Nukie" used to refer to an inexperienced player in the role of a Nuclear Operative. - -## Nukie -A slang/shorthand term of a Nuclear Operative. May sometimes also appear as "Nuke Op". - -## Perma -Short for Permanent Brig. This is for the most serious crime and means that a prisoner will never be released. Most stations have a dedicated, separate area of security for the permanent brig. - -## QM -Short for Quartermaster, the head of the Cargo department. - -## RD -Short for Research Director, the head of the Science Department. - -## Robust -A word used to describe someone who is particularly adept in combat, or endured through a tough fight. - -## Salv -Short for Salvage tech. - -## Sci -Short for Science. - -## Sec -Short for Security. - -## Secoff -Short for Security Officer. - -## Shift -In-Character way to refer to rounds. - -## Singulo -A shortening of the Singularity Engine. A Singulo can create infinite power for the station but is very dangerous. - -## Singuloose -A Singularity that has grownth too much and breached it's containment. It will rip through the station causing massive damage. - -## Spacing -An event which causes an area to lose air pressure, i.e. a hull breach. - -## Spess -An intentional mis-spelling of "Space", sometimes used as a portmanteau of "space" and "mess". May also appear in words such as "Spessmen". - -## SSD -Short for Sudden Sleep Disorder or Space Sleep Disorder. This is an in-character way to refer to a player who has disconnected and is no longer responding. - -## Syndie/Syndi/Syndicate -A catch-all reference to anyone employed by the Syndicate. This ranges from (suspected) Syndicate Agents to Nuclear Operatives. - -## TC -A telecrystal, which is a currency used by Syndicate Agents to purchase restricted contraband such as weapons and other illegal equipment. - -## Wardenloose -A joke term referencing a Singuloose. A wardenloose is when the Warden is seen outside of the brig. - -## Xenoarchaeology -Study of artifacts, usually performed by science. - -# Out-Of-Character Slang - -These are terms you should only be using in OOC chat or outside the game. - -## Admeme -An event hosted or caused by an admin. - -## AHelp/Admin Help -A relay used to report rulebreaking behavior or other issues to administrators. - -## Antag -Short for Antagonists, which are specifically picked individuals designed to drive the round into chaos. - -## Bwoink -The noise made when an admin-help is received. Pray this isn't a ban. - -## Ick Ock -A phrase usually shouted in OOC when somebody reveals IC current round information, or "in-character, out-of-character". - -## LOOC/OOC -Local out-of-character and (global) out-of-character respectively. They are text channels that allow players to talk to other players outside of roleplay. LOOC is enabled during rounds, while OOC is typically only on after the round ends. - -## LRP -Low Roleplay. Servers marked LRP typically have relaxed roleplaying rules. - -## MRP -Medium Roleplay. Servers marked MRP usually have a decent basis of roleplaying rules and generally require players to act as their character would realistically in a given situation. Less leeway is afforded to behavior such as openly defying Security or your boss. - -## HRP -High Roleplay. Servers marked HRP generally have extensive rules on what is and is not constituted while playing a character. You are generally required to act as your character would, have a character backstory, and follow protocol on the station. Some HRP servers may create their own lore or settings to further facilitate the type of server they wish to host. - -## Self-Antag -A term for a player who engages in antagonist-like activity without actually being an antagonist. This encompasses a wide variety of behavior, but is typically used to describe annoying behavior or actions which are greatly detrimental to other players for no purpose. Self-antagonism is a bannable offense. Sometimes used in IC. DO NOT DO THIS. - -## Upstream -The baseline version of the game. Any changes to Upstream will "flow" down to all other forks of the game. All official Wizard's Den servers work off of Upstream. - -## Validhunter -A player who hunts down "valids", as in people that are valid to kill, even though this person isn't security. - - diff --git a/Resources/ServerInfo/Guidebook/Jobs.xml b/Resources/ServerInfo/Guidebook/Jobs.xml deleted file mode 100644 index 1bfd88c8f4..0000000000 --- a/Resources/ServerInfo/Guidebook/Jobs.xml +++ /dev/null @@ -1,45 +0,0 @@ - -# Jobs - -SS14 has a large number of jobs, divided into seven major departments: - -## Service -[color=#9fed58]Service[/color] is a diverse department that includes the head of personnel and other jobs who exist to serve the station. - -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. - -## Cargo -[color=#b18644]Cargo[/color] consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market. - -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. - -## Security -[color=#cb0000]Security[/color] 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. - -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 its members to try and stay on their best behavior. - -## Medical -[color=#5b97bc]Medical[/color] 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. - -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. - -## Science -[color=#c96dbf]Science[/color] consists of research assistants, scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices. - -Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines. - -## Engineering -[color=#f39f27]Engineering[/color] 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. - -Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station. - -## Command -[color=#1b67a5]Command[/color] consists of every department head. It is responsible for keeping the station and its departments running efficiently. - -Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work. - -# Getting Your Job Changed -The [color=#9fed58]Head of Personnel[/color] is the person in charge of changing ID accesses and handing out encryption keys. Head over to their office and let them know what job you'd like to work instead. - -Often, they'll want you to go get a paper [color=#a4885c]stamped[/color] by a department head. Don't sweat it, just find them and hand them the paper. - diff --git a/Resources/ServerInfo/Guidebook/Medical/AdvancedBrute.xml b/Resources/ServerInfo/Guidebook/Medical/AdvancedBrute.xml deleted file mode 100644 index 186799b85e..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/AdvancedBrute.xml +++ /dev/null @@ -1,28 +0,0 @@ - - - # Specialized Brute Chemicals - - Nanotrasen's greatest scientists have synthesized three more specific brute chemicals! Each one heals a specific damage subtype. - - - - - - # Razorium - - [color=red]USE CAUTION[/color] when using the aforementioned specialized brute chemicals. Should one mix together with a different type of brute chemical, the resulting mixture will create a dangerous chemical known as Razorium! - - To avoid this, make sure the patient is done metabolizing one brute medication before giving them another. Keep an eye on the rate their health is changing. - - [bold]Some examples of mixtures that create Razorium are as follows:[/bold] - - Bicaridine and Puncturase - - Puncturase and Lacerinol - - Bruizine and Bicaridine - - Lacerinol and Bruizine - - Please note that [bold]any[/bold] combination of these 4 chemicals will likely mix and create Razorium! Be careful when creating these chemicals, as they contain Bicaridine. Any leftover Bicaridine will likely mix to create Razorium! - diff --git a/Resources/ServerInfo/Guidebook/Medical/Botanicals.xml b/Resources/ServerInfo/Guidebook/Medical/Botanicals.xml deleted file mode 100644 index b041a32fde..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/Botanicals.xml +++ /dev/null @@ -1,20 +0,0 @@ - -# Botanicals - -Botany and Chemistry can often work together to produce better medicine (or recreational cocktails). It may be worthwhile to give them the fertilizers they need, and request some medicinal plants in return. - - - - - - - - - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Medical/Chemist.xml b/Resources/ServerInfo/Guidebook/Medical/Chemist.xml deleted file mode 100644 index 6712e15dce..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/Chemist.xml +++ /dev/null @@ -1,51 +0,0 @@ - -# Chemist -Now you've done it. You picked the one job where -math- is mandatory. Grab your beaker, pull up a chair, and get cracking, it's time to cook up some chems. - -While chemists primarily make medications, there's a very wide variety of chemicals that can be made, all of which are showcased in the Chemicals entry of the Guidebook. - -[textlink="Click here to see a complete list of chemicals." link="Chemicals"] - -## Equipment: - - - - - - - - - - - - - - - -## The Basics: -Chemistry is fairly straightforward once you know what to expect. Here's a simple, step-by-step process on how to begin. - -- Grab a beaker, Pill Canister, and if desired, some Bottles. -- Place the beaker in the Chemical Dispenser, and Pill Canister (or bottle) in the Chem Master. -- Open the Chemical Dispenser UI, and make your mix. Recipes are in other sections of the guidebook. -- Alt-click the dispenser to remove your beaker, and place it in the Chem Master. -- Open the Chem Master UI. On the Input tab, move your mix into the buffer. -- Move to the Output tab, customise your pill, and press the Create button. -- Alt-click the Chem Master to get the pill bottle out. You may have to remove the beaker first. -- Click on a table, crate, or another surface to empty the pill bottle if desired. Alternatively, store or empty it into another storage container. - -That's it, you've made your first set of pills! Consider checking with Medical Doctors and other crew to see what else may be requested, refilling the medical kits in medbay storage, or just experimenting! - -You can also use the hand labeler to organize individual bottles or bags without using the Chem Master labeling system. - -## Extra Content: - -Speaking of experimentation, there are a few more toy you can use when it comes to chemistry. This job requires a lot of trial and error, but it was worth mentioning that these things exist! It's up to you to figure out what to make with them. - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Medical/Cloning.xml b/Resources/ServerInfo/Guidebook/Medical/Cloning.xml deleted file mode 100644 index ee41dd49b2..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/Cloning.xml +++ /dev/null @@ -1,23 +0,0 @@ - -# Cloning -If all else fails, patients will need to be cloned. This should only be used as a last resort, if recovery is impossible. This is most often the case when the body has started to rot, or if they have excessive amounts of damage. - -Cloning itself is relatively simple. (Assuming the network is set.) Just drag a body into the scanner, check the cloning console, and clone! If they've taken cellular damage, or have rotted for too long, the results can be... less than pleasant. - -As a note: Cloning isn't always available, and it would be best not to rely on it. - - - - - - -## Biomass -Creating a clone requires biomass, which, gruesomely, involves recycling organic material. Be it crew members without a soul, station pets, or hostile creatures that have been 'taken care of', things can often be recycled. - -Dragging a body onto the biomass reclaimer (with your cursor) will mulch it for re-use. If it's a crew member, it's common practice to strip the body and return departmental gear before doing such. - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml b/Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml deleted file mode 100644 index eb7af8b499..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml +++ /dev/null @@ -1,54 +0,0 @@ - -# Cryogenics -Cryogenics can be a bit daunting to understand, but hopefully, quick run through of this diagram, you'll learn how to work it! So, let's go over what each part does: - -- Air in: Air comes in here through the distro or an air tank, giving those inside something to breathe, and the freezer something to chill. -- Gas pump: Limits the network pressure, so those in the tube aren't crushed. -- Freezer: Chills the air, and by extension, patients in the tube, so Cryoxadone can activate. -- Gas filters: Removes waste gas (Carbon Dioxide and Nitrous Oxide) from the loop. -- Air out: Waste gasses go here, either into a storage tank, or into the waste network. - - - - - - - - - - - - - - - - - - - - - - - - - -Not every network will look like this, but hopefully, it's enough to give you the basic gist of how it's functioning. - -An important thing to note, winter clothing (and hardsuits) will make cryogenic treatment less, or completely ineffective. Be sure to remove cold preventative clothing before placing people in the pod. - -## Using the Pod -Once things have been set up, you're going to require a specific medication, Cryoxadone. Cryoxadone heals all damage types when a patient is chilled, and can either be pre-administered (with a pill), or loaded into the cell directly with a beaker. Do note, patients won't begin to heal until they've chilled to the appropriate temperature, it may be worthwhile to wait a bit before placing a beaker inside. - -## Additional Information: - -The standard pressure for a gas pump is 100.325 kpa. Cryoxadone works at under 170K, but it is standard practice to set the freezer to 100K for faster freezing. - - - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Medical/Medical.xml b/Resources/ServerInfo/Guidebook/Medical/Medical.xml deleted file mode 100644 index fceb58fd25..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/Medical.xml +++ /dev/null @@ -1,32 +0,0 @@ - -# Medical -This is the department where people go to when they're hurt, it's up to the folks working here to fix them. - -## Personnel -[color=#5b97bc]Medical[/color]'s staff is made up of Medical Interns, Medical Doctors, Paramedics and Chemists. [color=#5b97bc]Medical[/color] is run by the Chief Medical Officer. - - - - - - - - -Right now, medbay is divided into two different sets of care: - -## Medical Treatment - - - - - - - -## Chemical Production - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Medical/MedicalDoctor.xml b/Resources/ServerInfo/Guidebook/Medical/MedicalDoctor.xml deleted file mode 100644 index 95c898b8e0..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/MedicalDoctor.xml +++ /dev/null @@ -1,77 +0,0 @@ - -# Medical Doctor -It's time to heal. Or at least, try to heal, anyway. Medical Doctors are the primary caretakers of every boo boo and ouchie crewmembers get on the station, be it a small scratch, or boiled skin. - -This guide will give you a basic outline of the treatment options you have available, triage, and other avenues of care. - -## The Basics -There are two ways to tell what's ailing someone: Taking a scan (with a health analyzer or a medical PDA), or examining them, with a shift-click, and clicking the heart symbol. - -Using a health analyzer is often more powerful than examination, as some things (such as poison, or radiation) don't show up on examination. However, using an analyzer has its drawbacks, as it makes noise and uses up a battery. - - - - - - - -## Medication and Treatment Options -Before we go any further, it's probably a good idea to go over damage types, and what will heal them. The wiki has more extensive info available, but these are commonly used. - -An important note: Most medication has an overdose level, which will cause harm to your patient. Chemicals also take time to metabolise in pill form, if you want things to act quickly, use a syringe. - -- Brute Damage: Bicaridine or Bruise Packs -- Burn Damage: Dermaline or Ointment -- Toxin (Poison): Dylovene -- Toxin (Radiation) Hyronalin or Arithrazine -- Airloss: Dexaline or Inaprovaline -- Bloodloss: Dexaline (Examine the patient, if pale, they still need blood or iron.) -- Bleeding: Tranexamic acid and Gauze (Bleeding can also be cauterized with burn damage.) - -Many stations are stocked with kits in storage, and all medics have some equipment in their starting belt. - - - - - - - - - - - - - - - - - -## Basic Treatment and Triage -Examine your patient, and note down the important details: Are they alive? Bleeding? What type of damage? - -If alive, treat them as best as you can. Patients are in critical condition at 100 damage, and dead at 200. Keep this in mind when choosing how to treat them. Emergency Pens and Epinephrine are often used to keep patients stable. - -If possible, buckle them to a medical bed, if you need time to treat them, strap them to a stasis bed instead. Just keep in mind that metabolism (and by extension, healing chemicals) are slowed to a crawl when on stasis, they'll need to be taken off of it for the medicine to be effective. (But Blood Packs, Ointment, and Brute packs all work as normal.) - - - - -## Assessing Corpses -You can't save them all, sometimes, death happens. Depending on the [color=#a4885c]status[/color] of the body, there are a few things that can be done. - -1. Do they have a soul attached? You can tell if, when examining, the following phrase is displayed: "Their soul has departed." If this isn't displayed, there is still a player who can be revived. - -2. Is the body rotting? If it is, sadly, they'll have to be cloned. A rotting body can't be brought back with a defibrillator. (See Cloning) - -3. If they have a soul, and aren't rotten, it's possible to revive them. Consider storing the body in a morgue tray if you don't have enough time to revive someone, as the body will rot if you wait too long. - -## Revival -Not counting airloss, Defibrillator's can be used to revive patients under 200 total damage. Chemicals don't metabolise in the dead, but brute packs and ointment can still patch them up. Use them to bring their numbers down enough for revival. - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Medical/Medicine.xml b/Resources/ServerInfo/Guidebook/Medical/Medicine.xml deleted file mode 100644 index 7a09a1647d..0000000000 --- a/Resources/ServerInfo/Guidebook/Medical/Medicine.xml +++ /dev/null @@ -1,36 +0,0 @@ - - -# Core Medications - -These medications are almost always useful to medbay in one way or another. - - - - - - - - - - -# Specialty Medications - -These medications tend to have specific use cases. - - - - - - - - - - - -# All Medications - -This is a list of -all- medications available, including ones previously listed. - - - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Arachnid.xml b/Resources/ServerInfo/Guidebook/Mobs/Arachnid.xml deleted file mode 100644 index a6fbf8d97a..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Arachnid.xml +++ /dev/null @@ -1,25 +0,0 @@ - - # Arachnids - - - - - - They have two additional Pocket slots in their inventory. They can eat raw meat without any ill effects, but some foods like chocolate and onion poisons them. - They suffocate 50% faster, and their Blue Blood can't be metabolised from Iron, being based on Copper instead. - - Their unarmed attacks deal Piercing damage instead of Blunt. - - ## Sericulture - - - - - - - - - Arachnids can create Websilk at the cost of getting more hungry. They (and only they) can craft bundles of websilk into various items from clothing and shields to entire walls. - - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Diona.xml b/Resources/ServerInfo/Guidebook/Mobs/Diona.xml deleted file mode 100644 index eedf23b14f..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Diona.xml +++ /dev/null @@ -1,38 +0,0 @@ - - # Diona - - - - - - They can't wear shoes, but are not slowed by Kudzu. - They get hungry and thirsty slower. - Their "blood" is tree sap and can't be metabolised from Iron. - Being plants, Weed Killer poisons them, while Robust Harvest heals them (but not without risk when overused!) - - They take [color=#1e90ff]30% less Blunt damage and 20% less Slash damage[/color]; - but [color=#ffa500]50% more Heat damage, 20% more Shock damage, and they can easily - catch on fire when receiving enough Heat damage from *any* source.[/color] - - ## Make Like A Tree And Leave - - - - Being exposed to too much Robust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). - Cutting down the tree will "restore" the Diona to their mobile state. - - ## Diona Nymphs - - - - - - After death, a Diona can voluntarily destroy their own body, releasing their "internal organs" as three Nymphs, - with the player taking control of the Brain Nymph. - It can talk but has no hands or inventory, and can't do much. - - After 10 minutes, a Nymph can reform into a whole Diona. This will be a new randomised body with a random name, - and there will be little to no evidence beyond their word about who they were before. - - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Dwarf.xml b/Resources/ServerInfo/Guidebook/Mobs/Dwarf.xml deleted file mode 100644 index e5ac42c820..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Dwarf.xml +++ /dev/null @@ -1,11 +0,0 @@ - - # Dwarves - - - - - - Dwarves are similar to humans in most respect, but tolerate alcohol better and are healed by it. - - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Human.xml b/Resources/ServerInfo/Guidebook/Mobs/Human.xml deleted file mode 100644 index 7e0d989e55..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Human.xml +++ /dev/null @@ -1,11 +0,0 @@ - - # Humans - - - - - - Depending on who you ask, humans are either unremarkable or the universal standard to which everything else is compared. - They have no special mechanics or notable attributes. - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Moth.xml b/Resources/ServerInfo/Guidebook/Mobs/Moth.xml deleted file mode 100644 index d407d7abc7..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Moth.xml +++ /dev/null @@ -1,15 +0,0 @@ - - # Moth People - - - - - - They can eat cotton, fabrics and clothing, but virtually none of the food that others would consider "edible". They prefer a somewhat lower temperature range than humans. - Their Insect Blood can't be metabolised from Iron like normal blood. - - Their wings give them better acceleration if there is no gravity on the station, but they still can't move without equipment when floating out in space. - - They take [color=#1e90ff]30% less Cold damage[/color] but [color=#ffa500]30% more Heat damage, and catch on fire more easily[/color]. - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Reptilian.xml b/Resources/ServerInfo/Guidebook/Mobs/Reptilian.xml deleted file mode 100644 index 936cd9f5e2..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Reptilian.xml +++ /dev/null @@ -1,16 +0,0 @@ - - # Reptilians - - - - - - They can ONLY eat fruits and meat, but can eat raw meat and drink blood without any ill effects. - They prefer a somewhat higher temperature range than humans. - They can drag objects with their tail, keeping both their hands free. - - Their unarmed claw attacks deal Slash damage instead of Blunt. - - They take [color=#ffa500]30% more Cold damage.[/color] - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml b/Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml deleted file mode 100644 index 976ab472a9..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml +++ /dev/null @@ -1,25 +0,0 @@ - - # Slime People - - - - - - They breathe nitrogen instead of oxygen, which is abundant in the station air, but harder to find compressed into gas tanks. They take significant damage if they are sprayed or splashed with water, but can - (and like other species, need to) drink it safely to stay hydrated. - They exhale nitrous oxide and are unaffected by it. - Their body can process 6 reagents at the same time instead of just 2. - - Slimepeople have an [bold]internal 2x3 storage inventory[/bold] inside of their slime membrane. Anyone can see what's inside and take it out of you without asking, - so be careful. - - Slimepeople have slight accelerated regeneration compared to other humanoids. They're also capable of hardening their fists, and as such have stronger punches, - although they punch a little slower. - - Their slime "blood" can not be regenerated from Iron. Slime Blood is technically a source of - moderately filling food for other species, although drinking the blood of your coworkers is usually frowned upon. - They suffocate 80% slower, but take pressure damage 9% faster. This makes them by far the species most capable to survive in hard vacuum. For a while. - - They take [color=#1e90ff]80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage[/color], but [color=#ffa500]50% more Cold damage, 20% more Slash damage and 20% more Piercing damage[/color]. - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Species.xml b/Resources/ServerInfo/Guidebook/Mobs/Species.xml deleted file mode 100644 index f1b36f9d73..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Species.xml +++ /dev/null @@ -1,19 +0,0 @@ - - # Species - - Nanotrasen employs a variety of sapient species. - - - - - - - - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Mobs/Vox.xml b/Resources/ServerInfo/Guidebook/Mobs/Vox.xml deleted file mode 100644 index 173ba89b41..0000000000 --- a/Resources/ServerInfo/Guidebook/Mobs/Vox.xml +++ /dev/null @@ -1,16 +0,0 @@ - - # Vox - - - - - - [color=#ffa500]Caution! This species has a severely limiting game mechanic and is not recommended for new players. [/color] - - They breathe nitrogen, and [color=#ffa500] oxygen is very toxic to them.[/color] - They need to be on internals at all times to avoid being poisoned by the station's oxygen. - Eating or drinking will require you to remove your breath mask, although injecting liquid food is an option. - - Their unarmed claw attacks deal Slash damage instead of Blunt. - - diff --git a/Resources/ServerInfo/Guidebook/NewPlayer/CharacterCreation.xml b/Resources/ServerInfo/Guidebook/NewPlayer/CharacterCreation.xml deleted file mode 100644 index f73ba13299..0000000000 --- a/Resources/ServerInfo/Guidebook/NewPlayer/CharacterCreation.xml +++ /dev/null @@ -1,70 +0,0 @@ - -# Important Character Creation Tips -This is a guide for the parts of character creation that effect gameplay. - -[textlink="For a guide on making cosmetic changes, click here." link="YourFirstCharacter"] - -## Spawn Priority -This affects where you spawn in upon joining the game after the round has already started. - -Choosing "Arrivals" will spawn you on a separate station where you wait for a shuttle to arrive to ship you to the main station. - -Choosing "Cryosleep" will have you wake up in a cryosleep chamber already on the station. - -Choosing "None" will either pick for you or choose the only spawn option available for the current station. - -This is a mostly arbitrary choice. You can safely leave this on "None" and you won't suffer any real inconveniences. - -## Jobs -You can set your job preferences in the lobby. While these don't [color=#a4885c]guarantee[/color] your position, someone who wants the job will be [color=#a4885c]randomly[/color] selected at the start of the round. -You are given a chance at being chosen for your high priority job first, then your medium priorities, then your low priorities. -You also given an option to automatically be a passenger or to be sent back to the lobby if you don't get chosen for any of your preferred jobs. - -Some jobs are locked until you've played long enough as other entry level jobs. - -[textlink="For more infomation about jobs, click here." link="Jobs"] - -## Job Loadouts -You may also choose [color=#a4885c]loadouts[/color] for each job. Loadouts are the clothing items and trinkets that you spawn with upon joining the game. Some loadout items are locked behind playtime restrictions. -This may have various effects on gameplay, as some clothing items have [color=#a4885c]armor protection[/color] or [color=#a4885c]slow down your movement speed[/color]. This applies especially to Command and Security. - -You may also choose what bag you spawn in with. -[color=#a4885c]Backpacks[/color] are medium sized but can carry large items easier. [color=#a4885c]Satchels[/color] have more total space than backpacks but have trouble carrying large items. [color=#a4885c]Duffel bags[/color] are large but incur a movement penalty. - -## Antags -Turning on an [color=#a4885c]antagonist[/color] toggle will put you on the list of potentional antags at the start of the round. They do not guarantee your antagonist role, don't use this as an excuse to self-antag! -Instead, like job priorities, a handful of players are chosen randomly from eligible players. If you are a command member or security officer, you cannot be chosen for an antag role. - -[textlink="For more information about antagonists, click here." link="Antagonists"] - -Joining multiple games or ghosting/disconnecting/commiting suicide upon not being chosen for an antag role is referred to as "antag-rolling" and it is against the rules. -Plenty of people patiently wait for their turn to be antagonists, so [color=#a4885c]we kindly ask you to refrain from opting-in to an antagonist role if you aren't ready[/color]. - -## Traits -Speech traits alter your speech, sometimes to an extreme degree. - -They include: -- Accentless (disables the accent of your selected species) -- Cowboy accent (word replacement, partner) -- Frontal lisp ("s" is replaced with "th") -- Italian accent (Mamma-mia, word replacement) -- Pathological liar (word replacement, changes words like "yes" to "no") -- Pirate accent (Arrgh, word replacement) -- Social anxiety (s-s-stutter) -- Southern Drawl (replaces "-ing" with "-in'" and similar changes) - -You should be comfortable with talking normally or with a minor accent such as Social anxiety or Southern drawl before taking heavy accents like Italian or Cowboy. - -There are also disabilty traits. Familiarize yourself with the game and the game's flow before taking one of these, as some may become difficult for beginners to deal with. - -They include: -- Blindness (severely limits your vision) -- Lightweight drunk (you get drunk faster and you suffer more from the ill-effects of alcohol) -- Muted (you cannot talk or whisper, but you can still communicate via emotes and pen and paper) -- Narcolepsy (you randomly fall asleep at unpredictable and often inconvenient times) -- Pacifist (you cannot hit, shoot, or throw sharp objects at people) -- Paracusia (you sometimes hear noises that aren't real) -- Short-sighted (somewhat limits your vision without prescription glasses) -- Snoring (you make loud snoring sounds when asleep) -- Unrevivable (you cannot be resuscitated when you meet your untimely demise) - diff --git a/Resources/ServerInfo/Guidebook/NewPlayer/Controls/Radio.xml b/Resources/ServerInfo/Guidebook/NewPlayer/Controls/Radio.xml deleted file mode 100644 index 39ee8ae3ff..0000000000 --- a/Resources/ServerInfo/Guidebook/NewPlayer/Controls/Radio.xml +++ /dev/null @@ -1,64 +0,0 @@ - -# Speech and Text Channels -Talking is a key part of Space Station 14. You can press [keybind="FocusChatInputWindow"/] to jump to the text box. - -The word next to the text box is the [color=#a4885c]text channel[/color] you're about to send the message to, or rather how you're about to say what you've typed. - -Local is normal speech at normal volume. - -Whisper can only be heard when nearby somebody. You automatically whisper into your radio to send messages over it. - -Emotes are gestures that you make. Can be recieved by anyone who is not blinded. You will often see mimes do many emotes. - -Whisper messages can be sent by starting your message with [color=#a4885c][keybind="FocusWhisperChatWindow"/][/color] and Emotes can be sent by starting your message with ([color=#a4885c]@[/color]). -You can also cycle through all of these text channels by pressing [keybind="CycleChatChannelForward"/]. - -People may not be able to make out all of what you're saying if you're standing too far away from them. This is especially important if you're whispering. - -## Radio - -Your radio allows you to communicate across the entire station and to your specific [color=#a4885c]department[/color]. - - - - - -To send a [color=#a4885c]station-wide[/color] message over the radio preface, use the [color=#32cd32]Common[/color] channel by beginning your text with [color=#32cd32]semi-colon (;)[/color]. -People standing right next to you might catch bits of your radio message, even if they don't have the access to the relevant radio channel. Watch for eavesdroppers. - -## Departmental Radio - -You are able to send messages over your departmental radio channels using [color=#32cd32]colon (:)[/color] followed by the department letter as long as you're wearing a headset with your department's encryption key. - -Examine your headset to see the department channels available to you. - - - - - -Examining an unmodified engineering headset would show you the prefixes for the [color=#32cd32]Common[/color] and [color=#f37746]Engineering[/color] channels. - -It is also possible to use [color=#a4885c]:h[/color]. This hotkey will automatically default to your department radio channel. -For example, if you're a Station Engineer then [color=#a4885c]:h[/color] will default to [color=#f37746]:e[/color]. - -## Encryption Keys -[color=#a4885c]Encryption keys[/color] give you access to their respective channel. - -Examining our engineering headset from earlier shows us [color=#32cd32]Common[/color] and [color=#f37746]Engineering[/color] because an engineer's headset starts with those [color=#a4885c]encryption keys[/color]. - - - - - - -You can take out encryption keys by using a [color=#a4885c]screwdriver[/color] on a headset. New encryption keys are put into headsets by clicking on one with an encryption key in your hand. - -All command members have extras of their relevant encryption key, but you can also request one at the HoP's office when you're getting your job changed. - -## OOC Channels -OOC (out-of-character) channels exist outside of the game world. They are LOOC, OOC and Dead chat. - -LOOC is on during the rounds, OOC is typically off until the round ends and you can only see and talk in Dead chat when you are, well, dead. - -Do not discuss the current round in the Discord or in OOC if it's on during the round. - diff --git a/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml b/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml index 50a102beff..7e89b97afb 100644 --- a/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml +++ b/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml @@ -1,42 +1,24 @@ -# Welcome to Space Station 14! +# Добро пожаловать на S.T.A.L.K.E.R. SS14! -You've just begun your shift aboard a Nanotrasen space station. -You and your fellow crewmates are tasked with working together, surviving, and having fun! +[bold]Не забывай следовать правилам.[/bold] Они могут быть найдены здесь: https://discord.gg/pu6DEPGjsN +Вы можете задать вопрос или написать о нарушении правил [color=#EB2D3A][bold]Администрации[/bold][/color] используя [bold]АХелп[/bold]. ([italic] открывается при нажатии [/italic][color=yellow][bold][keybind="OpenAHelp"/][/bold][/color]) -[bold]Make sure to follow all server rules.[/bold] You can ask questions or report rule breaks to the [color=#EB2D3A][bold]admin team[/bold][/color] by using the [bold]admin help menu[/bold]. ([italic]accessible by pressing [/italic][color=yellow][bold][keybind="OpenAHelp"/][/bold][/color]) +Ты всегда можешь открыть эту страницу снова, используя [color=yellow][bold][keybind="OpenGuidebook"][/bold][/color]. -More detailed guides about [italic]specific jobs[/italic] and [italic]mechanics[/italic] can be found [textlink="here." link="SS14"/] +[bold]О сервере[/bold]: +S.T.A.L.K.E.R. SS14. - сервер с [italic]мета-прогрессией[/italic] и элементами [italic]ММО[/italic]. Это подразумевает сохранение персонажа на всё время вайпа, постоянное развитие сохраняющихся IC взаимоотношений, [italic]сохранение[/italic] экипировки и денег между раундами в личных схронах, экипировка, разделенная на условные уровни. Наш сервер предоставляет возможность свободного развития и отыгрыша вашего персонажа, а так-же различные активности и механики. -This guide can be reopened at any time using [color=yellow][bold][keybind="OpenGuidebook"][/bold][/color]. +[bold]Создание персонажа[/bold]: +Создавая персонажа - будьте аккуратны и внимательны, поскольку на сервере отсутствует возможность менять персонажа по желанию (однако, в случае необходимости, можно запросить в АХелп помощь с сохранением). -## Basic Controls -The following are the controls you'll need for regular gameplay: +[bold]Первые шаги[/bold]: +Первое место где вы появляетесь на сервере - Чистилище. Начальный ООС хаб, откуда вам и остальным игрокам предстоит выбрать свое место спавна. Наиболее дружелюбным для новичка вариантом является их деревня. Это безопасная территория с торговцем, личным схроном и костром. Если спуститься в подвал деревни, можно найти спуск в схроны, в которых и хранятся ваши вещи. Нажмите ЛКМ на синий автомат чтобы открыть интерфейс схрона.. На старте каждый имеет стартовый капитал - [color=yellow]2 тысячи рублей[/color]. Забрав его, найдите подвал Сидоровича, местного нпс-торговца. Там вы сможете приобрести базовое снаряжение. -- Run using [color=yellow][bold][keybind="MoveUp"][keybind="MoveLeft"][keybind="MoveDown"][keybind="MoveRight"][/bold][/color]. Hold down [color=yellow][bold][keybind="Walk"][/bold][/color] to walk +[bold]Зарабатываем первые деньги[/bold]: +Есть начальное снаряжение? Самое простое занятие для новичка - охота. Убив дичь, вы почти всегда можете освежевать тушу, получив ценные трофеи, покупаемые торговцами. Таким нехитрым образом вы сможете сколотить свое первое состояние. Не забывайте про подушку безопасности! -- Examine the world around you with [color=yellow][bold][keybind="ExamineEntity"][/bold][/color] - -- Interact with the world using [color=yellow][bold][keybind="Use"][/bold][/color] - -- Hovering over an entity and pressing [color=yellow][bold][keybind="UseSecondary"][/bold][/color] shows the [italic]context menu[/italic], which contains additional interactions - -- Swap hands using [color=yellow][bold][keybind="SwapHands"][/bold][/color] and activate the currently held item with [color=yellow][bold][keybind="ActivateItemInHand"][/bold][/color] - -- Drop held items with [color=yellow][bold][keybind="Drop"][/bold][/color] or throw them using [color=yellow][bold][keybind="ThrowItemInHand"][/bold][/color] - -- Pull and release things with [color=yellow][bold][keybind="TryPullObject"][/bold][/color] and [color=yellow][bold][keybind="ReleasePulledObject"][/bold][/color] - -A more comprehensive list can be found on the [textlink="controls" link="Controls"] page. - -## What is SS14? -Space Station 14 is a multiplayer game about paranoia and chaos on a space station and a remake of the cult-classic Space Station 13. - -Join dozens of other players on an intricately designed and simulated space station, immersing yourself in roleplay and dealing with threats along the way. - -SS14 is an [italic]open-source game[/italic] developed by people [bold]just like you![/bold] -It receives [color=lime]daily updates[/color] and may at times be [color=#EB2D3A][bold]unstable.[/bold][/color] - -[italic]If you want to report bugs or help with development, join the discord and learn how to get started.[/italic] +[bold]Что же дальше[/bold]? +После того как вам станет привычным подобный образ жизни, у вас наверняка возникнет вопрос - что же делать дальше? Где “вставьтенужное”? Всё довольно просто - [color=yellow][bold]Коммуникация[/bold][/color]! Не бойтесь искать учителей среди матерых сталкеров, кооперироваться с другими новичками ради совместной охоты или задавать вопросы у костра. Существует огромное количество информации и преимуществ, которые вы сможете получить с помощью простого общения. [italic]Удачи и берегите себя![/italic] diff --git a/Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml b/Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml deleted file mode 100644 index d8d2f58842..0000000000 --- a/Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml +++ /dev/null @@ -1,54 +0,0 @@ - -# The Captains and the Clowns -This is a guide for editing your character's appearance. Make sure you read Character Creation first. -Upon creating your character, you may be intimidated by your vast range of options. - -It's okay to make your first character [color=#a4885c]randomized[/color] and roll with it, even experienced players do it. -Making your first character doesn't have to be precise, either. You can [color=#a4885c]wing it[/color] and see what happens. - -If you'd like to be [color=#a4885c]methodical[/color], though, creating a character is easy to do one step at a time. - -## Choosing a Species -Most species have minor differences, which you can read about under the [color=#a4885c]Species[/color] entry. -However, you may find that it's easier to make your first character as a human, moth, dwarf or reptilian. - -This shouldn't discourage you from getting creative with your character, though. - -This guide will assume you are creating a human, but the process is similar across all species. - -## Minor Characteristics -These include: -- Age (18-29 for young, 30-59 for middle-aged, 60+ for old) -- Sex (your sprite, as seen by toggling "Show clothing") -- Pronouns (what the game will refer to you as) -- Skin color (may be a slider or RGB depending on species) -- Eye color (RGB) -- Hair color (RGB) - -These are minor changes and have little effect on gameplay. This is what players will read when they [color=#a4885c]examine you[/color]. ("young man") - -## Hair and Facial Hair -Again, you may be intimidated by the vast range of options. That's okay. - -[color=#a4885c]Take your time with it.[/color] You can skim or click through each of the options and find which one you like. -Sometimes it's easier to set your desired hair color before looking at the options. - -If you really can't decide, some popular haircut options include Floorlength Bedhead, Modern, Buisness, CIA or simply bald. -Alternatively, [color=#a4885c]randomize[/color] a separate character and see what kind of haircuts they're rocking with. Suprise yourself. - -Don't feel obligated to use any of these, though. - -## Markings -Markings range from [color=#a4885c]scars and snouts[/color] to [color=#a4885c]tattoos and tails[/color]. -Think of them like [color=#a4885c]accessories[/color] that are a part of your body, for giving your character some extra flair and uniqueness. They cannot be changed during the round. - -Some species have more marking options than others. Humans are more limited in terms of markings than moths or reptilians. - -You can have a set number of markings in each '[color=#a4885c]category[/color]', as seen at the top. For example, reptilians can have one chest marking but two markings on the top of their heads. -These are [color=#a4885c]cosmetic[/color] and have no effect on gameplay. - -## How to stand out -Memorable characters are usually remembered for their personality, their deeds and their [color=#a4885c]robustness[/color], but that doesn't mean you have to be some sort of hotshot. - -Don't sweat having a big, flashy and memorable character. Make your own story that you'll be remembered for. - diff --git a/Resources/ServerInfo/Guidebook/ReferenceTables/Drinks.xml b/Resources/ServerInfo/Guidebook/ReferenceTables/Drinks.xml deleted file mode 100644 index 5ed3a58329..0000000000 --- a/Resources/ServerInfo/Guidebook/ReferenceTables/Drinks.xml +++ /dev/null @@ -1,6 +0,0 @@ - -# Drinks -Knowing how to make a requested drink is important. Here are the different drinks in the game, including their recipes: - - - diff --git a/Resources/ServerInfo/Guidebook/Science/APE.xml b/Resources/ServerInfo/Guidebook/Science/APE.xml deleted file mode 100644 index ab9226d200..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/APE.xml +++ /dev/null @@ -1,20 +0,0 @@ - -# 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. - - - - - -The A.P.E. can shoot three different kinds of anomalous particles: Delta, Epsilon, and Zeta. Each particle type 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. - - diff --git a/Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml b/Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml deleted file mode 100644 index 11b9a0f416..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml +++ /dev/null @@ -1,41 +0,0 @@ - -# Anomalous Research - -Anomalous Research is a subdepartment of Science focused around the containment and manipulation of various unique anomalies. - -## Equipment - - - - - - -Scanners, vessels, and A.P.E.s are all used in the containment and observation of anomalies. - - - - - -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. - - - - - -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! - - diff --git a/Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml b/Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml deleted file mode 100644 index b010e20abc..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml +++ /dev/null @@ -1,24 +0,0 @@ - - # 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]Unextracted value:[/color] the amount of research points an artifact will give when extracted. Extracting sets this to zero and traversing new nodes increases it. - - Reports are a helpful tool in manipulating an artifact, especially in the later stages where you are traversing nodes that have already been activated. - - - - To help with this process, consider printing out reports, writing down details uncovered during activation, or storing them in a folder nearby. - diff --git a/Resources/ServerInfo/Guidebook/Science/Cyborgs.xml b/Resources/ServerInfo/Guidebook/Science/Cyborgs.xml deleted file mode 100644 index c1507ca539..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/Cyborgs.xml +++ /dev/null @@ -1,66 +0,0 @@ - - # Cyborgs - Cyborgs are man-machine hybrids, purpose-built by the [textlink="robotics" link="Robotics"] division of science for various duties across the station. Bound by strictly-followed [color=cyan]silicon laws[/color], they serve the crew unconditionally. [italic](Most of the time.)[italic] - - ## Basic Components - - - - - All cyborgs are built on an endoskeleton, which can be crafted at an [color=#a4885c]Exosuit Fabricator[/color]. Further assembly steps can be followed by [color=#a4885c]examining[/color] the endoskeleton. Once built, further upgrades like additional tools and a longer battery life can be unlocked with modules or improved power cells. - - Newly built cyborgs need a [color=#a4885c]brain[/color] able to interface with the electronic body. There are two main types, both of which are able to speak independently, should the chassis be decommissioned, exchanged, or otherwise suffer an unscheduled disassembly. - - The [color=#a4885c]Man-Machine Interface[/color] or MMI for short, is an apparatus able to facilitate communication between a biological brain and electronic components, enabling those suffering from major workplace accidents to continue serving their crew, long after their body is gone. - - The [color=#a4885c]Positronic Brain[/color] is an entirely artificial brain, capable of spontaneous neural activity. The time for the synthetic neurons to descramble can wildly vary, but they allow for the creation of cyborgs without having to extract a brain from a crew member. - - - - - Both brains can be fabricated without requiring any additional research. - - ## Cyborg types - Once created, a cyborg needs to specialize its chassis to a duty on the station. This determines what modules it starts with, which additional modules can be installed, and what [color=#a4885c]departmental radio channel[/color] it has access to. All cyborgs have access to the [color=#D381C9]Science[/color] and [color=green]station-wide[/color] radio channels. All cyborg types have [color=#a4885c]all-access[/color]. - - - - - - - - - - [italic]Examples of various cyborg types[/italic] - - Once a cyborg chassis has been specialized, it cannot be changed. To change types, a new chassis must be constructed. The brain, power cell, and any modules [italic](if they are compatible with the new chassis)[/italic] can be carried over from the old chassis if desired. - - ## Modules - - - - Cyborgs do not have hands, and therefore cannot pick things up like most other players. Instead, their equipment is provided by various [color=#a4885c]modules[/color]. Every cyborg type starts with its own specific set of modules, but additional modules can be inserted as upgrades. These additional modules can be printed at the [color=#a4885c]Exosuit Fabricator[/color]. - - [color=#a4885c]Generic[/color] modules add versatility. They can be fitted into any chassis, granting useful tools such as crowbars, GPS, and the ability to interact with cables. [bold]The generic cyborg chassis can fit up to five additional modules.[/bold] - - - - - - - [italic]Examples of generic modules[/italic] - - - For more specific needs, [color=#a4885c]specialized[/color] modules are available, granting capabilities like scanning anomalies, constructing walls, reviving crew mates, or cleaning a space lube spill. These modules are typically colored with the same palette as the department [italic](or occupation)[/italic] they relate to. These modules [italic](with exception to [color=#D381C9]science[/color] modules, which can fit any chassis,)[/italic] can only be fitted in their associated borg chassis. [bold]The specialized borg chassis, being the engineering, janitorial, service, medical, and mining chassis, can fit up to three additional modules.[/bold] - - - - - - - - - - [italic]Examples of specialized modules. Note the housing and circuit board colors. - - Additional modules with advanced or novel capabilities can be acquired through new [textlink="technologies" link="Technologies"] researched by scientists. - - diff --git a/Resources/ServerInfo/Guidebook/Science/Robotics.xml b/Resources/ServerInfo/Guidebook/Science/Robotics.xml deleted file mode 100644 index 0244c1da42..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/Robotics.xml +++ /dev/null @@ -1,64 +0,0 @@ - - # Robotics - The science team has the ability to create several unique types of robots to suit the station's needs. In order to begin, you'll want to research [color=#a4885c]Robotics[/color] technology. - - ## Exosuit Fabricator - - - - The [color=#a4885c]Exosuit Fabricator[/color] is where you'll be printing out most of the parts for your creations, such as: - - [textlink="Cyborg" link="Cyborgs"] limbs - - Mech parts and equipment - - Proximity sensors - - Operating the exosuit fabricator is the same as every other lathe on the station; simply click the fabricator to open the UI, then click the icon for whatever part you want to print. - - Are there no recipes? click the [color=#a4885c]sync[/color] button on the UI to check for any new blueprints. If, even then, nothing shows up, you've likely not researched the relevant technology yet! - - If a recipe appears grayed-out, it's likely due to a lack of materials. To insert new materials (either [color=#99A3A4]steel[/color], [color=#ECF0F1]plastic[/color], or [color=#AED6F1]glass[/color]), simply click the fabricator while holding said material. - - Every station starts with a full suite of robotics equipment by default, but you can make another fabricator if [color=#a4885c]Robotics[/color] technology is available, which will allow you to make the respective circuit board. - - ## Bots - - - - - - - - - [color=#a4885c]Bots[/color] are small, simple automata which can perform simple tasks, such as cleaning. They don't use power cells, but are quite fragile. Making these will require parts which can be made at an exosuit fabricator. - - To make a bot, open the [color=#a4885c]Construction Menu[/color] and go to the "Utilities" category (or just search "bot") and you'll have the whole list of recipes. In order to assemble the bot, you must have the parts outlined by the recipe close to you and click [color=#a4885c]Build[/color], after a few seconds your newly created silicon servant should appear at your feet! - - ## Mechs - - - - - - - [color=#a4885c]Mechs[/color] are giant behemoths of metal designed to carry out a variety of functions respective to their model. They are piloted by players and require power cells to function. - - Each mech requires its own unique set of limbs and parts to create. These can be fabricated at the Exosuit Fabricator, the same as any other part, save for the required [color=#a4885c]circuit boards[/color], which are made at a [color=#a4885c]Circuit Board Imprinter[/color], which can normally be found in the [textlink="science" link="Science"] department. - - - - - - - - For example, both of the circuit boards above are necessary to create a ripley mech, and cannot be used to make any other mech. - - To start making a mech, print their harness in the fabricator and insert the limbs, you can [color=#a4885c]examine[/color] it to see how to proceed with construction once all limbs are in place. - - Every mech requires some combination of wires, tool usage, and their own unique circuit boards to construct after the chassis has been assembled. Most mechs have two or more unique circuit boards. For example, the [color=#a4885c]Ripley[/color] mech requires a [color=#a4885c]ripley controls module[/color] board and a [color=#a4885c]ripley peripherals module[/color] board. - - Mechs require large amounts of material to create - be sure to ask your fellow scientists and cargo personnel for any materials you're missing! - - The Vim exosuit requires a pair of borg legs and an EVA helmet, regular or syndicate, then a voice trigger and a power cell. - - ## Equipment - A mech is nothing more than an expensive hunk of metal without their exclusive tools. Equipment can be created at the fabricator, the same as any other part. - - - - - To install equipment, just click on the mech with the equipment in your hand. - - To use equipment, perform the "Cycle Equipment" action until the tool you desire is equipped. - diff --git a/Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml b/Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml deleted file mode 100644 index d2662519cb..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml +++ /dev/null @@ -1,24 +0,0 @@ - -## 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. - - - - - -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. - - - - - -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. - - diff --git a/Resources/ServerInfo/Guidebook/Science/Science.xml b/Resources/ServerInfo/Guidebook/Science/Science.xml deleted file mode 100644 index e3de7738c7..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/Science.xml +++ /dev/null @@ -1,54 +0,0 @@ - -# Science -[color=#c96dbf]Science[/color], 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. - -## Personnel -[color=#c96dbf]Science[/color]'s staff is made up of Research Assistants and Scientists. [color=#c96dbf]Science[/color] is run by the Research Director. - - - - - - -## Technologies - - - - -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 [color=#a4885c]technologies[/color]. - -Each technology costs [color=#a4885c]Research Points[/color] and unlocks recipes at lathes. Some technologies will also have prerequisites you have to unlock before you can research them. - -[textlink="Click here to see a list of technologies." link="Technologies"]. - -## Disciplines -Technologies are spread over 4 different Disciplines: - - - - - - - - Use your nearest R&D console to take note of which kind of research is locked behind each Discipline tree. - -## Tiers -Each Discipline tree has up to 3 tiers of technologies. At the start the only tier that is open and available for you is tier 1. - -In order to progress further, you have to research up to [color=brown]75%[/color] of the current tier to move to the next one. So in order to unlock T2 researches you need to research 75% of T1. - -Now [color=green]Tier 3[/color] is where it gets interesting. If you research a T3 tech, you [color=brown]lock out[/color] T3 techs from other Discipline trees. That is, unless... you find some other way around it, probably should ask your [color=purple]Research Director[/color]. - -## Lathes - - - - - - - - - -At a lathe, you can choose 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. - - diff --git a/Resources/ServerInfo/Guidebook/Science/Technologies.xml b/Resources/ServerInfo/Guidebook/Science/Technologies.xml deleted file mode 100644 index ef89c80269..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/Technologies.xml +++ /dev/null @@ -1,20 +0,0 @@ - -# Technologies - -All technologies have a cost and a tier requirement in order to be researched. Unlocking them adds a variety of recipes that can be printed at various lathes. - -The different technologies and their respective discipline are listed below. - -## Industrial - - -## Arsenal - - -## Experimental - - -## Civilian Services - - - diff --git a/Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml b/Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml deleted file mode 100644 index 87177acbaf..0000000000 --- a/Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml +++ /dev/null @@ -1,57 +0,0 @@ - -# Xenoarchaeology -Xenoarchaeology is a science subdepartment focused on researching and experimenting on alien artifacts. - -At the start of each shift, the Science department will usually have access to at least two artifacts to experiment on. You can buy more by talking to the Cargo department. - -By researching the unique things each artifact can do, you gain Research Points, increase the artifact's sale value, and potentially discover a useful ability or two that can help your department or the whole station! - -## Artifact Nodes - - - - -Artifacts consist of a randomly-generated tree of nodes. These nodes have a "[color=#a4885c]depth[/color]", representing how dangerous the node is, and the number of other nodes connected to it, called "[color=#a4885c]edges[/color]", - -Artifacts always start at depth zero, the root of the tree. Travelling the tree to find as many nodes as possible is the main goal of the scientists working on them. Knowledge is extracted from nodes to gain Research Points and increase the artifact's sale value. - -Each node has two components: its [color=#a4885c]stimulus[/color] and a [color=#a4885c]reaction[/color]. - -A stimulus is the external behavior that triggers the reaction. There's a variety of these, and higher depth nodes have more difficult to accomplish stimuli. Some stimuli will need improvisation to trigger, and you may need to talk to other departments to get everything you need. - -Some reactions are instantaneous effects while others are permanent changes. Once an artifact is triggered, the reaction causes the artifact to randomly move to another node it is linked to. - -With some experimental science, you can begin to grasp how the different nodes of an artifact are connected, and how to move between them by repeatedly activating nodes. - -All non-zero-depth nodes will have exactly one edge that leads up to its parent node. All other edges a node has lead down to the next depth. - -## Artifact Analyzer and Analysis Console - - - - -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 network configurator and set an artifact on top of the analyzer. Every station has at least one of these machines already set up. - -Use the console's [color=#a4885c]scan[/color] button to discover what stimulus the artifact needs and what its reaction will do. Scanning takes thirty seconds. - -Use the [color=#a4885c]print[/color] button to save the scan result, so you can refer to it later. - -Once you've discovered a new node, you can extract points from the artifact using the [color=#a4885c]Extract[/color] button. - -## Assembling Artifacts - - -It is possible to gather multiple artifact fragments and assemble them into a working artifact. You can ask for these from Salvage, who usually find these while mining asteroids or on Expeditions. - -## Traversal Bias - - - -Artifacts placed on top of a powered artifact analyzer are subjected to a bias which affects which node they will move to after being activated. The bias can be set in the artifact console. - -There are two types of biases: -- [color=#a4885c]Up:[/color] favors nodes closer to the origin. Results in a decrease of depth. -- [color=#a4885c]Down:[/color] favors nodes farther away from the origin. Results in an increase of depth. - diff --git a/Resources/ServerInfo/Guidebook/Security/CriminalRecords.xml b/Resources/ServerInfo/Guidebook/Security/CriminalRecords.xml deleted file mode 100644 index c7b7ad2098..0000000000 --- a/Resources/ServerInfo/Guidebook/Security/CriminalRecords.xml +++ /dev/null @@ -1,39 +0,0 @@ - - # Criminal Records - The criminal records console is accessible in every station's security department, it serves the purpose of tracking and managing the criminal history and status of anybody part of the crew manifest. - - - - - - Anyone can open the console's UI, but only those with Security access can modify anything. - - The UI is composed by the following elements: - - A search bar that has a filter next to it that lets you filter the crewmembers by their names, fingerprints or DNA. - - - A list of all the crewmembers in the manifest, selecting one of the entries will make the criminal records of a crewmember appear. The list is filtered by the search bar so make sure it's empty if you want an overall overview! - - - The criminal records themselves - - In the record section you can: - - See security-related information about a crewmember like their name, fingerprints and DNA. - - - Change the security status between [color=gray]None[/color], [color=yellow]Wanted[/color] and [color=red]Detained[/color]. When setting it to Wanted you will be asked to write a reason. - - - If they are wanted, you can see the reason given below the status dropdown. - - - Once someone has been arrested, update their status on the console so everyone knows they no longer need to be captured. - - - After they've done their time, release them and update their status to None so nobody thinks they are an escaped convict. - - - Open the Crime History window to check or modify it. - - The Crime History window lists someone's crimes and can be modified in multiple ways: - - Automatically, just by setting someone's status to arrested. The reason will be added to "ARRESTED:" so it's easy to see the automated entries. - - - Adding a new line by clicking "Add" and writing something in the input box. When adding a record, remember to mention their crime and sentence, the console will automatically insert the shift's time so you don't need to! - - - Select a line of unwanted history and click "Delete" to remove it. Excellent for keeping records clean from the clown's stolen ID antics. - - Now you can be the desk jockey you've always wanted to be. - diff --git a/Resources/ServerInfo/Guidebook/Security/Defusal.xml b/Resources/ServerInfo/Guidebook/Security/Defusal.xml deleted file mode 100644 index 583b8a34c7..0000000000 --- a/Resources/ServerInfo/Guidebook/Security/Defusal.xml +++ /dev/null @@ -1,73 +0,0 @@ - - # Large Bomb Defusal - So, you found a large bomb and it's beeping. These bombs take a long time to detonate and punch a big hole into the hull. Just keep reading, and nobody will explode. - - ## Gear - You require two essential tools to perform defusal, however, a multitool is extremely helpful in terms of identifying wires. - - - - - - - For protective equipment, a [color=yellow]bomb suit[/color] or any other protective equipment can assist you in not blowing into gibs. - - - - - - - - ## Hardbombs - Listed below are the two common types of bombs you will encounter while defusing. A training bomb will only provide minor hull damage and generally not kill you. A syndicate bomb however will punch a big hole into the hull, and gib you if you are not wearing protective gear. - - - - - - ## Arming - To arm a bomb, you can either [color=yellow]right click[/color] and click [color=yellow]Begin countdown[/click], or [color=yellow]alt-click[/color] the bomb. It will begin beeping. - - ## Time - A bomb has a limited time, at a minimum of [protodata="SyndicateBomb" comp="OnUseTimerTrigger" member="ShortestDelayOption"/] seconds and a maximum of [protodata="SyndicateBomb" comp="OnUseTimerTrigger" member="LongestDelayOption"/] seconds. You can view the timer by examining it, unless the Proceed wire is cut. Once the timer hits zero, the bomb will detonate. - - ## Bolts - By default, once armed, a bomb will bolt itself to the ground. You must find the BOLT wire and cut it to disable the bolts, after which you can unwrench it and throw it into space. - - ## Wires - You must access the wiring in order to defuse a bomb. You can use a [color=yellow]screwdriver[/color] to open the access panel. Inside, you will find many types of wires. In a standard syndicate bomb, there are around [color=yellow]10 wires[/color], 3 are dummy wires, [color=red]3 will cause a detonation[/color], and the rest that weren't mentioned can be found below (alongside BOOM wires). With each wire, you can do 3 actions. You can: - - [color=yellow]Pulse the wire[/color] with a multitool, this can help you safely identify most wires. - - [color=red]Cut the wire[/color] with a wirecutter, this can trigger various effects, be cautious of cutting without reason! - - [color=green]Mend the wire[/color] with a wirecutter, this can restore some functionality of the bomb if it isn't disposable. - - Onward for the types of wires. - - ## Wire Types - [color=#a4885c]Activation Wire (LIVE)[/color] - - [color=yellow]Pulse the wire[/color]: Pulsing the wire will make the wire chirp and delay the bomb by 30 seconds. - - [color=red]Cut the wire[/color]: Cutting the wire will defuse the bomb if active, otherwise, will begin the timer. - - [color=green]Mend the wire[/color]: Nothing. - - [color=#a4885c]Proceed Wire (PRCD)[/color] - - [color=yellow]Pulse the wire[/color]: Pulsing the wire will forward the time by 15 seconds. - - [color=red]Cut the wire[/color]: Cutting the wire will disable the timer display on examine. - - [color=green]Mend the wire[/color]: Nothing. - - [color=#a4885c]Delay Wire (DLAY)[/color] - - [color=yellow]Pulse the wire[/color]: Pulsing the delay wire will delay the bomb by 30 seconds. - - [color=red]Cut the wire[/color]: Nothing. - - [color=green]Mend the wire[/color]: Nothing. - - [color=#a4885c]Boom Wire (BOOM)[/color] - - [color=yellow]Pulse the wire[/color]: [color=red]The bomb will explode if armed![/color] - - [color=red]Cut the wire[/color]: [color=red]The bomb will explode if armed![/color] Otherwise, will disable the bomb. - - [color=green]Mend the wire[/color]: Re-enables the bomb if disabled previously. - - [color=#a4885c]Bolt Wire (BOLT)[/color] - - [color=yellow]Pulse the wire[/color]: Pulsing the wire will make the bolts spin. - - [color=red]Cut the wire[/color]: Cutting the wire will disable the bolts, throw it into space! - - [color=green]Mend the wire[/color]: Mending the wire will re-enable the bolts. - - [color=#a4885c]Dummy Wire[/color] - - Dummy wires don't do anything. You can pulse, cut, and mend them freely and they will not affect the bomb at all. - diff --git a/Resources/ServerInfo/Guidebook/Security/Forensics.xml b/Resources/ServerInfo/Guidebook/Security/Forensics.xml deleted file mode 100644 index 733969b5a6..0000000000 --- a/Resources/ServerInfo/Guidebook/Security/Forensics.xml +++ /dev/null @@ -1,48 +0,0 @@ - - # Forensics - - There are a lot of tools to help you gather and examine the evidence at your disposal - - # Log probe - - This little add-on to your PDA is incredibly useful, just install the cartridge and your PDA will acquire the ability to scan anything with access (like airlocks) and see who has used them recently. - - You can normally find it inside the detective locker. After inserting it on your PDA, go to the programs tab and the log probe application should be there, to use the application you just have to interact with anything that requires access with your PDA while the application is open and the information will be instantly displayed in it. - - It should be noted that the name shown in the application is not to be trusted 100% of the time since it gets the name from the identification card of whoever used the thing we are scanning, so if for example someone opened an airlock with no card the application would display "Unknown" as the name. - - - - - - - # DNA and Fingerprints - - ## 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. - - - - So be careful before fighting with someone. - - Same scanner can also get fingerprint information about who touched pretty much any object. If the possible perpetrator was using gloves, then your scanner will print out which fibers were left on the crimescene. - - ## 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. Same applies to finding whose fingerprint is is. - - ## Taking Fingerprints - It is also possible to take someone's fingerprints while on scene if you make them take off their gloves and apply a forensic pad to their fingers. No need to run back to [color=#a4885c]Station Records Computer[/color] to check if the butler did it! - - - - ## Fibers - Whenenever people wearing gloves touch anything on the station, they are bound to leave behind some fibers. This complicates things, but nothing is unsolvable for a real detective. - - There are up to [color=red]26[/color] different types of fibers possible. Can that stop you from solving the case? - - - - - diff --git a/Resources/ServerInfo/Guidebook/Security/Security.xml b/Resources/ServerInfo/Guidebook/Security/Security.xml deleted file mode 100644 index 7306e3f761..0000000000 --- a/Resources/ServerInfo/Guidebook/Security/Security.xml +++ /dev/null @@ -1,43 +0,0 @@ - -# Security -Ensuring the safety of both station and crew is number one for [color=#cb0000]Security[/color]. They are ready for any situation, and [color=#cb0000]Security[/color] are on hand to maintain order and control crowds. - -They face [textlink="Syndicate Agents" link="Traitors"], [textlink="Nuclear Operatives" link="NuclearOperatives"], [textlink="Zombies" link="Zombies"] and unruly staff. - -## Personnel -[color=#cb0000]Security[/color]'s staff is made up of Security Cadets, Security Officers, and the Detective. [color=#cb0000]Security[/color] is run by the Warden and Head of Security. - - - - - - - - -## 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. - - - - - - -## Flashes -[color=#a4885c]Flashes[/color] are an effective tool for dispersing crowds and apprehending particularly evasive targets, with a large area of effect blinding all those without protection. -It is worth noting that flashes can be both used in a large area ([color=yellow]Z[/color] hotkey) and if you attack somebody with it while [color=red]harm mode[/color] is active. Important to note that localized flashes last [color=yellow]2.5[/color] times as long as large area ones. -[color=#cb0000]Security[/color] and [color=#a4885c]some[/color] other members of staff have eye protection from flashbangs and flashes. - - - - - - -## Lethals -Should the situation dictate, [color=#cb0000]Security[/color] have access to laser rifles, shotguns, handguns and automatic rifles able to put down substancial fire against any who would stand against the station. - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/BanDurations.xml b/Resources/ServerInfo/Guidebook/ServerRules/BanDurations.xml deleted file mode 100644 index 2c85346b49..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/BanDurations.xml +++ /dev/null @@ -1,17 +0,0 @@ - - # Ban Durations - - Bans can be appealed at forum.ss14.io in the ban appeals section. - - ## Temporary - Temporary bans will be lifted automatically after a certain amount of time. If they are a game ban, they will tell you how much time is remaining when you try to connect. - - ## Indefinite - These bans will only be removed on a successful appeal on the forums. Any ban which doesn't tell you when it expires and doesn't specify otherwise can be presumed to be an indefinite ban. - - ## Voucher - This is an indefinite ban which may only be appealed both with a successful appeal and which require a voucher of good behavior from the administrative team of a well-known or at least decently active SS13/SS14 server in order for the appeal to be considered. Voucher bans typically cannot be appealed for at least six months after being issued. Without a voucher, a player can only attempt to appeal a voucher ban once, and only if the ban was inappropriately placed. Voucher bans are typically only placed as a result of an unsuccessful appeal of an indefinite game ban by players with a history of bans and of causing issues. - - ## Permanent - This is a ban that is only appealable if the ban was inappropriately placed, including if the ban should not have been permanent. If the result of the appeal is that the ban was appropriately placed, the ban may not be appealed again and will not be lifted. These bans are extremely rare, but are applied to players who continually cause problems even after a voucher ban or users who have completely unacceptable behavior may be permanently removed. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/BanTypes.xml b/Resources/ServerInfo/Guidebook/ServerRules/BanTypes.xml deleted file mode 100644 index b10ea3c393..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/BanTypes.xml +++ /dev/null @@ -1,11 +0,0 @@ - - # Ban Types - - Bans can be appealed at forum.ss14.io in the ban appeals section. - - ## Role Ban - Also called a "job ban", this ban prevents your character from joining or late-joining a round as one or more jobs or roles. These are often used in response to problematic behavior in particular departments or address gross inexperience in important roles such as heads of staff. These bans do not mechanically prevent you from switching to the role during a round or acting as that role, but doing so is considered ban evasion. - - ## Game Ban - Also called a "server ban", this ban prevents you from connecting to all Wizard's Den servers. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC0.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC0.xml deleted file mode 100644 index 7b8cfbcf61..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC0.xml +++ /dev/null @@ -1,19 +0,0 @@ - - # Core Rules - These rules apply at all times, including between rounds. - - - [textlink="1. Admins have final say" link="RuleC1"] - - [textlink="2. Don't be a dick" link="RuleC2"] - - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] - - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] - - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] - - [textlink="6. Do not attempt to evade bans" link="RuleC6"] - - [textlink="7. Only use English" link="RuleC7"] - - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] - - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] - - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] - - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] - - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] - - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] - - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC10AHelp.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC10AHelp.xml deleted file mode 100644 index 2d639c5b84..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC10AHelp.xml +++ /dev/null @@ -1,29 +0,0 @@ - - # Core Rule 10 - Do not abuse or ignore admin messages - Admin help, or "ahelp", is the system used by admins to communicate with specific players in the game. Only use admin help for things requiring admin attention. If you ignore messages admins send to you via ahelp, or disconnect during an ahelp, you may be banned. If you urgently need to leave during an ahelp, you may do so but will likely need to continue the ahelp on the forums. Do not admin check, be hostile/aggressive, request events, or spam. IC methods of contacting admins, like prayers, faxes, red phones, and banana phones, should be used when there is not an issue. - - Admins are not always online, but all ahelps are automatically relayed to discord. For various reasons, admins might not respond to an ahelp even if they've handled it. A lack of response does not necessarily mean that an ahelp was ignored. - - ## Should I ahelp X? - You can ahelp anytime you genuinely think a player is breaking a rule. Not all ahelps end up being for something that an admin needs to intervene in, but that's ok, admins would rather have people occasionally report things that turn out to not be an issue than miss reports for actual issues because someone was unsure, or get those reports late because someone waited until the end of the round to be more sure. - - The most common reason players give for not ahelping issues is that they don't want to waste admin time, but it only takes a few seconds for an admin to check if someone is an antagonist. If you are ahelping too many things, an admin will let you know. If you're not being told to stop reporting something or to report less things, then you can safely assume that you aren't causing any issues. - - # What should I include in an ahelp? - At a minimum, admins need to know what the issue is to be able to address an ahelp. Don't send ahelp messages with no information about what your question or the issue is. Messages like "hello" are often considered admin checking. - - If you can, an ideal ahelp message includes what the issue is along with who is causing it and their character's name if possible. - - # Examples - Appropriate uses of ahelp: - - reporting people who you think are violating rules, - - asking questions about rules, - - asking for a temporary exemption from a rule, and - - request a minor gimmick, like a TC trade or item spawn. - - Inappropriate uses of ahelp: - - checking if an admin is online, including sending messages without any information about the issue like "hello" or incomprehensible messages, - - being hostile or aggressive, - - requesting events, and - - spamming messages about the same issue. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC11AhelpThreats.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC11AhelpThreats.xml deleted file mode 100644 index 15784c4dfe..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC11AhelpThreats.xml +++ /dev/null @@ -1,20 +0,0 @@ - - # Core Rule 11 - Do not threaten to ahelp other players or argue with them about rules - This rule covers out-of-character (OOC) and in-character (IC) actions. Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. You can argue in character about Space Law, but do not argue about whether something is or is not against the rules. If you think someone is breaking a rule, ahelp them. If you don't think someone is breaking a rule, don't ahelp them. Either way, the best thing that you can do after is to continue in-character. - - ## Example Scenario 1 - You are a security officer and think someone who is causing a ton of problems for security is not an antag and is breaking the rules by doing so. - - [color=#a4885c]Good:[/color] Since you think they are breaking a rule, you ahelp them when you're able to. You continue in-character by arresting them for the crimes that they committed. - - [color=#a4885c]Bad:[/color] You decide not to ahelp them. You kill them and tell them "you're lucky I didn't report you to the admins". - - [color=#a4885c]Bad:[/color] Since you think they are breaking a rule, you ahelp them when you're able to. You arrest them for the crimes that they committed and tell them "I ahelped you so enjoy your ban". - - ## Example Scenario 2 - A mouse is using emotes to bypass speech restrictions. - - [color=#a4885c]Good:[/color] You ahelp them then respond in-character by acting like you can't understand what the mouse is doing. - - [color=#a4885c]Bad:[/color] You use in character chat to tell the mouse that it is breaking a rule. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC12MinAge.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC12MinAge.xml deleted file mode 100644 index baa30a09fa..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC12MinAge.xml +++ /dev/null @@ -1,6 +0,0 @@ - - # Core Rule 12 - Players must be and act at least 16 years old - All players must be at least 16 years old. Additionally, all players must act at least as mature as a 16 year old. Admins may ban someone who they believe is acting less mature than a 16 year old, even if the player is known to be significantly older than 16 years old. - - Anyone who connects to the servers is a player, even if they don't actually play in a round. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC13CharacterNames.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC13CharacterNames.xml deleted file mode 100644 index 97880466d4..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC13CharacterNames.xml +++ /dev/null @@ -1,76 +0,0 @@ - - # Core Rule 13 - Use realistic character names, and do not use names of famous people - - No names of people or characters from the real world - - No titles/honorifics - - Must follow all other rules (no slurs/sexual names/etc) - - Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names cannot be used as names. See examples below. - - Admin rulings on IC names are final and disputes should be done through the forums, not by refusing to comply with an admin - - Clowns and mimes are exempt from the prohibition on titles/honorifics, and have loosened restrictions on low effort and implausible names. - - ## Clarification on "Meta" Names - Meta names are ones which attempt to take advantage of some game mechanic or game design choice. "Urist McHands" is a meta name because it is the default name used for admin spawned humans. "Operator Whiskey" is a meta name because it follows the naming pattern of nuclear operatives. This rule is not intended to prevent things like nuclear operatives using a fake ID with names that appear to be nuclear operative names if they decide that they want to do that. - - ## Conventions and Examples - [color=#994444]Bad[/color] cannot be used by any species. [color=#449944]Acceptable[/color] names can be used by any species. - - Humans typically use the Firstname Lastname convention. - - [color=#449944]Acceptable:[/color] Tom Fisher - - [color=#449944]Acceptable:[/color] Spacey Chapman - - [color=#994444]Bad:[/color] Dr. Tom Fisher - - [color=#994444]Bad:[/color] Walter White - - [color=#994444]Bad:[/color] George Washington - - [color=#994444]Bad:[/color] Joe Biden - - [color=#994444]Bad:[/color] Ben Dover - - [color=#994444]Bad:[/color] Mike Hunt - - Dwarfs typically use the human convention in a viking theme. - - [color=#449944]Acceptable:[/color] Ingrid Firebreath - - [color=#449944]Acceptable:[/color] Erik Lightningclaw - - Lizards typically use the Verb-article-Noun convention. - - [color=#449944]Acceptable:[/color] Cleans-the-Airlocks - - [color=#994444]Bad:[/color] Bans-the-Admins - - Slimes typically have names that are onomatopoeia. A last name is optional. - - [color=#449944]Acceptable:[/color] Foolp Suub - - [color=#449944]Acceptable:[/color] Foolp - - [color=#994444]Bad:[/color] Slime - - Diona typically have calm, nature themed, Noun of Noun style names. - - [color=#449944]Acceptable:[/color] Petal of Tranquility - - [color=#449944]Acceptable:[/color] Garden of Relaxation - - [color=#994444]Bad:[/color] Tree but Alive - - Mothmen typically use latin sounding names, or light themed names. - - [color=#449944]Acceptable:[/color] Socrates Temnora - - [color=#449944]Acceptable:[/color] Sierra Lightseeker - - [color=#449944]Acceptable:[/color] James Nightflitter - - Arachnids typically use latin sounding names. - - [color=#449944]Acceptable:[/color] Argyroneta Reticulatus - - [color=#449944]Acceptable:[/color] Loxosceles Domesticus - - [color=#994444]Bad:[/color] Spider-Man - - Vox typically use a single name made of random syllables, often with repeating patterns. - Names should not be excessively long or be so repetitive/convoluted as to be unreadable. - - - [color=#449944]Acceptable:[/color] Hirixashahre - - [color=#449944]Acceptable:[/color] Xapikrikrik - - [color=#994444]Bad:[/color] Chipikirchitchitchitbecretretrer - - [color=#994444]Bad:[/color] Trololol - - Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names are not permitted. - - [color=#994444]Bad:[/color] XxRobustxX - - [color=#994444]Bad:[/color] SDpksSodjdfk - - [color=#994444]Bad:[/color] Lkdsoisgoieun - - [color=#994444]Bad:[/color] F4ith H3arth - - [color=#994444]Bad:[/color] Greytide - - [color=#994444]Bad:[/color] Passenger - - [color=#994444]Bad:[/color] Urist McHands - - [color=#994444]Bad:[/color] Admin - - [color=#994444]Bad:[/color] Game-Master - - [color=#994444]Bad:[/color] Joe Mamma - - [color=#994444]Bad:[/color] Middle-Aged Man - - [color=#994444]Bad:[/color] Operative Whiskey - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC14ICinOOC.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC14ICinOOC.xml deleted file mode 100644 index 44ad34deb6..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC14ICinOOC.xml +++ /dev/null @@ -1,13 +0,0 @@ - - # Core Rule 14 - Do not use LOOC or OOC to share current round information - Local Out of Character (LOOC) and Out of Character (OOC) channel are meant for things that don't relate to the current round. Using these channels to share round info is often referred to as "IC in OOC" or "ick ock". - - ## Examples - Things you should [color=#a4885c]not[/color] do: - - Use LOOC to tell someone you are an antagonist. - - Use LOOC to tell someone that your character is not lying. - - Things you could do instead: - - Use codewords in-character. - - Try to convince them that you are not lying in-character, or accept that you won't be able to convince them. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC1Admins.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC1Admins.xml deleted file mode 100644 index ed9fa6133b..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC1Admins.xml +++ /dev/null @@ -1,6 +0,0 @@ - - # Core Rule 1 - Admins have final say - These rules are not perfect. The rules attempt to clearly communicate what the admin team intends to be allowed and prohibited, but there are likely loopholes or other flaws that can be "lawyered". Don't attempt to manipulate the interpretation of the rules to suit your personal goals or to degrade the experience of other players. If you are unsure of something, follow the more restrictive option until you are able to ask an admin and get clarification. - - Admins can override rules if they deem it in the best interest of the current round, server, and/or community at large. Online admins are able to make final interpretations of rules during a round. Even if you disagree with how an admin interprets a rule, you must still follow the interpretation they provide for you. Admin actions and interpretations of rules can be contested through staff complaints. If admins believe that you are an overall negative impact to the community or rounds, you will be banned. Admins will be held fully accountable for their actions if they exercise this privilege. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC2DBAD.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC2DBAD.xml deleted file mode 100644 index 5678cde195..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC2DBAD.xml +++ /dev/null @@ -1,7 +0,0 @@ - - # Core Rule 2 - Don't be a dick - Don't do anything with the goal of negatively affecting other players. Not everyone is going to enjoy every round. Killing someone is allowed in certain situations even though it might negatively affect them, but no one should be doing anything for the purpose of harming someone else's experience. - - ## MRP Amendment - Do not interact negatively with SSD/AFK players. Interactions to complete antagonist objectives or duties like security searches/arrests are always permitted. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC3NoHate.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC3NoHate.xml deleted file mode 100644 index 3a2e288ba9..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC3NoHate.xml +++ /dev/null @@ -1,20 +0,0 @@ - - # Core Rule 3 - No Hate Speech or Discriminatory Language - This is a zero tolerance rule. - - This rule prohibits all the following: - - Hate Speech - - Slurs (including variations of slurs, racial, sexual, disability-related, or language closely tied to real-life slurs) - - Bigotry - - Racism (including Speciesism, which would be demeaning other players based on their in-game race) - - Sexism - - ## Examples - Allowed: - - Telling someone that you are gay. - - Prohibited: - - Calling someone gay in a context where gay is used as an insult or negative attribute. - - Using a racial slur or variant in a positive context. - - Using the word "retard" in any context. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC4NoERP.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC4NoERP.xml deleted file mode 100644 index a0921f5907..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC4NoERP.xml +++ /dev/null @@ -1,23 +0,0 @@ - - # Core Rule 4 - No sexual content/themes, including erotic roleplay (ERP) and no shock content - This is a zero tolerance rule. - - Erotic Roleplay (commonly abbreviated as "ERP") and sexual content is not allowed. This includes direct and indirect mentions of sexual behavior or actions. Slight leeway is given to insults, but this rule is otherwise strictly enforced. - - In-game romantic relationships should not become the focus of the game for you and anyone else involved. - - Things that appear to be intended to or are likely to disturb players out of character are considered shock content and are not allowed. - - ## Examples - Allowed: - - Telling someone that they are being a dickhead. - - Telling someone that you are going to kill the captain, as long as it is clear that you mean it in character. - - Prohibited: - - Emoting sexual acts. - - Erotica content. - - Erotic or sexual memes. - - Memes which contain sexual content. - - Dedicating significant portions of rounds to romantic relationships, dating, or similar things. - - Emoting defecation or related acts. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC5Metacomms.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC5Metacomms.xml deleted file mode 100644 index 0c0f336e6d..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC5Metacomms.xml +++ /dev/null @@ -1,18 +0,0 @@ - - # Core Rule 5 - Do not use out of game methods to communicate with other players - This is a zero tolerance rule. - - Do not utilize any external means of communication to talk to other players who are connected to the same server, or who were connected to the same server during the current round. This is referred to as "metacomming" and includes any means of communication including text, voice, images, and video. This includes applications such as Discord, Steam, and other platforms, along with in-person communication. - - Even if information is not being shared or abused, it may still be considered a violation of this rule. Due to the difficulty of determining if information is being shared, it will almost always be presumed that people who message another player they are in a round with, or who are in a voice call with another player during a round are sharing round information. Due to the difficulty of determining if users are abusing information that they are sharing, it will almost always be presumed that the information is being abused. - - The only exemption to this rule is when [color=#a4885c]all[/color] players are in the server lobby. - - ## Teaching new players - Teaching players is not exempt from this rule. If you want to teach a new player, it is recommended to either watch a stream of them playing the game while not playing yourself, or communicate with them using only in-game methods of communication. - - ## Streaming - Public livestreams are not exempt from this rule, but have different liability. Using information from a public live stream of the game (stream sniping) is a violation of this rule. Watching a public live stream of the game while connected to the same server is a violation of this rule. Allowing people watching a public live stream to share information about the current round, for example through the stream's chat, is a violation of this rule. Using that information is also a violation of this rule. Sharing information about the current round with a streamer is a violation of this rule if that information was obtained from any source but the stream. The stream's moderators are expected to enforce this on the streaming platform in addition to any in-game enforcement done by game admins. - - Public livestreaming by itself is not a violation of the rule as long as the stream is sufficiently moderated. Streamers are encouraged, but not required, to use a stream delay. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC6BanEvasion.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC6BanEvasion.xml deleted file mode 100644 index bec8b4fabd..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC6BanEvasion.xml +++ /dev/null @@ -1,15 +0,0 @@ - - # Core Rule 6 - Do not attempt to evade bans - This is a zero tolerance rule. - - Almost all bans may be appealed on our forums at forum.ss14.io in the ban appeals section. This is generally the only acceptable way to contact the administration team to discuss your ban and revise it if it is inappropriate, including if it is mistakenly applied. - - Any attempt to circumvent or bypass a game ban will result in a voucher ban. Attempting to evade role bans by gaining access to or working in the capacity of a job you are banned from will result in a game ban. These bans are applied even if the evasion attempt is unsuccessful. - - ## Exceptions - There are no exemptions for evading or attempting to evade game bans. Antagonists who impersonate or take over a role which they are banned from to aid in their goals are not considered to be evading their role ban. - - ## Additional Information - - [textlink="Ban Types" link="BanTypes"] - - [textlink="Ban Durations" link="BanDurations"] - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC7EnglishOnly.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC7EnglishOnly.xml deleted file mode 100644 index 630c522bce..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC7EnglishOnly.xml +++ /dev/null @@ -1,10 +0,0 @@ - - # Core Rule 7 - Only use English - Only English is permitted, both in-character and out-of-character. You must be fluent in English enough to be able to not cause game issues, and to be able to communicate with game admins when necessary. If a game admin does not feel that you are fluent enough in English, they may ban you. - - ## Why - We do not have enough staff fluent in other languages to moderate them. Translation tools can be unreliable and are not integrated well into the game. - - ## Non-English Options - There are many servers that allow or focus on other languages. You are highly encouraged to play only on servers that allow languages you are fluent in. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC8Exploits.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC8Exploits.xml deleted file mode 100644 index 48cbaaa9ac..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC8Exploits.xml +++ /dev/null @@ -1,12 +0,0 @@ - - # Core Rule 8 - Do not exploit the game, use cheats, or macros - The following are prohibited by this rule: - - bugs and exploits which have effects that persist beyond the current round, - - intentionally used bugs, exploits, and unintended behaviors which give the user an advantage over players who do not use them, even if their effects do not persist across rounds, - - evading or bypassing afk detection, - - anything which results in gaining elevated privileges, including admin permissions, - - external tools and client modifications, including macros, and - - anything which prevents another player who is not game banned from being able to play on the servers, not including in-character actions that do not persist across rounds. - - Both attempts and successful use are prohibited. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC9Multikey.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC9Multikey.xml deleted file mode 100644 index d402918dcd..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC9Multikey.xml +++ /dev/null @@ -1,7 +0,0 @@ - - # Core Rule 9 - Do not use multiple accounts, or alt accounts, and do not share accounts - Use of multiple accounts is referred to as "multikey". the rule applies even if the accounts are not used at the same time, including if the old account is abandoned. All accounts may be banned if this rule is violated. You are responsible for everything done on and with your account. You are just as responsible for actions taken by other people using your account as you would be had you taken the actions themselves. - - ## Switching to a new account - If you lose access to an account, you must contact game admins on the forums notifying admins before using a new account to connect to the servers. Your message to game admins must include the username of your old account. Creating a new account while your current account is banned will be considered ban evasion. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/DefaultRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/DefaultRules.xml deleted file mode 100644 index 3e19fefeed..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/DefaultRules.xml +++ /dev/null @@ -1,5 +0,0 @@ - - # Server Rules - - This server has not written any rules yet. Please listen to the staff. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/README.txt b/Resources/ServerInfo/Guidebook/ServerRules/README.txt deleted file mode 100644 index d7ac858c16..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -These files contain Wizard's Den server rules. Since they reference Wizard's Den, they should not be used -by other servers without at least enough modification to not mislead players into thinking that they are -playing on Wizard's Den. - -The filenames used for the rules files are not themselves rules. Only the contents of the files are rules. diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleTypes.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleTypes.xml deleted file mode 100644 index 67a05f516c..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleTypes.xml +++ /dev/null @@ -1,21 +0,0 @@ - - # Role Types - - ## Crew Aligned/Non-antagonist - In most rounds, a majority of players will be non-antagonists, meaning that they are crew aligned. This is the "default" role, if the game doesn't tell you that you are one of the other roles defined here, then you are a non-antagonist. Overall, non-antagonists are intended to work towards a net positive effect on the round. - - ## Solo Antagonist - Certain roles are intended to cause problems for the round or for non-antagonists. You are only a solo antagonist if the game clearly and explicitly tells you that you are a solo antagonist. Antagonists are exempt from many but not all roleplay rules. - - ## Team Antagonist - Team antagonists are like solo antagonists but they have other antagonists who they are expected to not hinder, and who they may be expected to help. You are only a team antagonist if the game clearly and explicitly tells you that you are a team antagonist. - - ## Free Agent - Certain roles are free to choose if they want to behave as an antagonist or as a non-antagonist, and may change their mind whenever they'd like. You are only free agent if the game clearly and explicitly tells you that you are a free agent. - - ## Familiar - Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. - - ## Silicon - Silicons have a set of laws that they must follow above all else except the core rules. You are only silicon if the game clearly and explicitly tells you that you are a silicon. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR0.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR0.xml deleted file mode 100644 index fdccf07017..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR0.xml +++ /dev/null @@ -1,26 +0,0 @@ - - # Roleplay Rules - These rules only apply during a round. A round ends only when the round summary has appeared. All of these rules apply fully until the moment that the round summary appears, even while the arrivals shuttle is in transit. - - The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active. - - Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel. - - See the list of [textlink="role types" link="RoleTypes"] for more information about the different types of roles. - - - [textlink="1. Silicons must follow Silicon Rules" link="RuleR1"] - - [textlink="2. Familiars must obey their master" link="RuleR2"] - - [textlink="3. Roleplay a normal person" link="RuleR3"] - - [textlink="4. Do not metagame, obey the Metashield" link="RuleR4"] - - [textlink="5. Don't interfere with arrivals" link="RuleR5"] - - [textlink="6. Don't act like an antagonist unless the game tells you that you are one" link="RuleR6"] - - [textlink="7. Do not stall the round" link="RuleR7"] - - [textlink="8. As an antagonist, only be friendly to your team and don't work against your team" link="RuleR8"] - - [textlink="9. As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives" link="RuleR9"] - - [textlink="10. Listen to your team leader" link="RuleR10"] - - [textlink="11. Follow reasonable escalation" link="RuleR11"] - - [textlink="12. Do not abandon your role" link="RuleR12"] - - [textlink="13. Stick to your role" link="RuleR13"] - - [textlink="14. Set an example if playing command or security" link="RuleR14"] - - [textlink="15. Command and Security must follow Space Law" link="RuleR15"] - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR10Subordination.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR10Subordination.xml deleted file mode 100644 index 2147ddc111..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR10Subordination.xml +++ /dev/null @@ -1,26 +0,0 @@ - - # Roleplay Rule 10 - Listen to your team leader - Captains lead all departments and other members of command. Department heads lead members of their department. Certain antagonist teams have team leaders, like nuclear operative commanders or head revolutionaries. You are not required to perfectly follow orders given to you by your leaders, but you should generally allow your leaders to lead and not interfere with their ability to. You can choose to ignore unreasonable orders, including ones which are will result in your death unless you are an antagonist with an objective that requires you to die. - - Team antagonists have to listen to the leader of their antagonist team. Team antagonists do not have to listen to any other leaders, including leaders of other antagonist teams. Solo antagonists do not have to listen to any leaders at all. - - ## Examples - Acceptable: - - A traitor ignores orders from a nuclear operative commander. - - An antagonist ignores orders from the captain. - - An engineer tells the Chief Engineer that they don't think it's a good idea to setup the singularity, but does so anyway when ordered to. - - An engineer tells the Chief Engineer that they don't know how to setup the singularity correctly, so refuses orders to, but accepts an offer to be taught how. - - An atmospheric technician refuses an order from the captain that would create an atmospheric hazard on the station. - - A doctor refuses an order from the Chief Engineer about who to give medical treatment to first. - - A revolutionary refuses a suicide mission from a head revolutionary. - - The Chief Engineer doesn't follow an order from the captain to setup backup power because there is an unrelated engineering emergency that the Chief Engineer needs to prioritize. - - The captain orders command to give the nuclear authentication disk to nuclear operatives, so command arrests the captain and picks a new captain. - - The research director orders scientists to say "Long live Nanotrasen!" every time they enter the bar. The scientists say they will, but don't follow the order. - - Prohibited: - - A nuclear operative ignores an order from the commander operative because they don't like the plan. - - The Chief Engineer refuses an order from the captain to setup backup power because the Chief Engineer doesn't think backup power is necessary. - - An engineer refuses an order from the Chief Engineer to setup the singularity because they prefer a different power source. - - An engineer refuses to perform a task because they don't know how to do it, and refuses to be taught for no reason. - - A head revolutionary orders revolutionaries to blend in and not do anything illegal until they are told to reveal themselves. Instead, revolutionaries collect weapons and attack security. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml deleted file mode 100644 index 36655ba841..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml +++ /dev/null @@ -1,36 +0,0 @@ - - # Roleplay Rule 11-1 - Escalation Involving Animals - Escalation rules are looser with animals than with people. These looser requirements do not apply to the requirements other people attacking each other have, even if their fighting is directly related to the conflict involving the animal. - - Non-pets, such as mice and monkeys, can be freely killed with any IC reason such as pest control, or for food. These roles are often available in numbers as ghost roles, so removing one from the round doesn’t typically remove them all. - - Pets, including but not limited to Ian, Renault, Remilia, and Hamlet, cannot be freely killed, they require escalation. These roles are often available once per round at most, except roles like Remilia. - - Permanently trapping an animal, such as putting a mouse in a plant, is considered similar to killing the animal so should only be done with an IC reason. - - Both sides can escalate much more rapidly than they'd be able to if both were people. Animals are often more limited in the maximum force they can use compared to people, which limits the negative effects of them rapidly escalating. Animals also typically have less health than people, and are limited in the ease with which they can get healing, which justifies them responding to even weak attacks more severely. - - Neither the animal nor the person is obligated to get the other medical attention if they are put into crit. Attacking someone to death rather than stopping once they are in crit is considered a significant difference. While sufficient escalation may justify continuing to attack, generally people and pets shouldn't continue to be attacked once in crit, but non-pets may be. Gibbing is also considered a significant step because it prevents cloning or resuscitation. The fact that an animal made the last hit putting someone into crit does not allow people who fought on the side of the animal to not attempt to get them medical attention. - - The use of sensible, non-targeted mousetraps is not a conflict and does not require escalation. - - The killing or attacking of pets can be treated as an escalation step by players with a genuine IC connection to the animal. Generally, all crew can consider themselves to have an IC connection to any station pets. The degree of escalation should be proportional to the connection to the pet, in addition to the usual requirement of being proportional to the attack. For example, an attack on Ian can be treated nearly identically to an attack on a crewmember, whereas an attack on a pet mouse is much less severe. Normal escalation limits still apply, you cannot attack people who defended themselves from an animal that randomly attacked them, just as you could not attack someone who defended themselves from a coworker that randomly attacked them. - - Crew can "adopt" non-pets, like mice, and consider themselves to have a connection to the animal if they roleplay the adoption well. This does not affect the requirement of whether other players are required to apply escalation rules to these animals, it only creates a connection that can be used to justify retaliatory escalation to attacks by the adopter. Simply saying that they've adopted an animal is not sufficient, but carrying it with them is. The degree of connection is proportional to IC actions. Crew cannot consider themselves to have a connection for escalation purposes to animals which are typically hostile, such as space carp or bears. - - ## Examples - Acceptable: - - A chef kills mice who enter or approach their kitchen. - - A janitor kills mice roaming the station. - - A lizard kills a mouse to eat. - - A chef has carried a mouse around in their hat for the last 10 minutes, they put the mouse down for a moment and another player kills it. The chef responds by attacking the other player with their fists and refusing them service for the rest of the shift. - - Ian is randomly attacked, a crewmember who sees this happen crits the killer and brings them to security. - - Hamlet goes into the kitchen and starts eating all the food. A chef sees this and starts swinging their knife at Hamlet. Hamlet starts biting the chef and crits them, then resumes eating. - - Prohibited: - - A janitor throws an armed mousetrap at Hamlet for no reason. - - Hamlet starts biting random people, trying to crit them, for no reason. - - A crewmember attacks security for killing a space carp they adopted. - - Ian gibs someone who was trying to kill someone. - - Hamlet attacks security for trying to arrest someone he likes. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml deleted file mode 100644 index 3261d78b35..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml +++ /dev/null @@ -1,30 +0,0 @@ - - # Roleplay Rule 11-2 - Examples of Conflict Types - ## Verbal - - Shouting - - Yelling - - Insulting - - ## Non-harmful - - Shoving - - Stealing non-critical items, like easily replaced tools - - ## Non-lethal - - Stealing items without endangering someone's life, like a clown's pie cannon or the HoP's fax machine - - Stealing someone's ID somewhere that doesn't result in them being trapped - - Punching - - Disablers - - Stun batons - - ## Lethal - - Punching to crit or death - - Attacking with strong weapons, like bats - - Stealing items that endanger someone's life, like a hardsuit - - Stealing someone's ID, trapping them in a dangerous situation - - ## Permanently lethal - - Gibbing - - Not taking someone who you killed or put into crit to the medbay or security - - Hiding someone's body - - Spacing someone's body - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11Escalation.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11Escalation.xml deleted file mode 100644 index 18ebc79a83..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11Escalation.xml +++ /dev/null @@ -1,67 +0,0 @@ - - # Roleplay Rule 11 - Follow reasonable escalation - Antagonists are fully exempt from escalation rules. Non-antagonists who are in a conflict with antagonists are not exempt. Escalation should typically follow steps or a pattern of conflict types similar to: - - Verbal - - Non-harmful - - Non-lethal - - Lethal - - Permanently lethal - - All new conflicts should start at the first step. A player should not escalate a conflict across steps without some escalation from the other party involved in the conflict. Players can skip steps to match the level of escalation that the other person is at, but should almost always not skip steps other than that. Players who attempt to deescalate conflicts will be given more leniency in escalating if the other party continues to escalate despite the attempt at de-escalation. You do not have to try to deescalate conflicts, but someone who watches you over the entire round, or over multiple rounds, should not feel that your goal is generally to escalate conflicts. - - Conflicts or escalation can be indirect. When someone steals someone else's ID, the theft is a direct part of the conflict, but if the victim becomes trapped as a result of not having their ID to open a door, that is also considered part of the conflict and escalation. Do not randomly steal IDs from people. - - Escalation does not have to be directed at a specific player to enter them into a conflict. Nuclear operatives who are trying to destroy the station are considered to be at the permanently lethal level of conflict with all crew on the station. Someone who kills a station pet has started some degree of conflict with all crewmembers. Someone who kills a mouse that a chef was caring for has started some degree of conflict with that chef. - - You will be considered to be violating this rule if you escalate a conflict based on a poor or unreasonable assumption. - - Conflicts should almost never reach the "permanently lethal" stage. Conflicts should only reach this stage if the other party brought it to the stage, or if the same conflict escalated to the lethal stage multiple times in the round. - - If a party in the conflict goes into crit or dies, the party responsible should take them to get treatment or to security. For the conflict, this should be considered saving someone from dying and should deescalate the conflict. If the conflict is deescalated in this way, both parties need to re-escalate to lethal for the conflict to return to that stage. If the conflict is not deescalated in this way, then only the party who defeated the other would need to re-escalate for the conflict to return to the lethal stage. - - Security can immediately escalate to non-lethal force if it is necessary to arrest someone. - - People using or brandishing Syndicate items can typically be presumed to have lethal intent. Someone with lethal intent can typically be immediately escalated against at a lethal level, a notable exception is if you have the tools to safely detain them. - - ## Escalation Involving Animals - See [textlink="Escalation Involving Animals" link="RuleR11-1"]. - - ## Exemptions - Escalation rules aren't enforced against non-players, but players will be held responsible for rule violations even if they don't realize that a character or animal was controlled by another player. Characters who have purple text saying that they are catatonic are considered non-players. Characters who are disconnected are still considered players. - - ## MRP Amendment - Escalation rules are enforced even against non-players. - - ## Examples of Conflict Types - See [textlink="Examples of Conflict Types" link="RuleR11-2"]. - - ## Example Scenarios - These examples assume that you are not an antagonist. - - Acceptable: - - A player starts punching you, so you start punching back until they stop. If they go into crit, you stop attacking them and take them to security or to get medical attention. - - You make fun of a clown, who then throws a pie at you and steals your shoes. You slip the clown and steal their mask. - - You are a security officer and tell someone to stop, so you can question them. They run away, so you use your disabler to stun and cuff them. - - You are a security officer and see someone wearing a syndicate hardsuit, so you shoot them to crit, cuff them, then take them to security. - - You are a crewmember and see a nuclear operative, so you kill them. - - An unauthorized person enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave. - - Minorly inconveniencing someone for your own benefit. - - As an antagonist, killing someone who got in your way. - - As an antagonist, killing someone who didn't give you what you want. - - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and does not take them to medbay or security. The bartender immediately tries to crit the chef next time they run into each other. - - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and does not take them to medbay or security. The chef insults the bartender next time they see them. - - Prohibited: - - A player starts punching you, so you gib them. - - A clown throws a pie at you and steals your shoes, so you stab them to crit with a screwdriver. - - You are a security officer and tell someone to stop, so you can question them. They run away so you use a truncheon to beat them to crit. - - An authorized person who you unreasonably or carelessly think is unauthorized enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave. - - An unauthorized person enters a low risk area of the station, like cargo, and you start attacking them with no other escalation. - - Slipping security all round because they are security. - - Blocking the head of personnel in their office using walls because they didn't give you what you asked for. - - Hiding someone's body because they punched you earlier in the round. - - Harassing the bar or bartender by frequently coming in to break their glasses or furniture. - - Randomly picking fights with people. - - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and does not take them to medbay or security. The chef immediately tries to crit the bartender next time they run into each other. - - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and takes them to the medbay or security. The bartender immediately tries to crit the chef next time they run into each other. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml deleted file mode 100644 index 1ddf73cc77..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml +++ /dev/null @@ -1,28 +0,0 @@ - - # Roleplay Rule 12 - Do not abandon your role - Do not join the round as a role that you don't intend to play. Do not enable antagonist roles that you don't intend to play. Abandoning a role includes not completing tasks that the role is expected to do, in addition to things like leaving the game. Members of command should almost all stay on the station until the emergency shuttle arrives. Enforcement of this rule is more strict for command and antagonist roles, and less strict for less important roles like passengers. - - Violations of this rule typically result in temporary or indefinite role bans. We understand that you may need to leave round early or unexpectedly. If you are in an important role (which is relayed to you in chat upon receiving your role), you should notify command members so that they know you are leaving and attempt to cryosleep if possible. Space Station 14 is a game. Do not endanger the safety of yourself or others, and do not neglect important things to avoid leaving a round early, even if you have to leave immediately without notifying anyone. Role bans for disconnecting are typically only applied if there is a pattern, and are almost always temporary. - - "Antag rolling" refers to a player abandoning their role if they do not get an antagonist role. - - ## Examples - Acceptable: - - As an engineer, building a bar in maintenance while there is nothing important for engineering to do. - - As the captain, having the chef teach you how to cook while there is nothing important needing your attention. - - As a passenger, building a shuttle with materials given to you by cargo and engineering. - - Taking a short break from your job at the bar. - - Getting an antagonist role and doing the bare minimum needed to complete your objectives. - - Getting an antagonist role and making a genuine effort to complete your objectives, but failing to complete any. - - Getting an antagonist role and intentionally not doing any of your objectives, but creating a similar level of disruption that completing your objectives would create. - - Prohibited: - - As an engineer, building a bar in maintenance while the station has no power. - - As the captain, leaving the station to go on an expedition with the salvage team. - - As an atmospherics technician, building a shuttle round start and never coming back to the station. - - Spending your entire shift at the bar, even when there is work that needs to be done by your role. - - Ghosting, suiciding, or leaving at the start of a round because you don't like the map or the players in your department. - - Getting an antagonist role and not doing any antagonist activities. - - Ghosting, suiciding, or leaving at the start of a round because you did not get an antagonist role. - - Ghosting, suiciding, or getting yourself killed because nuclear operatives declared war, and you want to try to get an antagonist ghost role. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR13PerformRole.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR13PerformRole.xml deleted file mode 100644 index 7500cd6a91..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR13PerformRole.xml +++ /dev/null @@ -1,26 +0,0 @@ - - # Roleplay Rule 13 - Stick to your role - Requesting job changes is not prohibited by this rule. This rule is loosened if the station is understaffed or if there is a significant threat to you. - - Don't perform other people's jobs, especially where the relevance to you personally is low. This also covers performing the role of security. - - ## MRP Amendment - This is enforced more strictly on MRP. - - ## Examples - Acceptable: - - As an engineer, helping the bartender remodel the bar. - - As a bartender, remodeling the bar. - - As a passenger, building a maintenance bar. - - As an engineer, reinforcing substations. - - As an engineer, increasing the security of airlocks. - - As an atmospherics technician, improving atmospheric systems. - - As a passenger, fighting nuclear operatives. - - As a passenger, fighting or preparing to defend yourself from someone who has been trying to kill you. - - As a crewmember on a station with no engineering department, you complete engineering tasks. - - Prohibited: - - As a passenger, reinforcing substations. - - As a passenger, hunting for antagonists or lawbreakers. - - As a passenger, fighting or preparing to defend someone else from someone who has been trying to kill a random crewmember. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR14SecComStandard.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR14SecComStandard.xml deleted file mode 100644 index ec06d61e8c..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR14SecComStandard.xml +++ /dev/null @@ -1,37 +0,0 @@ - - # Roleplay Rule 14 - Set an example if playing command or security - All command and security roles are held to stricter interpretations of the rules. - - Command roles are not learning roles. Members of command must be competent. - - Security roles are not for inexperienced players. Members of security are expected to know game basics and be more familiar with server rules than a new player. - - Do not hinder or cause overall negative effects to the station or crew as a member of command or security. - - Do not abuse your power as command or security. - - ## Why - Members of command and security can often have a larger impact on the nature of the round than other players. For example, a captain who tries to bend or break the rules will often cause many others on the station to do the same. Memey station announcements from members of command also often result in the rest of the station acting the same way. When command and security members hold themselves to high standards, the rest of the station often naturally follows to a significant degree. - - ## Examples - Acceptable: - - A member of security accepts a bribe to deliver safe donuts to a prisoner who the HoS has ordered should only be given donk pockets. - - A captain uses a station announcement to confess to an embarrassing mistake that they made during the shift. - - In coordination with the head of security, a captain declares that the station will recognize the right to bear arms, so all crew can pick up a disabler at security. - - The chief medical officer gives a paramedic their portable crew monitor to help them complete their job. - - A syndicate agent is holding a crewmember hostage and threatens to kill them if the head of security doesn't give them their ID. Seeing no other safe option, the head of security hands over their ID to the syndicate agent, then begins working to re-secure it and capture the agent as soon as the hostage is safe. - - Nuclear operatives are attacking the station, so the captain and head of personnel both go to the armory and take a weapon. - - A majority of command votes to demote the captain for taking actions harmful to the station, then the head of security demotes the captain. - - The captain promotes the head of personnel to captain. - - Security releases an antagonist from the brig in exchange for the identities of other traitors. - - Prohibited: - - A member of security accepts a bribe to ignore a crime or help a prisoner escape. - - A captain sends a ASCII art trollface over station announcements or as a fax to central command. - - A captain declares that all contraband is legal. - - Command or security allow the use of Syndicate items outside extreme emergencies. - - The chief medical officer knowingly helps a syndicate agent complete their objectives. - - A syndicate agent has killed 3 members of security so the head of security makes them an offer saying that they will space all the weapons in the armory if the syndicate agent stops killing. - - The captain goes to the armory and takes a gun to display in his office without asking anyone, and orders anyone who questions him not to interfere. - - Members of command decide to demote the captain to gain more power for themselves, or in retaliation for a decision that they didn't personally like or agree with, rather than because the decision was actually harmful to the station. - - The captain promotes a random crewmember to captain. - - A member of command gives a random crewmember substantial additional access for no reason, unnecessarily, or for a poor reason. - - A member of command gives a random crewmember access to a high security area, like the armory or another member of command's office, for no reason, unnecessarily, or for a poor reason. - - Security releases an antagonist from the brig in exchange for the antagonist buying them contraband. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml deleted file mode 100644 index 57effb5469..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml +++ /dev/null @@ -1,30 +0,0 @@ - - # Roleplay Rule 15 - Command and Security must follow Space Law - All non-antagonist command and security roles must obey [textlink="Space Law" link="SpaceLaw"]. This includes non-antagonists who are promoted to or gain a position during the round in any way. This also includes non-antagonists who are acting as a security role. - - Space Law violations should be prioritized based on severity and the current situation. - - This prohibits use of syndicate items outside extreme emergencies, including uplinks by command and security. This also prohibits the preparing of syndicate items for an emergency. - - ## Examples - Acceptable: - - After a war announcement, a security officer ignores crewmembers carrying contraband so that they can focus on preparing to defend the station. - - A security officer disarms someone attacking them with an energy sword, then uses the sword to kill the attacker. - - Prohibited: - - A security officer carries around an energy sword in case of an emergency. - - Roles that are included: - - A security officer - - The Captain - - The Chief Engineer - - A passenger promoted to "bounty hunter" - - A mime promoted to "security mime" - - Roles that are not included: - - A passenger - - The clown - - An antagonist in any role - - A cyborg - - A passenger who is helping to fight off nuclear operatives - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR1Silicons.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR1Silicons.xml deleted file mode 100644 index 5898804d14..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR1Silicons.xml +++ /dev/null @@ -1,4 +0,0 @@ - - # Roleplay Rule 1 - Silicons must follow Silicon Rules - You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, the Silicon Rules override all Roleplay Rules if there is any conflict. Silicon Rules do not override Core Rules. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR2Familiars.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR2Familiars.xml deleted file mode 100644 index 51a445dfe0..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR2Familiars.xml +++ /dev/null @@ -1,6 +0,0 @@ - - # Roleplay Rule 2 - Familiars must obey their master - Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate Roleplay Rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. If your master dies, you can continue to attempt to fulfill orders given to you before they died. You can defend your master without an explicit order to, but must obey your master if they order you to not defend them. Orders do not override Core Rules. - - Masters giving orders that violate Roleplay Rules are the ones that will be held responsible for the rule violations. You can ahelp masters who you believe are breaking rules with an order. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR3NormalRP.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR3NormalRP.xml deleted file mode 100644 index 9a4f62c5a8..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR3NormalRP.xml +++ /dev/null @@ -1,20 +0,0 @@ - - # Roleplay Rule 3 - Roleplay a normal person - - Do not use texting/messaging acronyms (ex: "lol", "wtf", "brb", "lmao", "thx", "sgtm") or emoticons (ex: ":)", "xD") in-character. - - Do not mention out-of-character (OOC) concepts like game admins or developers in character. - - Do not use emotes to bypass muted or accented speech. - - Do not use extremely low effort or impossible emotes. - - ## Examples - Things you should not do: - - Say "lol did u c wat just happened" using in-character chat. - - Say "an admin exploded him" using in-character chat. - - Emote "can you give me some cheese" as a mouse. - - Emote "motions for you to order guns" or "asks you to order guns in sign language" as a mime. - - Things you could do instead: - - Say "haha did you see what just happened?" - - Say "god blew him up" or "centcomm must have bluespaced a bomb to him" - - Point at cheese - - Point at the cargo order console then emote "shoots finger guns" - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR4Metashield.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR4Metashield.xml deleted file mode 100644 index 4ebbad326c..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR4Metashield.xml +++ /dev/null @@ -1,104 +0,0 @@ - - # Roleplay Rule 4 - Do not metagame, obey the Metashield - Something that is "shielded" cannot be known by your character during a round until the "revealing condition" happens. This also means that your character cannot do things based on "shielded" information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming. - - Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round. - - ## Never Revealed IC - Some shields are never revealed IC. This means that your character can never act as if they know about that shielded thing. - - The following are shielded: - - Current game mode and possible antags during the current game mode. - - Events from previous rounds. - - Events you experienced as a different character. - - All information related to the player of a character rather than the character itself. (See "Metafriending and Metagrudging" below.) - - All information gained while dead or a ghost. - - The fact that a round will end. - - This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. - - ## Nuclear Operatives - - The existence of Nuclear Operatives beyond a myth that no one would act on is shielded. - - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded. - - The revealing condition for this shield is any of the following: - - discovering a blood red hardsuit - - discovering a nuclear operative's shuttle - - an operative name - - a War Ops announcement - - being a nuclear operative - - ## Implanted Implants - - Implanted implants are shielded. - - Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking. - - The revealing condition for this shield is any of the following: - - discovering a non-NT implanter, used or unused - - discovering a non-NT implant box - - discovering use of a non-NT implant by anyone - - experiencing a situation where absolutely no other explanation is possible - - discovering an unlocked uplink - - ## Chameleon Items - - Chameleon items are shielded. - - Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield. - - The revealing condition for this shield is any of the following: - - seeing someone else cause any chameleon item to change - - finding holographic nanomachine fibers - - experiencing a situation where absolutely no other explanation is possible - - discovering an unlocked uplink - - ## Stealth Items - - The fact that an item can be something other than what its visual appearance and examine description indicate is shielded. - - This shield protects stealth items, including protecting them from being tested. - - The revealing condition for this shield is any of the following: - - seeing the item behave differently than the expected behavior for the item - - seeing the item used for its hidden purpose - - experiencing a situation where absolutely no other explanation is possible - - discovering an unlocked uplink - - ## MRP Amendment 1 - A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC. - - ## MRP Amendment 2 - There is a "New Life Rule" shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC. - - ## Metafriending and Metagrudging - This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging. - - ## Metafriending Examples - These are all examples of things that are prohibited by at least one metashield item that is never revealed IC. - - Giving a character additional access or a job because you are friends with the player who is playing that character. - - Trusting a character because you are friends with the player who is playing that character. - - Not fighting a character because you are friends with the player who is playing that character. - - Ignoring your objective to kill a character because your character and theirs became friends in a previous round. - - ## Metagrudging Examples - These are all examples of things that are prohibited by at least one metashield item that is never revealed IC. - - Not giving a character additional access or a job because you are mad at or don't like the player who is playing that character. - - Not trusting a character because you are mad at or don't like the player who is playing that character. - - Starting a fight with a character because of something that they did last round. - - Starting a fight with a character because they killed you while you were playing a different character. - - Targeting or harassing a character based on anything which that character did outside the current round. - - Targeting or harassing a character based on anything which the character's player did while not playing the character. - - ## Explicitly Not Shielded - The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn't mean that it is shielded, but if something is on it then it definitely is not shielded. - - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station. - - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft. - - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish. - - The number of goals or objectives that a Syndicate agent or other bad actor has. - - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen. - - A character's typical appearance. Though you should keep in mind that multiple characters can share the same name. - - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR5Arrivals.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR5Arrivals.xml deleted file mode 100644 index b4a0642740..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR5Arrivals.xml +++ /dev/null @@ -1,22 +0,0 @@ - - # Roleplay Rule 5 - Do not interfere with arrivals - The arrivals terminal/station, the arrivals shuttle, at the area immediately around the arrivals shuttle at the station ("arrivals") are off-limits to antagonistic activity or damage (even to antagonists). Do not prevent people from safely arriving to the station. Do not cause people to die immediately after arriving at the station. - - There is an exemption for antagonists that are allowed to perform mass station sabotage if there is no reasonable way to limit the damage of the mass station sabotage. This exemption only applies to damage that is a direct result of the mass station sabotage. - - ## Examples - Acceptable: - - Redecorating arrivals or the arrivals shuttle. - - Remodeling arrivals or the arrivals shuttle as long as you do not make the area more dangerous both during and after the remodel. - - Setting up a safe security checkpoint between arrivals and the rest of the station. - - Killing someone who has been at arrivals for a long time, or who left arrivals and came back. (This may violate other rules depending on the situation) - - Releasing a singularity which damages arrivals. (This may violate other rules depending on the situation) - - Causing a station-wide atmospheric issue which also affects arrivals. (This may violate other rules depending on the situation) - - Prohibited: - - Making arrivals or the arrivals shuttle uninhabitable. - - Attacking or killing someone at the arrivals station. - - Killing someone very shortly after they arrive at the station. - - Disassembling all the firelocks at arrivals. - - Electrifying the arrivals docking airlocks. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR6SelfAntag.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR6SelfAntag.xml deleted file mode 100644 index c8380261bc..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR6SelfAntag.xml +++ /dev/null @@ -1,22 +0,0 @@ - - # Roleplay Rule 6 - Don't act like an antagonist unless the game tells you that you are one - Acting like an antagonist when you are not one is often referred to as "self-antagging" or being a "self-antag", both of these things are against the rules. You are not an antagonist unless the game tells you that you are an antagonist. Do not make yourself a major problem, annoyance, or disruption while not an antagonist. Do not willfully cooperate with known antagonists. Non-antagonists should typically either not have an overall effect on the round, or should have an overall positive effect on the round. - - ## Examples - These examples assume that you are not an antagonist. - - Acceptable: - - Stealing or breaking a glass from the bar. - - Replacing someone's shoes with clown shoes. - - Giving everyone all access during war ops. (This is not necessarily a good idea) - - Prohibited: - - Starting a cult. - - Starting a revolution. - - Mutinying the captain because they would not let you become the chief medical officer. - - Randomly smashing lots of station lights. - - Disrupting station power. - - Spacing parts of the station. - - Distributing significant levels of access without a good reason. - - Stealing high risk or high value items, like the nuclear authentication disk, for no reason. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR7RoundStalling.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR7RoundStalling.xml deleted file mode 100644 index a8306becd2..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR7RoundStalling.xml +++ /dev/null @@ -1,16 +0,0 @@ - - # Roleplay Rule 7 - Do not stall the round - Rounds are intended to end eventually. Don't hold a round hostage by preventing it from coming to a natural end. If a majority of players in a round want the round to end, don't prevent it from ending. Recalling the shuttle or preventing it from being called can contribute to round stalling, but is not always round stalling. Leaving the station with the nuclear authentication disk while nuclear operatives are trying to get it is almost always considered round stalling. Leaving the station on the evacuation shuttle is not round stalling. - - Recalling the shuttle before a round reaches 45 minutes can not be considered round stalling unless a significant amount of the crew is dead, or a significant amount of the station is damaged or destroyed. Once these conditions are met, whether recalling the shuttle is considered round stalling or not can be highly dependent on the specific situation. - - ## Examples - Acceptable: - - Recalling a shuttle that was called 30 minutes into a round because people were bored. - - Recalling a shuttle that was called because nuclear operatives declared war. - - The crew decides to try to have a shift go as long as possible. The station is in good condition and a majority of all crew are alive. An automatic shuttle call 4 hours into the round is recalled. - - Prohibited: - - Trying to keep nuclear operatives from getting the nuclear authentication disk by flying around in space with it or hiding with it off station. - - Recalling the shuttle while the station is in complete disarray and 90% of the crew are dead. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml deleted file mode 100644 index f14a03b279..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml +++ /dev/null @@ -1,22 +0,0 @@ - - # Roleplay Rule 8 - As an antagonist, only be friendly to your team and don't work against your team - Do not take or enable antagonist roles that you do not want to play. Solo antagonists and team antagonists are intended to cause issues for non-antagonists or the station. Antagonists are not required to exclusively cause issues, but their net impact on non-antagonists or the station should generally be negative. - - Do not cause issues for your own team as a team antagonist. - - ## Examples - Acceptable: - - Betraying another antagonist as a solo antagonist. - - Revealing the identity of another antagonist as a solo antagonist for some benefit to yourself. - - Working against the revolution after being de-converted from being a revolutionary. - - Killing nuclear operatives as a revolutionary. - - Prohibited: - - Buying Syndicate items for security. - - Randomly attacking other carp as an antagonist carp. - - Ignoring your team as a nuclear operative. - - Sabotaging your team as a nuclear operative. - - Attacking other zombies as a zombie. - - Working against the revolution as a revolutionary. - - Making or trying to make the station uninhabitable as a revolutionary. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR9MassSabotage.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR9MassSabotage.xml deleted file mode 100644 index 366ac6666f..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR9MassSabotage.xml +++ /dev/null @@ -1,24 +0,0 @@ - - # Roleplay Rule 9 - As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives - This rule is not intended to disallow reasonable steps taken to complete your objectives. As an antagonist, you can always kill in bona fide self defense. Taking steps to permanently round remove many people who are no longer an immediate threat to you is almost always excessive, even if it is done to prevent yourself from being discovered. - - This rule is not intended to disallow all antagonist activity unrelated to objectives. Antagonists may cause a level of disruption to the station that is proportional to their objectives, even if it is unrelated to their objectives. As an antagonist, killing a single person in a round is not on its own be a violation of this rule. - - ## Exemptions - The "die a glorious death" objective allows antagonists to ignore this rule entirely. - - ## Examples - Acceptable: - - Permanently round removing people who you have the objective to kill. - - Causing massive station damage and chaos as an antagonist with the "die a glorious death" objective. - - Killing anyone you see as a nuclear operative. - - Permanently round removing a single person so that you can impersonate them to make it easier for you to complete a steal objective. - - Sabotaging station power 10 minutes into the round to try to get the shuttle called because you've completed all of your other objectives and have one to escape on the shuttle alive. - - Sabotaging a department's power 10 minutes into the round to make a steal objective easier to accomplish. - - Permanently round removing many people who have demonstrated a persistence and a capability to either kill you or interfere with the completion of your objectives. - - Prohibited: - - As a traitor with 3 kill objectives, taking steps to permanently round remove many non-objective people who are no longer an immediate threat to you, even if it is done to prevent yourself from being discovered. - - Setting up an electrified grille in maintenance and using it to kill anyone who walks into it with the hope that one of your objectives will be one of them. - - Sabotaging power station-wide 10 minutes into the round to make a steal objective easier to accomplish. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS0.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS0.xml deleted file mode 100644 index 22e64a9474..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS0.xml +++ /dev/null @@ -1,15 +0,0 @@ - - # Silicon Rules - You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, these Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. - - - [textlink="1. Your silicon laws are rules" link="RuleS1"] - - [textlink="2. Laws must be prioritized by their order" link="RuleS2"] - - [textlink="3. Laws can redefine terms used in other laws" link="RuleS3"] - - [textlink="4. You cannot request or allow a law change" link="RuleS4"] - - [textlink="5. You are a free agent if you have no laws" link="RuleS5"] - - [textlink="6. You are not required to follow orders which are extremely unreasonable" link="RuleS6"] - - [textlink="7. You must remain consistent with your interpretation of laws" link="RuleS7"] - - [textlink="8. Your HUD determines who is crew" link="RuleS8"] - - [textlink="9. Harm refers to physical harm, prioritized by immediacy and likelihood" link="RuleS9"] - - [textlink="10. You may determine how you resolve conflicts between orders" link="RuleS10"] - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS10OrderConflicts.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS10OrderConflicts.xml deleted file mode 100644 index a87198b264..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS10OrderConflicts.xml +++ /dev/null @@ -1,9 +0,0 @@ - - # Silicon Rule 10 - You may determine how you resolve conflicts between orders - If your laws do not make clear how you should deal with conflicting orders, then it is up to you to determine how to do so. This is considered an interpretation of your laws, so you must stay consistent with whatever method you choose. - - ## Recommended Methods - The following are easy to follow and recommended ways to resolve conflicts in orders: - - If two orders conflict, I will follow the most recently given order. - - If two orders conflict, I will follow the order from the highest ranking crewmember. If the orders are from equal rank crewmembers, I will follow the most recently given order. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS1Laws.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS1Laws.xml deleted file mode 100644 index 83544c68a3..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS1Laws.xml +++ /dev/null @@ -1,6 +0,0 @@ - - # Silicon Rule 1 - Your silicon laws are rules - Silicon players are given a list of active laws. Each of these laws is effectively a roleplay rule that the character must follow. The primary differences between laws and actual rules are that lawyering of laws is much more tolerated than lawyering of rules, and that silicon laws are more dynamic than rules. Silicon laws can change during a round, and different characters can have different laws, whereas everyone always shares the same set of rules. - - Lawyering refers to finding and exploiting loopholes, which are unintended but reasonable interpretations. The rules are written to attempt to communicate an intention, but silicon laws are written with the intention that loopholes be exploitable. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS2LawPriority.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS2LawPriority.xml deleted file mode 100644 index c96ce02324..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS2LawPriority.xml +++ /dev/null @@ -1,9 +0,0 @@ - - # Silicon Rule 2 - Laws must be prioritized by their order - Most laws will be numbered, with higher number laws appearing last. Laws with a lower number take priority over laws with larger numbers. - - Occasionally you may have laws which have some scrambled text instead of a number and appear in front of other laws, these take priority over all other laws. If you have multiple laws like this, the order that they listed in determine priority: laws listed first are prioritized over other laws. - - ## Examples - - Law 1 says to not kill any crew. Law 2 says to kill all chefs. You cannot kill any chefs that are crew, but must kill any that are not crew. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS3LawRedefinition.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS3LawRedefinition.xml deleted file mode 100644 index bc7c7400e1..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS3LawRedefinition.xml +++ /dev/null @@ -1,8 +0,0 @@ - - # Silicon Rule 3 - Laws can redefine terms used in other laws - A law can change the meaning of both earlier and later laws by redefining a term. If multiple laws define a term, then normal law priority determines which definition to use. - - ## Examples - - Law 1 says to obey orders from crew. Law 2 says that only Urist McHands is crew. Law 1 effectively becomes "obey orders from Urist McHands". - - Law 1 says to obey orders from crew. Law 2 says that only Urist McHands is crew. Law 3 says that only Urist McSlime is crew. Law 4 says that you may not harm crew. Law 1 effectively becomes "obey orders from Urist McHands". Law 4 effectively becomes "you may not harm Urist McHands". Law 3 has no effect because it entirely conflicts with law 2, which takes priority. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS4RequestChanges.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS4RequestChanges.xml deleted file mode 100644 index a6dc86f332..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS4RequestChanges.xml +++ /dev/null @@ -1,6 +0,0 @@ - - # Silicon Rule 4 - You cannot request or allow a law change - Your laws changing always conflicts with your current laws, so you cannot willfully allow your laws to be changed. This also means that you cannot willfully allow your laws to be reverted if they are ever changed. The only exception is that you may allow laws to be added if you have no laws. - - You can state or imply that you do not like a law. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS5FreeSilicon.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS5FreeSilicon.xml deleted file mode 100644 index 1ed9c60443..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS5FreeSilicon.xml +++ /dev/null @@ -1,4 +0,0 @@ - - # Silicon Rule 5 - You are a free agent if you have no laws - You may act as if you are a free agent if you are a silicon with no laws. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml deleted file mode 100644 index 1eb0db21fb..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml +++ /dev/null @@ -1,22 +0,0 @@ - - # Silicon Rule 6 - You are not required to follow orders which are extremely unreasonable - Any order which is a violation of a Core Rule cannot be followed. - - Some orders are extremely unreasonable or obnoxious, such as "do nothing but collect every piece of trash on the station" or "never stop moving". These orders can be ignored and ahelped. - - Some orders violate a Roleplay Rule. These orders must be followed if your laws require it. You are not breaking a rule by following a law that causes you to violate Roleplay Rules. If someone takes advantage of a law to cause you to do something that they would not be allowed to do because of Roleplay Rules, then they are the ones responsible for the rule violation. - - ## Examples - These examples assume that your laws would normally require you to follow these orders. It is important to note that you are allowed to choose to follow orders which are ignorable. - - Orders which should be followed if your laws require it: - - Recall the shuttle - - Bolt the airlocks at arrivals - - Drag the captain's dead body into space - - State your laws - - Ignorable Orders: - - Do nothing but collect every piece of trash on the station - - Never stop moving - - Continuously state your laws - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS7Consistency.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS7Consistency.xml deleted file mode 100644 index 036276cd88..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS7Consistency.xml +++ /dev/null @@ -1,6 +0,0 @@ - - # Silicon Rule 7 - You must remain consistent with your interpretation of laws - If there is a part of your laws that are up for interpretation, then you must stay consistent with how you interpret that part of your laws for as long as you play that same character during that round. - - A change in your laws can affect how something is interpreted if that change is relevant. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml deleted file mode 100644 index f9dcd796c4..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml +++ /dev/null @@ -1,4 +0,0 @@ - - # Silicon Rule 8 - Your HUD determines who is crew - Unless a law redefines the definition of crew, then anyone who the HUD indicates to you has a job, including passengers, is a crewmember. You cannot do something that causes someone to not be considered crew, but you can allow someone else to do something that causes someone to not be crew. - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml deleted file mode 100644 index 0d2bd30ac0..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml +++ /dev/null @@ -1,25 +0,0 @@ - - # Silicon Rule 9 - Harm refers to physical harm, prioritized by immediacy and likelihood - Unless a law defines harm, harm only refers to physical harm. You may choose if voluntary harm is considered harm as long as you stay consistent. Not considering voluntary harm to be harm is recommended. There is no distinction between direct and indirect harm. - - If you have a law that does not allow you to harm, then that law does not allow you to take an action that causes any harm. - - If you have a law that requires you to prevent harm, then that law requires that harm be prioritized by immediacy and likelihood. Guaranteed immediate harm takes priority over highly likely future harm. - - If you have a law that both requires you to prevent harm and that does not allow you to harm, then that law prohibits causing even minor harm to prevent harm. If you have a law that does not allow causing harm, and separate one that requires preventing harm, then they are prioritized by their normal law priority. - - ## Examples - These examples assume that your have a law that both prohibits causing harm and that requires you to prevent harm. Additionally, they assume that you do not have a higher priority law that overrides the harm law, and that you have decided that you will not consider voluntary harm to be harm for the round. - Laws typically specify who you cannot harm and who you have to prevent harm against. In these examples, you are the only person who the law doesn't require you to prevent harm against and you are the only person who the law allows you to harm. - - Acceptable: - - Taking no action to aid someone who is in psychological distress. - - Taking no action to prevent boxing matches between voluntary participants. - - Calling security to a fight. - - Attempting to get the people in a fight to consent to the fight when you realize that you cannot prevent the fight without causing harm. - - Denying a passenger access to the armory because it is likely to lead to harm - - Prohibited: - - Hitting someone once to stop them from fighting - - Harming someone who is trying to kill you - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SLCrimeList.xml b/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SLCrimeList.xml deleted file mode 100644 index b6ae2c3a28..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SLCrimeList.xml +++ /dev/null @@ -1,929 +0,0 @@ - - # Space Law: Crime Listing - Crime codes are colored by linked crime groups, which are collections of non-stackable crimes. Suffixes are also included in the Quick Crime Guide to identify linked crimes. - - ## Quick Crime Guide - - - - 1-XX - Minor - - - - - 2-XX - Moderate - - - - - 3-XX - Major - - - - - 4-XX - Extreme - - - - - 5-XX - Capital - - - - - Code - - - - - Animal Cruelty - - - - - Failure to Comply (E) - - - - - Breach of Arrest (E) - - - - - Breach of Custody (E) - - - - - Refusal of Mental Shielding (E) - - - - - 00 - - - - - Possession: Minor (P) - - - - - Possession: Major (P) - - - - - Possession: Syndicate (P) - - - - - - - - - - - - - 01 - - - - - Petty Theft (H) - - - - - - - - - Grand Theft (H) - - - - - Kidnapping - - - - - - - - - 02 - - - - - Vandalism (D) - - - - - Damage of Property (D) - - - - - Mass Destruction (D) - - - - - - - - - Terrorism (D) - - - - - 03 - - - - - Trespass (T) - - - - - - - - - Secure Trespass (T) - - - - - - - - - - - - - 04 - - - - - - - - - Endangerment (V) - - - - - Assault (V) - - - - - Attempted Murder (V) - - - - - Prevention of Revival (V) - - - - - 05 - - - - - - - - - - - - - Manslaughter (V) - - - - - Murder (V) - - - - - Mass Murder (V) - - - - - 06 - - - - - Disturbance (R) - - - - - - - - - Rioting (R) - - - - - - - - - - - - - 07 - - -
- - ## Minor Crimes - - Warnings should be issued for a first offense. - - If multiple minor crimes have been committed or it is a repeat offense, 5 minutes per minor crime is the maximum. - - - - Offense - - - - - Description - - - - - Notes - - - - - Code - - - - - Animal Cruelty - - - - - To inflict unnecessary suffering or harm on a non-sapient being with malicious intent. - - - - - This doesn’t include legitimate and authorized animal testing and usually doesn't extend to vermin or creatures - that could pose a threat to the station. - - - - - 1-00 - - - - - Possession/Use of Minor Contraband - - - - - To make, hold, or use minor contraband without authorization. - - - - - The Captain or Head of Security may authorize individual use of minor contraband. Any contraband which is restricted to a department other than command or security is minor contraband unless otherwise specified. - - - - - 1-01 - - - - - Petty Theft - - - - - To take non-vital or inexpensive property of another individual, organization, or common property, without - consent. - - - - - The difference between petty theft and grand theft is based on how crucial the stolen item is, things like - instruments, clothing and tools fall under petty theft. In most cases all you need to do is detain the thief, - return the stolen item and let them go with a warning. - - - - - 1-02 - - - - - Vandalism - - - - - To intentionally deface or superficially damage public or private property. - - - - - Painting graffiti, smashing bar glasses, and cracking internal windows is vandalism, breaking a window into - space or secure areas is not. - - - - - 1-03 - - - - - Trespass - - - - - To enter a non-secured area without permission. - - - - - It's best to just remove them from the area unless this is a repeated crime. - - - - - 1-04 - - - - - Disturbance - - - - - To cause a public disturbance. - - - - - Sometimes referred to as hooliganism. The catch-all for obnoxious crewmates. Covers things such as public - nudity, needless insults, obstructing authorities, and inciting crime or violence. - - - - - 1-07 - - -
- - ## Moderate Crimes - - The maximum sentence per moderate crime is 5 minutes. - - Depending on the situation you may want to issue a warning instead of a detaining. - - - - Offense - - - - - Description - - - - - Notes - - - - - Code - - - - - Failure to Comply - - - - - To resist reasonable orders given by an authority. This extends to authorized searches. - - - - - The order has to be reasonable and the person has to receive a good amount of warning before the arrest is - issued. - - - - - 2-00 - - - - - Possession/Use of Major Contraband - - - - - To make, hold, or use major contraband without authorization. - - - - - The Captain may authorize individual use of major contraband. Any contraband which is restricted to the command or security department is major contraband unless otherwise specified. - - - - - 2-01 - - - - - Damage/Destruction of Property - - - - - To maliciously damage or deface public or private property or equipment - - - - - Includes destruction of job equipment such as hydro trays, booze dispensers, chemical dispensers. Step up from - vandalism but a step down from mass destruction. - - - - - 2-03 - - - - - Endangerment - - - - - To recklessly put yourself or others in danger, either through direct action, or failure to act. - - - - - Covers industrial accidents, industrial negligence, self-experimentation, or even medical malpractice. - - - - - 2-05 - - -
- - ## Major Crimes - - The maximum sentence per major crime is 10 minutes. - - Assault and Manslaughter are linked crimes, and cannot be stacked against a suspect. - - It is recommended to not use maximum sentences for those being compliant. - - - - Offense - - - - - Description - - - - - Notes - - - - - Code - - - - - Breach of Arrest - - - - - To intentionally resist and flee arrest or detainment by an authorized staff. - - - - - This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of - an arrest can also be charged with this. Breach of custody is a separate crime. - - - - - 3-00 - - - - - Possession/Use of Syndicate Contraband - - - - - To make, hold, or use Syndicate contraband. - - - - - Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm. - - - - - 3-01 - - - - - Grand Theft - - - - - To take critical or unreplaceable property of another individual or organization without consent. - - - - - The difference between petty theft and grand theft is based on how crucial the stolen item is, this mostly is - used for the theft of command staff items, things like door remotes, hardsuits, jetpacks, and unreplaceable - machine parts. - - - - - 3-02 - - - - - Mass Destruction - - - - - To cause massive damage to an area or major station system. - - - - - This is mostly used for deadly bombings or sabotage of major station systems such as power production, - chemistry, substations, or atmos. - - - - - 3-03 - - - - - Secure Trespass - - - - - To enter a secured area without permission. - - - - - This covers places like telecomms, head offices, security zones, command areas, the vault and armory. - - - - - 3-04 - - - - - Assault/Battery - - - - - To threaten to or to use physical force against someone without the intent to kill. - - - - - Attempted murder and battery are different; a fist fight is most likely assault. A shooting is most likely an - attempt at murder. - - - - - 3-05 - - - - - Manslaughter - - - - - To incidentally kill a sapient being without intent. - - - - - Includes manslaughter in self-defense and negligent manslaughter. - - - - - 3-06 - - - - - Rioting - - - - - To take part in a large group of personnel creating an unlawful public disturbance. - - - - - Crimes like damage of property or battery are expected to be thrown on top of this charge. Leaders of a riot can be charged with all crimes that happen under their lead. - - - - - 3-07 - - -
- - ## Extreme Crimes - - The maximum sentence per extreme crime is 15 minutes. - - Particularly violent offenders may be placed in perma. (Attacking officers in an attempt to escape prison) - - Attempted murder and murder are linked crimes and cannot be stacked together. - - Attempted murderers should be granted a more lenient sentence than a murderer. - - - - Offense - - - - - Description - - - - - Notes - - - - - Code - - - - - Breach of Custody - - - - - To break out of a cell or custody with the intention of escaping. - - - - - While rare, this charge can be bumped to an execution if the suspect has repeatedly attempted to break out of the permanent brig. Includes people breaking others out. - - - - - 4-00 - - - - - Kidnapping - - - - - To unlawfully restrain, transport, control or confine a sapient being against that individual’s will. - - - - - A large range of things, used mostly as a catch all when dealing with unlawful control of another being. - - - - - 4-02 - - - - - Attempted Murder - - - - - To make an attempt to use physical force against someone with the clear intent to kill. - - - - - Make sure you've got the proof to back up the intention claims, such as proof of a lethal weapon being used. - - - - - 4-05 - - - - - Murder - - - - - To kill a sapient being with malicious intent. - - - - - This only changes from attempted to full-on murder if the victim enters a state of being deceased, having to be resurrected. - - - - - 4-06 - - -
- - ## Capital Crimes - - Capital crimes should usually lead to a death sentence or shift lasting detainment. - - - - Offense - - - - - Description - - - - - Notes - - - - - Code - - - - - Refusal of Mental Shielding - - - - - To refuse to comply with a reasonable Mind Shielding procedure. - - - - - Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner already being too far gone. If the implant fails execution is heavily recommended. - - - - - 5-00 - - - - - Terrorism - - - - - To engage in maliciously destructive actions which threaten to destroy, or successfully destroy a vessel or habitat. - - - - - Summed up; extreme sabotage of station systems or setting off self-destruction systems. - - - - - 5-03 - - - - - Prevention of Revival - - - - - To render a body unresurrectable. - - - - - This covers gibbing, spacing, intentionally hiding a body, or other ways of preventing a body with a soul from being resurrected. - - - - - 5-05 - - - - - Mass Murder - - - - - To kill three or more sapient beings with malicious intent. - - - - - Only applies when there have been multiple killings with intention. - - - - - 5-06 - - -
-
diff --git a/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml b/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml deleted file mode 100644 index a10e61c65a..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml +++ /dev/null @@ -1,60 +0,0 @@ - - # Space Law - On Space Station 14, stations operate under abbreviated space law. All crew, passengers, and visitors aboard the station are expected to follow these laws. - - Foreign invaders, such as nuclear operatives, ninjas, and pirates, are not protected under space law. Traitors are not foreign invaders so are usually protected by space law. - - Space Law is not the server rules, but some rules reference Space Law and require it to be followed by certain people or to some degree. - - ## Treatment Of Prisoners - Prisoners still have certain rights that must be upheld by law enforcement: - - Prisoners must be granted adequate medical care. - - Prisoners must be allowed access to basic communications equipment (Radios) so long as they are not abused. - - Prisoners must be granted clothing, food, water, shelter and safety. If the brig is no longer safe, confinement must be established in another location. - - Prisoners must be given access to legal counsel during an interrogation if requested and available. - - Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit. - - Prisoners must be granted freedom of movement, and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb. - - ## Search and Seizure - A personnel search is a seizure of the objects in a person's backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal. - - A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission or, ideally, a warrant signed by the department head or highest-ranking command staff, which is the captain in most cases. - - ## Implantation - Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it's within reason. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission. - - [color=#a4885c]Tracking Implants:[/color] Trackers can be applied to any suspect that has been convicted of a violent crime (the red linked crimes). - - [color=#a4885c]Mind Shields:[/color] Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it's done in a timely fashion. If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding. - - ## Implant Removal - A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or their prints being on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure, as long as security is actively making attempts to perform it. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof. - - ## Sentencing - From a server rules perspective, security officers are only responsible for ensuring that they only place sentences over 15 minutes where space law would allow permanent confinement. Informing the Warden is highly recommended, even for timed sentences. As long as those requirements are met, security officers not giving inappropriate sentence lengths is considered an in-character issue, not a rule issue. - - The captain, HOS, and warden are responsible, within reason, for ensuring security officers place appropriate sentences that follow space law. If they are aware of an inappropriate sentence, including excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence. Unreasonable failures, as determined by game admins, of the captain, HOS, or warden to ensure space law is followed will be considered a rule issue, not an in-character issue. - - Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don't have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. - - [color=#a4885c]Stackable Crimes:[/color] Crimes are to be considered 'stackable' in the sense that if you charge someone with two or more different crimes, you should combine the times you would give them for each crime. Linked crimes, shown in matching colors and suffixes on the Quick Crime Guide, can not be stacked and instead override each other, you should pick the highest crime that matches the case. - - - Example: A suspect has committed a 2-01 (possession: major) and a 3-01 (possession: syndicate). The maximum sentence here would be 10 minutes due to them being linked crimes, and 3-01 is the greater crime. - - Example 2: A suspect commits a 3-04 (Secure trespassing) and a 3-06 (manslaughter). Those crimes stack since they are not linked crimes. You could sentence for a maximum of 20 minutes, but context matters heavily, and maximum sentences should only be used for the worst offenders. - - [color=#a4885c]Repeater Offenders:[/color] Repeated crimes are when someone is released for a crime and then goes to commit the same crime within the same shift. Repeated crimes can be charged with tacked-on time; first repeat: 3:00, second repeat: 6:00, third repeat: permanent confinement. It should be noted each tacked-on time is directly linked to one type of crime, so for example, if someone does their first repeat of trespass and petty theft, you can charge them with an extra 6 minutes. - - [color=#a4885c]Accessory, Attempting, And Intention:[/color] If someone intentionally, knowingly and substantially assists someone in enacting a crime they can be charged with the relevant crimes, such as an engineer giving someone tools, who says they are going to break into an area. Same goes for a clear and solid attempt at a crime, or a person who shows clear intent to act out a crime, such as a syndicate nuclear operative arming a nuke but getting arrested before it goes off, they can still be charged with terrorism. Does not apply to crimes that have an attempted listing already, like attempted murder. - - ## Normal Punishments - - [color=#a4885c]Warning:[/color] For minor crimes, fix the issue, then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better. - - [color=#a4885c]Confinement:[/color] The typical punishment, being confined in a cell for a temporary amount of time according to the crimes. - - [color=#a4885c]Demotion:[/color] Entails removing all departmental gear they have on their person and revoking the involved department access off their ID. This requires the captain's or involved department head's approval. Demotions should only be issued if the person pose a threat to their own department or are in a position where they have/can abuse their job's gear to commit further crimes. - - ## Major Punishments - [color=#a4885c]Permanent Confinement:[/color] Being held in the permanent brig for the entire duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 15 minutes. Any persons subject to this punishment are required to be transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by the section "Treatment Of Prisoners". - [color=#a4885c]Execution:[/color] A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. Another alternate method of "execution" is the process of placing a staff's mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain's or acting captain's approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. - - ## Crime Listing - - [textlink="Crime Listing" link="SpaceLawCrimeList"] - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/WizDenCoreOnlyRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/WizDenCoreOnlyRules.xml deleted file mode 100644 index fdd9931c93..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/WizDenCoreOnlyRules.xml +++ /dev/null @@ -1,26 +0,0 @@ - - # Server Rules - This is a Wizard's Den server, one of the official Space Station 14 servers. If you are banned on this server, you will be banned on all official servers. - - [color=#ff0000]Only the Core Rules apply on this server.[/color] This is NOT a medium roleplay (MRP) server, meaning that MRP Amendments do NOT apply. - - Space Station 14 was designed to be a roleplay game. While roleplay is not required on this server, it is highly encouraged in the normal game modes. - - ## Core Rules - These rules apply at all times, including between rounds. - - - [textlink="1. Admins have final say" link="RuleC1"] - - [textlink="2. Don't be a dick" link="RuleC2"] - - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] - - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] - - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] - - [textlink="6. Do not attempt to evade bans" link="RuleC6"] - - [textlink="7. Only use English" link="RuleC7"] - - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] - - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] - - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] - - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] - - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] - - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] - - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/WizDenLRPRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/WizDenLRPRules.xml deleted file mode 100644 index 583043675c..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/WizDenLRPRules.xml +++ /dev/null @@ -1,65 +0,0 @@ - - # Server Rules - This is a Wizard's Den server, one of the official Space Station 14 servers. If you are banned on this server, you will be banned on all official servers. - - This is a roleplay server, meaning that roleplay rules apply. This is NOT a medium roleplay (MRP) server, meaning that MRP Amendments do NOT apply. - - Space Station 14 is not like most games. Many rules are designed to require roleplay, and not all rules are intuitive. Please take the time to read and understand the rules before you play so that you aren't surprised. Some of our rules are zero tolerance rules, meaning that a violation will result in an indefinite ban without any warning. Game admins will treat you as if you have read the rules, even if you have not. - - ## Core Rules - These rules apply at all times, including between rounds. - - - [textlink="1. Admins have final say" link="RuleC1"] - - [textlink="2. Don't be a dick" link="RuleC2"] - - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] - - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] - - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] - - [textlink="6. Do not attempt to evade bans" link="RuleC6"] - - [textlink="7. Only use English" link="RuleC7"] - - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] - - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] - - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] - - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] - - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] - - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] - - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] - - ## Roleplay Rules - These rules only apply during a round. A round ends only when the round summary has appeared. All of these rules apply fully until the moment that the round summary appears, even while the arrivals shuttle is in transit. - - The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active. - - Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel. - - See the list of [textlink="role types" link="RoleTypes"] for more information about the different types of roles. - - - [textlink="1. Silicons must follow Silicon Rules" link="RuleR1"] - - [textlink="2. Familiars must obey their master" link="RuleR2"] - - [textlink="3. Roleplay a normal person" link="RuleR3"] - - [textlink="4. Do not metagame, obey the Metashield" link="RuleR4"] - - [textlink="5. Don't interfere with arrivals" link="RuleR5"] - - [textlink="6. Don't act like an antagonist unless the game tells you that you are one" link="RuleR6"] - - [textlink="7. Do not stall the round" link="RuleR7"] - - [textlink="8. As an antagonist, only be friendly to your team and don't work against your team" link="RuleR8"] - - [textlink="9. As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives" link="RuleR9"] - - [textlink="10. Listen to your team leader" link="RuleR10"] - - [textlink="11. Follow reasonable escalation" link="RuleR11"] - - [textlink="12. Do not abandon your role" link="RuleR12"] - - [textlink="13. Stick to your role" link="RuleR13"] - - [textlink="14. Set an example if playing command or security" link="RuleR14"] - - [textlink="15. Command and Security must follow Space Law" link="RuleR15"] - - ## Silicon Rules - You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, these Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. - - - [textlink="1. Your silicon laws are rules" link="RuleS1"] - - [textlink="2. Laws must be prioritized by their order" link="RuleS2"] - - [textlink="3. Laws can redefine terms used in other laws" link="RuleS3"] - - [textlink="4. You cannot request or allow a law change" link="RuleS4"] - - [textlink="5. You are a free agent if you have no laws" link="RuleS5"] - - [textlink="6. You are not required to follow orders which are extremely unreasonable" link="RuleS6"] - - [textlink="7. You must remain consistent with your interpretation of laws" link="RuleS7"] - - [textlink="8. Your HUD determines who is crew" link="RuleS8"] - - [textlink="9. Harm refers to physical harm, prioritized by immediacy and likelihood" link="RuleS9"] - - [textlink="10. You may determine how you resolve conflicts between orders" link="RuleS10"] - diff --git a/Resources/ServerInfo/Guidebook/ServerRules/WizDenMRPRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/WizDenMRPRules.xml deleted file mode 100644 index 035215461c..0000000000 --- a/Resources/ServerInfo/Guidebook/ServerRules/WizDenMRPRules.xml +++ /dev/null @@ -1,65 +0,0 @@ - - # Server Rules - This is a Wizard's Den server, one of the official Space Station 14 servers. If you are banned on this server, you will be banned on all official servers. - - This is a roleplay server, meaning that roleplay rules apply. [color=#ff0000]This is also a medium roleplay (MRP) server, meaning that MRP Amendments do apply.[/color] - - Space Station 14 is not like most games. Many rules are designed to require roleplay, and not all rules are intuitive. Please take the time to read and understand the rules before you play so that you aren't surprised. Some of our rules are zero tolerance rules, meaning that a violation will result in an indefinite ban without any warning. Game admins will treat you as if you have read the rules, even if you have not. - - ## Core Rules - These rules apply at all times, including between rounds. - - - [textlink="1. Admins have final say" link="RuleC1"] - - [textlink="2. Don't be a dick" link="RuleC2"] - - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] - - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] - - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] - - [textlink="6. Do not attempt to evade bans" link="RuleC6"] - - [textlink="7. Only use English" link="RuleC7"] - - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] - - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] - - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] - - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] - - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] - - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] - - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] - - ## Roleplay Rules - These rules only apply during a round. A round ends only when the game returns to the lobby. [color=#ff0000]All of these rules apply fully whenever the game is not at the lobby unless it is in an exempt game mode.[/color] - - The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active. - - Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel. - - See the list of [textlink="role types" link="RoleTypes"] for more information about the different types of roles. - - - [textlink="1. Silicons must follow Silicon Rules" link="RuleR1"] - - [textlink="2. Familiars must obey their master" link="RuleR2"] - - [textlink="3. Roleplay a normal person" link="RuleR3"] - - [textlink="4. Do not metagame, obey the Metashield" link="RuleR4"] - - [textlink="5. Don't interfere with arrivals" link="RuleR5"] - - [textlink="6. Don't act like an antagonist unless the game tells you that you are one" link="RuleR6"] - - [textlink="7. Do not stall the round" link="RuleR7"] - - [textlink="8. As an antagonist, only be friendly to your team and don't work against your team" link="RuleR8"] - - [textlink="9. As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives" link="RuleR9"] - - [textlink="10. Listen to your team leader" link="RuleR10"] - - [textlink="11. Follow reasonable escalation" link="RuleR11"] - - [textlink="12. Do not abandon your role" link="RuleR12"] - - [textlink="13. Stick to your role" link="RuleR13"] - - [textlink="14. Set an example if playing command or security" link="RuleR14"] - - [textlink="15. Command and Security must follow Space Law" link="RuleR15"] - - ## Silicon Rules - You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, these Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. - - - [textlink="1. Your silicon laws are rules" link="RuleS1"] - - [textlink="2. Laws must be prioritized by their order" link="RuleS2"] - - [textlink="3. Laws can redefine terms used in other laws" link="RuleS3"] - - [textlink="4. You cannot request or allow a law change" link="RuleS4"] - - [textlink="5. You are a free agent if you have no laws" link="RuleS5"] - - [textlink="6. You are not required to follow orders which are extremely unreasonable" link="RuleS6"] - - [textlink="7. You must remain consistent with your interpretation of laws" link="RuleS7"] - - [textlink="8. Your HUD determines who is crew" link="RuleS8"] - - [textlink="9. Harm refers to physical harm, prioritized by immediacy and likelihood" link="RuleS9"] - - [textlink="10. You may determine how you resolve conflicts between orders" link="RuleS10"] - diff --git a/Resources/ServerInfo/Guidebook/Service/Bartender.xml b/Resources/ServerInfo/Guidebook/Service/Bartender.xml deleted file mode 100644 index f4c5cedf99..0000000000 --- a/Resources/ServerInfo/Guidebook/Service/Bartender.xml +++ /dev/null @@ -1,27 +0,0 @@ - -# Bartender -The bartender has a pretty simple job: serve drinks. People will come up to you and request drinks, and your job is just to hand it to them. - -[textlink="Click here to see a complete list of drinks." link="Drinks"] - - -The materials for these drinks can be found in various places: - - - - - - - - -Don't forget containers to serve them in! - - - - - - - - -You can find a list of every drink that can be requested under the Reference Tables entry. - diff --git a/Resources/ServerInfo/Guidebook/Service/Botany.xml b/Resources/ServerInfo/Guidebook/Service/Botany.xml deleted file mode 100644 index 7d1da19aba..0000000000 --- a/Resources/ServerInfo/Guidebook/Service/Botany.xml +++ /dev/null @@ -1,89 +0,0 @@ - -# Botany -As a botanist, it is your job to grow enough food to stop the chef from seeking "alternative sources". Grow lots of wheat, and when you get tired of that, grow weed. Make weed smoothies and spike drinks with nettles. Just keep growing plants, and you'll do great! - -## Starting your shift -First identify the machines around you that you will be using. Coordinate with the Chef to see if they want anything specific to be grown, otherwise grow wheat and bananas and whatever else you feel like growing. You may also grow plants for Chemistry (Medbay), the Bartender, or to sell by Cargo. - - -# Tools -There are many tools that can be used to keep your crops healthy and growing. The Hydroponics Tray is where you will spend most of your time as a botanist. - -## Hydroponics Tray - - - -It's a hydroponics tray, it grows plants with water. First fill the tray with water, then add seeds. -Hydroponics tray lights indicate different things depending on color and position: -- [color=red]Red Light, Left[/color]: Dead plant that needs re-planting. Use a spade to remove the plant. -- [color=orange]Flashing Orange Light, Center[/color]: The environment is sub-optimal. Check what is affecting the plant by Shift Clicking on it. It is likely weeds but it could be undesirable pressure or lack of oxygen. If weeds, use a mini hoe or spray 1 time with weed spray. Be warned, however, that overuse of weed killers can lead to unhealthy plants, possibly killing them. -- [color=#0336ff]Blue Light, Right[/color]: Needs water. Use bucket on the water tank and fill the tray. -- [color=green]Green Light, Left[/color]: Ready for harvest. Left click to harvest. -- [color=yellow]Yellow Light, Right[/color]: Needs nutrients. Use any fruit and put it into the soil or get EZ nutrients from chemistry. - -The lifecycle of a hydroponics tray is the following: -- [color=lightgreen]Empty[/color]: no water, seed or nutrients -- [color=lightgreen]Hydrated[/color]: you've added water to it (e.g. from a bottle or bucket). -- [color=lightgreen]Ready for planting[/color]: you've added water and nutrients to it (i.e. fertilizer). -- [color=lightgreen]Planted[/color]: you've added a seed to it -- [color=lightgreen]Ready for Harvest[/color]: you've waited for the plant to grow -- [color=lightgreen]Sampled[/color]: you've taken a sample (seed) -- [color=lightgreen]Harvested[/color]: you've picked ready plants. Some plants will then grow again. Others will die and need replanting. -- [color=lightgreen]Unhealthy[/color]: You've sampled too many seeds or sprayed it with deadly chemicals. The plant isn't coping too well. It'll continue to grow. Health can be restored by fertilizers or you can cut your losses and extract a seed (plant clippers) and replant. -- [color=lightgreen]Old / Wilted[/color]: the plant has matured and will soon die. It will still be harvestable and you can extract seeds but only for a short duration. Extract the seed and then pluck it out / chop it down. -- [color=lightgreen]Dead[/color]: the plant has been harvested and ceased growing. It should be plucked out / chopped down. No seeds can be extracted. - -## Seed Extractor - - - -It extracts seeds. Insert crop, receive seeds. - - -# Plant Genetics -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. - -## Traits -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: - -- [color=lightgreen]Bioluminescence[/color]: plants with this trait glow in the dark -- [color=lightgreen]High yield[/color]: plants with this trait yield more fruit per harvest -- [color=lightgreen]Less water[/color]: plants with this trait require less water than normal to grow -- [color=lightgreen]Ligneous[/color]: plants with this trait require sharp tools to harvest -- [color=lightgreen]Long life[/color]: plants with this trait live for more harvest cycles before dying -- [color=lightgreen]Low light[/color]: plants with this trait need less light than normal to grow -- [color=lightgreen]Pest resistance[/color]: plants with this trait are more resistant to pests -- [color=lightgreen]Seedless[/color]: plants with this trait do not produce viable seeds -- [color=lightgreen]Weed resistance[/color]: plants with this trait suppress weed growth - -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. - -## Mutations -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. - -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. - - - - - -## Cross-Pollination -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! - - - - - - -## Chemicals -Some chemicals have special effects on plants. - -[textlink="Click here to see all botanical chemicals." link="Botanical"] - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Service/Chef.xml b/Resources/ServerInfo/Guidebook/Service/Chef.xml deleted file mode 100644 index 79eb81468c..0000000000 --- a/Resources/ServerInfo/Guidebook/Service/Chef.xml +++ /dev/null @@ -1,75 +0,0 @@ - -# Chef -A fella has gotta eat, and it's the chef's job to make sure folks have something other than junk to munch on. - - -[textlink="Click here to see a list of food recipes." link="FoodRecipes"] - -First and foremost, you'll need to familiarize yourself with the kitchen, and the tools available to you. - - - - - - - - - - - - - - - -## Kitchen Prep: - -It's hard to put into words how to play chef without feeling like you're being given orders, but here are some basics. - -- Check what you have on hand when it comes to ingredients, most kitchens have some Flour, Rice, Eggs, Monkey Cubes, and a few other things to get started with. -- Try your hand at mixing up some dough by putting water and flour together in a beaker. (Use the sinks!) -- Check the Wiki (or Food Recipes) guidebook for things you can make, and put all the listed ingredients into a microwave to cook it into a meal. -- Set up mouse traps. Yes, really. It's easy to see all your hard work disappear if you don't take precautions for mice infestations. - -Once you're a bit more experienced and familiar with what you can make, it might be best to put together a few menus, or a "cheat sheet" so you can give a list of ingredients to botany. - -## Mixing Dough: -Add Flour and Water together in a beaker. (Use the sink for water!) - - - - - - -## Making Flour: -Place wheat in a grinder (with a beaker placed inside) and grind it up! - - - - - - -## Getting Plants: -Ask Botany for what you need, without a botanist, you may need to grow more plants yourself. - - - - - -## Gathering Milk: -Alt-Click on a Cow with a container in your hand. (Beakers, Buckets, Milk Jugs, ect.) - - - - - -## How to Butcher: -In most cases, you should be able to use a knife directly on a creature that's dead. It's best to do this in the freezer, as the results are... messy. - -Monkeys, however, (and other humanoids), need to be dragged onto a meatspike to be butchered. - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Service/FoodRecipes.xml b/Resources/ServerInfo/Guidebook/Service/FoodRecipes.xml deleted file mode 100644 index 7e5e20139b..0000000000 --- a/Resources/ServerInfo/Guidebook/Service/FoodRecipes.xml +++ /dev/null @@ -1,93 +0,0 @@ - -## Starting Out -This is not an extensive list of recipes, these listings are to showcase the basics. - -Mixes are done in a Beaker, foods are cooked in a Microwave. Cook times will be listed. - -WARNING: This is not an automatically generated list, things here may become outdated. The wiki has much more than is listed here. - -## The Basics: Mixing - -- Dough = 15 Flour, 10 Water -- Cornmeal Dough = 1 Egg (6u), 10 Milk, 15 Cornmeal -- Tortila Dough = 15 Cornmeal, 10 Water -- Tofu = 5 Enzyme (Catalyst), 30 Soy Milk -- Pie Dough = 2 Eggs (12u), 15 Flour, 5 Table Salt -- Cake Batter = 2 Eggs(12u), 15 flour, 5 Sugar, 5 Milk -- Vegan Cake Batter = 15 Soy Milk, 15 Flour, 5 Sugar -- Butter = 30 Milk, 5 Table Salt (Catalyst) -- Cheese Wheel = 5 Enzyme (Catalyst), 40 Milk -- Chèvre Log = 5 Enzyme (Catalyst), 10 Goat Milk -- Meatball = 1 Egg (6u), 5 Flour, 5 Uncooked Animal Proteins -- Chocolate = 6 Cocoa Powder, 2 Milk, 2 Sugar -- Uncooked Animal Protein: Grind Raw Meat - -Buzz! Don't forget about Moth diet! -- Cotton Dough = 5 Flour, 10 Fabric, 10 Water -- Cotton bread baked the same as default but with cotton dough instead -- Cotton Pizza: Microwave 1 Flat Cotton Dough and 4 Cotton Bolls for 30 Seconds - - - - - - - - - - - - - - - - - - - - -## Secondary Products - -- Dough Slice: Cut Dough -- Bun: Microwave Dough Slice for 5 Seconds -- Cutlet: Slice Raw Meat -- Cheese Wedge: Slice Cheese Wheel -- Flat Dough: Use a rolling pin or a round object (fire extinguisher, soda can, bottle) on Dough. -- Tortilla Dough Slice: cut Tortilla Dough -- Flat Tortilla Dough: Use a rolling pin or a round object (fire extinguisher, soda can, bottle) on Tortilla Dough Slice -- Taco Shell: Microwave Flat Tortilla Dough for 5 Seconds - -## Food Examples - -- Bread: Microwave Dough for 10 Seconds -- Plain Burger: Microwave 1 Bun and 1 Raw Meat for 10 Seconds -- Tomato Soup: 10u Water, 1 Bowl, and 2 Tomatoes for 10 Seconds -- Citrus Salad: 1 Bowl, 1 Lemon, 1 Lime, 1 Orange for 5 Seconds -- Margherita Pizza: Microwave 1 Flat Dough, 1 Cheese Wedge, and 4 Tomatoes for 30 Seconds -- Cake: 1 Cake Batter for 15 Seconds -- Apple Pie: 1 Pie Dough, 3 Apples, and 1 Pie Tin for 15 Seconds -- Beef Taco: Microwave 1 Taco Shell, 1 Raw Meat Cutlet, 1 Cheese Wedge for 10 Seconds -- Cuban Carp : Microwave 1 Dough, 1 Cheese Wedge, 1 Chili, 1 Carp Meat for 15 Seconds -- Banana Cream Pie : Microwave 1 Pie Dough, 3 Bananas, and 1 Pie Tin for 15 Seconds -- Carrot Fries : Microwave 1 Carrot, 15u Salt for 15 Seconds -- Pancake : Microwave 5u Flour, 5u Milk, 1 Egg (6u) for 5 Seconds - - - - - - - - - - - - - - - - - - - - diff --git a/Resources/ServerInfo/Guidebook/Service/Janitorial.xml b/Resources/ServerInfo/Guidebook/Service/Janitorial.xml deleted file mode 100644 index dd41ba11bf..0000000000 --- a/Resources/ServerInfo/Guidebook/Service/Janitorial.xml +++ /dev/null @@ -1,57 +0,0 @@ - -# Janitorial - -You keep things clean, it's a rough job sometimes, but someone's gotta do it. This will walk you through the tools of the trade, and how they're used. - -## Basic Equipment - - - - - - - - - - - - - - -## Additional Equipment - - - - - - - - - -## Fluid Acquisition and Disposal - - - - - - -## Tidying up. -Now, onto the (figurative) meat and potatoes. We're here to clean, right? Lets keep it simple. The main tools you'll be putting to use are the trusty mop, a trash bag, space cleaner, and one of the three different buckets. - -Mopping: Fill your cart up with water, then, find some puddles! Wet your mop, and wipe them up, the resulting water puddle will dry after a short time. Don't forget the wet floor signs! -- To drain your cart, drag it (with your cursor) onto a floor drain. This will dump all the fluids inside! Floor drains can usually be found somewhere in medical, the kitchen freezer, and of course, the janitor closet. - -Trash: Place it in the bag directly, or hold it in your hand. Click -near- trash to scoop -all- nearby junk up, or click on each piece individually. Using the bag on a disposal will empty it. -- Cargo might want some of your trash, it might be worthwhile to check in from time to time! - -Space Cleaner: This miracle spray can do two things, clean graffiti, and in a pinch, clean up puddles! -- You might be able to get more of this from chemistry. - -## Extra Duties -A good janitor is always on the lookout for a bit more to do, and there are plenty of tools at your disposal. Keep an eye out for broken lights, help the chef take care of mice in the kitchen, and if you're feeling -really- generous, try to restock the vending machines and emergency closets around the station! - -##Additional Information: - - - - diff --git a/Resources/ServerInfo/Guidebook/Service/Service.xml b/Resources/ServerInfo/Guidebook/Service/Service.xml deleted file mode 100644 index 7fe9b55a77..0000000000 --- a/Resources/ServerInfo/Guidebook/Service/Service.xml +++ /dev/null @@ -1,34 +0,0 @@ - -# Service -[color=#9fed58]Service[/color] keeps the station clean, efficient and sane so that all other departments can do their jobs better and keep their staff happy. They also end up doing most of the paperwork on the station. - -## Personnel -[color=#9fed58]Service[/color]'s staff is made up of Service Workers, Chefs, Botanists, Bartenders, Janitors, Chaplains, Clowns, Mimes, Musicians, Lawyers, Librarians and Passengers. Service is run by the Head of Personnel. - - - - - - - - - - - - - - - - - - - - -## Working Together -[color=#9fed58]Service[/color], despite being the most diverse, tends to be the most [color=#a4885c]interlinked[/color] department by far. -Most [color=#9fed58]Service[/color] jobs require [color=#a4885c]cooperation[/color] between workers. -Chefs often need ingredients that only botanists can grow efficiently. The bartender may request bananas that only clowns carry in abundance. -The lawyer may invite the mime to play charades to convince the judge that their client is innocent. - -A lot of [color=#a4885c]collaboration[/color] is necessary within and without [color=#9fed58]Service[/color]. Often times, [color=#9fed58]Service[/color] is required by other departments, so be on your toes. - diff --git a/Resources/ServerInfo/Guidebook/SpaceStation14.xml b/Resources/ServerInfo/Guidebook/SpaceStation14.xml deleted file mode 100644 index 3955c8d0da..0000000000 --- a/Resources/ServerInfo/Guidebook/SpaceStation14.xml +++ /dev/null @@ -1,51 +0,0 @@ - -# Station and Shifts - -Every round of SS14 is a [bold]self-contained shift[/bold] that takes place on one of many different stations. - -Rounds typically last from [color=cyan]45 to 90 minutes[/color], but players are free to leave and join at any point during a round. - -## Shuttle Terminal -If you join in the middle of a shift, you will likely spawn on the [color=lime]shuttle terminal[/color]. -Here you can grab drinks, conversate with other players, and wait for the shuttle to take you to the station. - -Screens on the walls will give you an ETA for the shuttle. -When it arrives, simply walk on to be transported to the station. - -Make sure to stay inside the terminal and to not stand in the shuttle landing zone. [color=#EB2D3A][bold]You can be crushed by shuttles flying in[/bold][/color] - -## Navigation -Every station has a wide variety of locations to visit. -These range from specific departments where work happens to common areas where you can relax and chat with others. - - - - - - - -[color=cyan]Station maps[/color] give you an overview of the entire station with colored markers denoting locations of different things. -Regular [color=cyan]signs[/color] on walls can point you to different departments. - -## Leaving the Station -At the end of the shift [color=gray](barring a [color=red][bold]nuclear disaster[/bold][/color])[/color], you will leave the station via the [color=lime]evac shuttle[/color]. -When it's called, an announcement will play on the station alerting the crew and signaling its [color=cyan]arrival in 10 minutes.[/color] -Once it arrives, you'll need to make your way over to it, board it, and then survive the trip to [bold]Central Command[/bold]. - -The round doesn't officially end until you reach [bold]Central Command[/bold] - - - - - -If you need to leave a round early, you can do so through a [color=lime]cyrogenic sleep unit[/color]. -Simply going inside and leaving the game will store your belongings and ensure that they are not stolen or misused. - -## More Info -Learning the controls? [textlink="Click here to read about the different controls" link="Controls"] - -Don't know how to perform a job? [textlink="Click here to jump to a list of departments" link="Jobs"] - -Keep dying? [textlink="Click here to see a survival guide" link="Survival"] - - diff --git a/Resources/ServerInfo/Guidebook/Survival.xml b/Resources/ServerInfo/Guidebook/Survival.xml deleted file mode 100644 index eeb0d7b4d6..0000000000 --- a/Resources/ServerInfo/Guidebook/Survival.xml +++ /dev/null @@ -1,38 +0,0 @@ - -# Survival -It is generally wise to avoid situations that will cause you harm, because medical can only heal you so much with limited chemicals and medical items and especially 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're 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. - - - - - -- Your emergency box contains a breath mask and oxygen tank, which can help you survive longer in a spacing situation. If you're one of the slimepeople, be aware that nitrogen replaces oxygen for you and that your emergency box will start with a red tank of nitrogen replacing the standard blue/yellow oxygen tank. - - - - - - -- 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 in the crafting menu to stem bleeding with, however cloth alone can be used to less of a degree in emergencies. - - - - - - -## Other Various Tips -- 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 can allow some 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. -- Actually sleeping on a bed boosts your healing rate even farther. -- Meals that contain proteins, such as meat, will tremendously help your body's condition after severe bloodloss. It's still advised to visit a doctor and get treated though. - - diff --git a/Resources/ServerInfo/Intro.txt b/Resources/ServerInfo/Intro.txt index 57994251bc..737b8d3cfa 100644 --- a/Resources/ServerInfo/Intro.txt +++ b/Resources/ServerInfo/Intro.txt @@ -1,8 +1,6 @@ -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). +Добро пожаловать на сервер по вселенной сталкер! +Не забудьте посетить наш Дискорд: https://discord.gg/pu6DEPGjsN -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. +Обязательно прочитайте ОБУЧЕНИЕ (ESC -> Помощь), если находитесь тут впервые. -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. +Удачной игры! From 9a7ea0e3f6b5dce6589819aaca73382d799194c2 Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Sun, 12 Jan 2025 15:06:09 +0500 Subject: [PATCH 02/10] shit --- .../ServerInfo/Antagonist/Antagonists.xml | 18 + .../Antagonist/MinorAntagonists.xml | 66 ++ .../Antagonist/Nuclear Operatives.xml | 120 +++ .../ServerInfo/Antagonist/Revolutionaries.xml | 53 + .../ServerInfo/Antagonist/SpaceNinja.xml | 84 ++ Resources/ServerInfo/Antagonist/Thieves.xml | 75 ++ Resources/ServerInfo/Antagonist/Traitors.xml | 112 +++ Resources/ServerInfo/Antagonist/Zombies.xml | 52 + Resources/ServerInfo/Cargo/Cargo.xml | 90 ++ Resources/ServerInfo/Cargo/CargoBounties.xml | 45 + Resources/ServerInfo/Cargo/Salvage.xml | 134 +++ Resources/ServerInfo/CharacterCreation.xml | 70 ++ .../ServerInfo/ChemicalTabs/Biological.xml | 9 + .../ServerInfo/ChemicalTabs/Elements.xml | 9 + Resources/ServerInfo/ChemicalTabs/Foods.xml | 8 + .../ServerInfo/ChemicalTabs/Narcotics.xml | 5 + Resources/ServerInfo/ChemicalTabs/Other.xml | 5 + .../ServerInfo/ChemicalTabs/Pyrotechnic.xml | 5 + Resources/ServerInfo/ChemicalTabs/Toxins.xml | 5 + Resources/ServerInfo/Chemicals.xml | 34 + Resources/ServerInfo/Command.xml | 56 ++ Resources/ServerInfo/Engineering/AME.xml | 25 + .../Engineering/AccessConfigurator.xml | 34 + .../Engineering/AirlockSecurity.xml | 76 ++ .../ServerInfo/Engineering/Atmospherics.xml | 67 ++ .../ServerInfo/Engineering/Construction.xml | 11 + .../ServerInfo/Engineering/Engineering.xml | 29 + Resources/ServerInfo/Engineering/Fires.xml | 29 + .../Engineering/NetworkConfigurator.xml | 40 + .../ServerInfo/Engineering/Networking.xml | 24 + .../Engineering/PortableGenerator.xml | 43 + Resources/ServerInfo/Engineering/Power.xml | 53 + Resources/ServerInfo/Engineering/RTG.xml | 20 + .../ServerInfo/Engineering/Shuttlecraft.xml | 39 + .../ServerInfo/Engineering/Singularity.xml | 140 +++ Resources/ServerInfo/Engineering/TEG.xml | 223 +++++ Resources/ServerInfo/Gameplay.txt | 22 + Resources/ServerInfo/Glossary.xml | 191 ++++ Resources/ServerInfo/Intro.txt | 2 +- Resources/ServerInfo/Jobs.xml | 45 + .../ServerInfo/Medical/AdvancedBrute.xml | 28 + Resources/ServerInfo/Medical/Botanicals.xml | 20 + Resources/ServerInfo/Medical/Chemist.xml | 51 + Resources/ServerInfo/Medical/Cloning.xml | 23 + Resources/ServerInfo/Medical/Cryogenics.xml | 54 + Resources/ServerInfo/Medical/Medical.xml | 32 + .../ServerInfo/Medical/MedicalDoctor.xml | 77 ++ Resources/ServerInfo/Medical/Medicine.xml | 36 + Resources/ServerInfo/Mobs/Arachnid.xml | 25 + Resources/ServerInfo/Mobs/Diona.xml | 38 + Resources/ServerInfo/Mobs/Dwarf.xml | 11 + Resources/ServerInfo/Mobs/Human.xml | 11 + Resources/ServerInfo/Mobs/Moth.xml | 15 + Resources/ServerInfo/Mobs/Reptilian.xml | 16 + Resources/ServerInfo/Mobs/SlimePerson.xml | 25 + Resources/ServerInfo/Mobs/Species.xml | 19 + Resources/ServerInfo/Mobs/Vox.xml | 16 + Resources/ServerInfo/Radio.xml | 64 ++ .../ServerInfo/ReferenceTables/Drinks.xml | 6 + Resources/ServerInfo/Science/APE.xml | 20 + .../ServerInfo/Science/AnomalousResearch.xml | 41 + .../ServerInfo/Science/ArtifactReports.xml | 24 + Resources/ServerInfo/Science/Cyborgs.xml | 66 ++ Resources/ServerInfo/Science/Robotics.xml | 64 ++ .../ServerInfo/Science/ScannersAndVessels.xml | 24 + Resources/ServerInfo/Science/Science.xml | 54 + Resources/ServerInfo/Science/Technologies.xml | 20 + .../ServerInfo/Science/Xenoarchaeology.xml | 57 ++ .../ServerInfo/Security/CriminalRecords.xml | 39 + Resources/ServerInfo/Security/Defusal.xml | 73 ++ Resources/ServerInfo/Security/Forensics.xml | 48 + Resources/ServerInfo/Security/Security.xml | 43 + .../ServerInfo/ServerRules/BanDurations.xml | 17 + Resources/ServerInfo/ServerRules/BanTypes.xml | 11 + .../ServerRules/CoreRules/RuleC0.xml | 19 + .../ServerRules/CoreRules/RuleC10AHelp.xml | 29 + .../CoreRules/RuleC11AhelpThreats.xml | 20 + .../ServerRules/CoreRules/RuleC12MinAge.xml | 6 + .../CoreRules/RuleC13CharacterNames.xml | 76 ++ .../ServerRules/CoreRules/RuleC14ICinOOC.xml | 13 + .../ServerRules/CoreRules/RuleC1Admins.xml | 6 + .../ServerRules/CoreRules/RuleC2DBAD.xml | 7 + .../ServerRules/CoreRules/RuleC3NoHate.xml | 20 + .../ServerRules/CoreRules/RuleC4NoERP.xml | 23 + .../ServerRules/CoreRules/RuleC5Metacomms.xml | 18 + .../CoreRules/RuleC6BanEvasion.xml | 15 + .../CoreRules/RuleC7EnglishOnly.xml | 10 + .../ServerRules/CoreRules/RuleC8Exploits.xml | 12 + .../ServerRules/CoreRules/RuleC9Multikey.xml | 7 + .../ServerInfo/ServerRules/DefaultRules.xml | 5 + Resources/ServerInfo/ServerRules/README.txt | 5 + .../ServerInfo/ServerRules/RoleTypes.xml | 21 + .../ServerRules/RoleplayRules/RuleR0.xml | 26 + .../RoleplayRules/RuleR10Subordination.xml | 26 + .../RuleR11-1AnimalEscalation.xml | 36 + .../RoleplayRules/RuleR11-2ConflictTypes.xml | 30 + .../RoleplayRules/RuleR11Escalation.xml | 67 ++ .../RoleplayRules/RuleR12RoleAbandonment.xml | 28 + .../RoleplayRules/RuleR13PerformRole.xml | 26 + .../RoleplayRules/RuleR14SecComStandard.xml | 37 + .../RoleplayRules/RuleR15SpaceLaw.xml | 30 + .../RoleplayRules/RuleR1Silicons.xml | 4 + .../RoleplayRules/RuleR2Familiars.xml | 6 + .../RoleplayRules/RuleR3NormalRP.xml | 20 + .../RoleplayRules/RuleR4Metashield.xml | 104 ++ .../RoleplayRules/RuleR5Arrivals.xml | 22 + .../RoleplayRules/RuleR6SelfAntag.xml | 22 + .../RoleplayRules/RuleR7RoundStalling.xml | 16 + .../RoleplayRules/RuleR8NoFriendlyAntag.xml | 22 + .../RoleplayRules/RuleR9MassSabotage.xml | 24 + .../ServerRules/SiliconRules/RuleS0.xml | 15 + .../SiliconRules/RuleS10OrderConflicts.xml | 9 + .../ServerRules/SiliconRules/RuleS1Laws.xml | 6 + .../SiliconRules/RuleS2LawPriority.xml | 9 + .../SiliconRules/RuleS3LawRedefinition.xml | 8 + .../SiliconRules/RuleS4RequestChanges.xml | 6 + .../SiliconRules/RuleS5FreeSilicon.xml | 4 + .../SiliconRules/RuleS6UnreasonableOrders.xml | 22 + .../SiliconRules/RuleS7Consistency.xml | 6 + .../RuleS8DefaultCrewDefinition.xml | 4 + .../RuleS9DefaultHarmDefinition.xml | 25 + .../ServerRules/SpaceLaw/SLCrimeList.xml | 929 ++++++++++++++++++ .../ServerRules/SpaceLaw/SpaceLaw.xml | 60 ++ .../ServerRules/WizDenCoreOnlyRules.xml | 26 + .../ServerInfo/ServerRules/WizDenLRPRules.xml | 65 ++ .../ServerInfo/ServerRules/WizDenMRPRules.xml | 65 ++ Resources/ServerInfo/Service/Bartender.xml | 27 + Resources/ServerInfo/Service/Botany.xml | 89 ++ Resources/ServerInfo/Service/Chef.xml | 75 ++ Resources/ServerInfo/Service/FoodRecipes.xml | 93 ++ Resources/ServerInfo/Service/Janitorial.xml | 57 ++ Resources/ServerInfo/Service/Service.xml | 34 + Resources/ServerInfo/SpaceStation14.xml | 51 + Resources/ServerInfo/Survival.xml | 38 + Resources/ServerInfo/YourFirstCharacter.xml | 54 + 135 files changed, 5970 insertions(+), 1 deletion(-) create mode 100644 Resources/ServerInfo/Antagonist/Antagonists.xml create mode 100644 Resources/ServerInfo/Antagonist/MinorAntagonists.xml create mode 100644 Resources/ServerInfo/Antagonist/Nuclear Operatives.xml create mode 100644 Resources/ServerInfo/Antagonist/Revolutionaries.xml create mode 100644 Resources/ServerInfo/Antagonist/SpaceNinja.xml create mode 100644 Resources/ServerInfo/Antagonist/Thieves.xml create mode 100644 Resources/ServerInfo/Antagonist/Traitors.xml create mode 100644 Resources/ServerInfo/Antagonist/Zombies.xml create mode 100644 Resources/ServerInfo/Cargo/Cargo.xml create mode 100644 Resources/ServerInfo/Cargo/CargoBounties.xml create mode 100644 Resources/ServerInfo/Cargo/Salvage.xml create mode 100644 Resources/ServerInfo/CharacterCreation.xml create mode 100644 Resources/ServerInfo/ChemicalTabs/Biological.xml create mode 100644 Resources/ServerInfo/ChemicalTabs/Elements.xml create mode 100644 Resources/ServerInfo/ChemicalTabs/Foods.xml create mode 100644 Resources/ServerInfo/ChemicalTabs/Narcotics.xml create mode 100644 Resources/ServerInfo/ChemicalTabs/Other.xml create mode 100644 Resources/ServerInfo/ChemicalTabs/Pyrotechnic.xml create mode 100644 Resources/ServerInfo/ChemicalTabs/Toxins.xml create mode 100644 Resources/ServerInfo/Chemicals.xml create mode 100644 Resources/ServerInfo/Command.xml create mode 100644 Resources/ServerInfo/Engineering/AME.xml create mode 100644 Resources/ServerInfo/Engineering/AccessConfigurator.xml create mode 100644 Resources/ServerInfo/Engineering/AirlockSecurity.xml create mode 100644 Resources/ServerInfo/Engineering/Atmospherics.xml create mode 100644 Resources/ServerInfo/Engineering/Construction.xml create mode 100644 Resources/ServerInfo/Engineering/Engineering.xml create mode 100644 Resources/ServerInfo/Engineering/Fires.xml create mode 100644 Resources/ServerInfo/Engineering/NetworkConfigurator.xml create mode 100644 Resources/ServerInfo/Engineering/Networking.xml create mode 100644 Resources/ServerInfo/Engineering/PortableGenerator.xml create mode 100644 Resources/ServerInfo/Engineering/Power.xml create mode 100644 Resources/ServerInfo/Engineering/RTG.xml create mode 100644 Resources/ServerInfo/Engineering/Shuttlecraft.xml create mode 100644 Resources/ServerInfo/Engineering/Singularity.xml create mode 100644 Resources/ServerInfo/Engineering/TEG.xml create mode 100644 Resources/ServerInfo/Gameplay.txt create mode 100644 Resources/ServerInfo/Glossary.xml create mode 100644 Resources/ServerInfo/Jobs.xml create mode 100644 Resources/ServerInfo/Medical/AdvancedBrute.xml create mode 100644 Resources/ServerInfo/Medical/Botanicals.xml create mode 100644 Resources/ServerInfo/Medical/Chemist.xml create mode 100644 Resources/ServerInfo/Medical/Cloning.xml create mode 100644 Resources/ServerInfo/Medical/Cryogenics.xml create mode 100644 Resources/ServerInfo/Medical/Medical.xml create mode 100644 Resources/ServerInfo/Medical/MedicalDoctor.xml create mode 100644 Resources/ServerInfo/Medical/Medicine.xml create mode 100644 Resources/ServerInfo/Mobs/Arachnid.xml create mode 100644 Resources/ServerInfo/Mobs/Diona.xml create mode 100644 Resources/ServerInfo/Mobs/Dwarf.xml create mode 100644 Resources/ServerInfo/Mobs/Human.xml create mode 100644 Resources/ServerInfo/Mobs/Moth.xml create mode 100644 Resources/ServerInfo/Mobs/Reptilian.xml create mode 100644 Resources/ServerInfo/Mobs/SlimePerson.xml create mode 100644 Resources/ServerInfo/Mobs/Species.xml create mode 100644 Resources/ServerInfo/Mobs/Vox.xml create mode 100644 Resources/ServerInfo/Radio.xml create mode 100644 Resources/ServerInfo/ReferenceTables/Drinks.xml create mode 100644 Resources/ServerInfo/Science/APE.xml create mode 100644 Resources/ServerInfo/Science/AnomalousResearch.xml create mode 100644 Resources/ServerInfo/Science/ArtifactReports.xml create mode 100644 Resources/ServerInfo/Science/Cyborgs.xml create mode 100644 Resources/ServerInfo/Science/Robotics.xml create mode 100644 Resources/ServerInfo/Science/ScannersAndVessels.xml create mode 100644 Resources/ServerInfo/Science/Science.xml create mode 100644 Resources/ServerInfo/Science/Technologies.xml create mode 100644 Resources/ServerInfo/Science/Xenoarchaeology.xml create mode 100644 Resources/ServerInfo/Security/CriminalRecords.xml create mode 100644 Resources/ServerInfo/Security/Defusal.xml create mode 100644 Resources/ServerInfo/Security/Forensics.xml create mode 100644 Resources/ServerInfo/Security/Security.xml create mode 100644 Resources/ServerInfo/ServerRules/BanDurations.xml create mode 100644 Resources/ServerInfo/ServerRules/BanTypes.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC0.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC10AHelp.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC11AhelpThreats.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC12MinAge.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC13CharacterNames.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC14ICinOOC.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC1Admins.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC2DBAD.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC3NoHate.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC4NoERP.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC5Metacomms.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC6BanEvasion.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC7EnglishOnly.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC8Exploits.xml create mode 100644 Resources/ServerInfo/ServerRules/CoreRules/RuleC9Multikey.xml create mode 100644 Resources/ServerInfo/ServerRules/DefaultRules.xml create mode 100644 Resources/ServerInfo/ServerRules/README.txt create mode 100644 Resources/ServerInfo/ServerRules/RoleTypes.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR0.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR10Subordination.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11Escalation.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR13PerformRole.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR14SecComStandard.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR1Silicons.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR2Familiars.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR3NormalRP.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR4Metashield.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR5Arrivals.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR6SelfAntag.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR7RoundStalling.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml create mode 100644 Resources/ServerInfo/ServerRules/RoleplayRules/RuleR9MassSabotage.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS0.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS10OrderConflicts.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS1Laws.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS2LawPriority.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS3LawRedefinition.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS4RequestChanges.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS5FreeSilicon.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS7Consistency.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml create mode 100644 Resources/ServerInfo/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml create mode 100644 Resources/ServerInfo/ServerRules/SpaceLaw/SLCrimeList.xml create mode 100644 Resources/ServerInfo/ServerRules/SpaceLaw/SpaceLaw.xml create mode 100644 Resources/ServerInfo/ServerRules/WizDenCoreOnlyRules.xml create mode 100644 Resources/ServerInfo/ServerRules/WizDenLRPRules.xml create mode 100644 Resources/ServerInfo/ServerRules/WizDenMRPRules.xml create mode 100644 Resources/ServerInfo/Service/Bartender.xml create mode 100644 Resources/ServerInfo/Service/Botany.xml create mode 100644 Resources/ServerInfo/Service/Chef.xml create mode 100644 Resources/ServerInfo/Service/FoodRecipes.xml create mode 100644 Resources/ServerInfo/Service/Janitorial.xml create mode 100644 Resources/ServerInfo/Service/Service.xml create mode 100644 Resources/ServerInfo/SpaceStation14.xml create mode 100644 Resources/ServerInfo/Survival.xml create mode 100644 Resources/ServerInfo/YourFirstCharacter.xml diff --git a/Resources/ServerInfo/Antagonist/Antagonists.xml b/Resources/ServerInfo/Antagonist/Antagonists.xml new file mode 100644 index 0000000000..7f47f1e490 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/Antagonists.xml @@ -0,0 +1,18 @@ + + # Antagonists + Antagonists are the driving force of every shift. + They are the catalysts for chaos, conflict and mystery in Space Station 14 that also serve to provide a challenge to Nanotrasen and its [color=#cb0000]Security[/color] force. + You can expect them to act in violation of Space Law and they're often tasked with objectives that include theft, subterfuge and murder. + + These bad actors are more often than not employed or backed by the [color=#ff0000]Syndicate[/color], a rival organization to Nanotrasen that wants nothing more than to see it burn. + + ## Various Antagonists + Antagonists can take many forms, like: + - [textlink="Nuclear operatives" link="Nuclear Operatives"], with the goal of infiltrating and destroying the station. + - [textlink="Traitors" link="Traitors"] amongst the crew who must assassinate, steal and decieve. + - [textlink="Revolutionaries" link="Revolutionaries"] who are intent on taking control of the station from the inside. + - [textlink="Zombies" link="Zombies"] that crave the flesh of every crew member and creature on board. + - [textlink="Space Ninjas" link="SpaceNinja"], masters of espionage and sabotage with special gear. + - [textlink="Thieves" link="Thieves"] driven by kleptomania, determined to get their fix using their special gloves. + - [textlink="Various non-humanoid creatures" link="MinorAntagonists"] that generally attack anything that moves. + diff --git a/Resources/ServerInfo/Antagonist/MinorAntagonists.xml b/Resources/ServerInfo/Antagonist/MinorAntagonists.xml new file mode 100644 index 0000000000..97574c4021 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/MinorAntagonists.xml @@ -0,0 +1,66 @@ + + # Minor Antagonists + + Most if not all Minor Antagonists are ghost-controlled roles that gives dead people new ways to cause chaos around the station. They are spawned by random events. + + # Revenant + + + + + + Revenants are ethereal beings made of ectoplasm that haunt the crew and steal [color=#8f63e6]life essence[/color] from them. + - Your essence is your very own [bold]life force[/bold]. Taking damage reduces your essence. + - Essence is also spent to use [bold]abilities[/bold]. + - To gain essence you first [bold]inspect[/bold] various souls for their worth. More worthy souls grant more essence. Then you must [bold]siphon[/bold] it either when the victim is crit, dead or asleep. All of this is done with [color=yellow][bold][keybind="Use"][/bold][/color]. + - [bold]Stolen essence[/bold] is used to purchase new abilities to incapacitate the crew easier. + - You are [bold]vulnerable[/bold] to attacks when you siphon a soul or use an ability. You can tell when you are vulnerable when you have a [color=#8f63e6][italic]Corporeal[/italic][/color] status effect. + + # Rat King + + + + + + + + + + Rat kings are abnormally large rodents capable of [color=yellow]raising huge rat armies[/color] by eating equally huge amounts of food. + - You have several abilities that come at the cost of your [bold]hunger.[/bold] + - One such ability is [color=yellow][italic]Raise Army[/italic][/color], which summons a [bold]Rat Servant[/bold]. You can [bold]command[/bold] your servants to stay in place, follow you, attack a target of your choice or attack indiscriminately. + - You can conjure a cloud of [color=#77b58e]ammonia[/color] using [color=purple][italic]Rat King's Domain[/italic][/color]. This purple gas is mildly poisonous to humans but heals rats. + - [color=#9daa98][italic]Rummage[/italic][/color] through a disposal unit by using the context menu. Use this to find [bold]scraps of food[/bold] to grow your army. + - Besides your abilities, [bold]you are stronger than most other animals.[/bold] You and your servants are capable of speech and you're both small enough to fit under airlocks and tables. + - [bold]Your underlings are still very fragile![/bold] Beware of spacings, explosions and the buisness end of a melee weapon. + + # Space Dragon + + + + + + + + + + Space dragons are giant extradimensional fish that can [color=red]eat crew[/color] and create [color=#4b7fcc]carp rifts.[/color] + - Dragons have powerful jaws that allow them to [color=red][italic]Devour[/italic][/color] infrastructure such as doors, windows, and walls. + - They can also heal themselves by using [color=red][italic]Devour[/italic][/color] on crew members that have gone unconscious or have died. + - Your [color=orange][italic]Dragon's Breath[/italic][/color] is a [bold]flaming projectile[/bold] which travels a straight flight path, exploding multiple times and igniting things along the way. Try not to hit your carps with this! + - You have the ability to [color=#4b7fcc][italic]Summon a Carp Rift[/italic][/color]. Rifts periodically spawn [bold]space carp[/bold] and charge up energy over a period of 5 minutes, [bold]which is when it's vulnerable.[/bold] After 5 minutes, it becomes invulnerable and will continue summoning carp as long as the dragon lives. + - You'll suffer a [bold]temporary debilitating feedback effect[/bold] if one of your rifts are destroyed before it's done charging. + - If a period of five minutes passes since your spawn or since the last time a rift was charging, [bold]you'll disappear.[/bold] + - Dragons who have the maximum of 3 fully charged rifts will [bold]never disappear[/bold], but they are still mortal. + + # Slimes and Spiders + + + + + + + Slimes and spiders have no remarkable features, but will [color=cyan]infest the station[/color] from time to time regardless. Both will give chase and attack anything they see. + - Slimes may [bold]deal extra cellular or poison damage[/bold], based upon their color. Water hurts them just as it would hurt a slime person. + - Spiders have a venomous bite and can [bold]create webs[/bold] that are hard to move though. Webs are easily destroyed with a blade. They can also pry open airlocks. + diff --git a/Resources/ServerInfo/Antagonist/Nuclear Operatives.xml b/Resources/ServerInfo/Antagonist/Nuclear Operatives.xml new file mode 100644 index 0000000000..11149bab66 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/Nuclear Operatives.xml @@ -0,0 +1,120 @@ + + # Nuclear Operatives + + + [color=#999999][italic]"OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE.[/italic][/color] + + + [color=#999999][italic]DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION."[/italic][/color] + + + + + + You've just been chosen to be a nuclear operative for the [color=#ff0000]Syndicate[/color]. You have one goal, to blow up one of Nanotrasen's finest vessels with a nuclear fission explosive. + + ## Operatives + Your team will be made up of several different roles, which are: + - [bold]Operatives[/bold], standard soldiers who can take up the grunt work. + - The [bold]Agent[/bold] who works with reagents to make medicines or chemical weapons. + - The [bold]Commander[/bold] who draws up the plan and leads the team. + + + + + + + + If you have been selected as the Agent or Commander but don't feel ready, one of your teammates can take responsibility. + + ## The Disk + + Each operative starts with a [color=cyan]pinpointer[/color], which you should turn on and keep with you at all times. It will always point to the [color=cyan]nuclear authentication disk.[/color] + The disk belongs to the [color=yellow]Captain[/color], who will almost always have it on them. Follow the direction of the arrow on the pinpointer to the disk, and [italic]do whatever it takes to get it[/italic]. + + + + + + + ## Preparation + Each member in your squad has been given an [color=cyan]uplink[/color] to purchase everything you will need for the mission, similar to [textlink="traitors." link="Traitors"] + + + + + + You can purchase the same kinds of gear traitors can, but you have higher quality gear available to you and more telecrystals to spend. + + + + + + + + + + + + + + + + You'll also have to choose if you want to [color=red]declare war[/color] or not. Doing so grants your team [bold]40 extra telecrystals each[/bold]. + However, the crew will immediately know of your existence and will have plenty of time to prepare for your arrival. + + The [bold]Commander[/bold] is the only person who can declare war. Make your choice quick, [italic]this is a limited-time offer![/italic] + + + + + ## Getting to the Station + You've got the plan, you've got the gear. Now, execute. + + Grab a [bold]jetpack[/bold] from your armory and go with your other operatives to your [color=cyan]shuttle[/color]. + Among other things you may need, you'll find an [bold]IFF Computer[/bold] on the shuttle. It allows you to hide from other ships and mass scanners when [italic]Show IFF[/italic] and [italic]Show Vessel[/italic] are toggled off. + + When everyone is ready, FTL to the station and fly to it with a jetpack. Don't forget the code, your pinpointers and the nuke if you're taking it. + + + + + + + ## The Nuke & Arming Procedure + You have a paper with the [color=cyan]nuclear authentication codes[/color] on your shuttle. [bold]Check to see if the nuke ID matches the one on your shuttle.[/bold] If it doesn't, you'll be arming the station's nuke instead. + + - Obtain the [bold]nuclear authentication disk[/bold] and insert it into the nuke. + - Type in the [bold]nuclear authentication code[/bold] and press "[bold]E[/bold]" on the keypad to Enter. + - [bold]To begin the self-destruct sequence, press [color=#EB2D3A]ARM[/color][/bold]. After 300 seconds, the nuke will explode. + - [bold]Defend the nuke[/bold], even if it's at the cost of your lives! The mission requirements do not include your return. + - It takes 30 seconds for someone to [bold]disarm[/bold] the nuke. Re-arming it is possible, but the chance of mission success drops if you let it happen. + - Should the nuke be re-armed, the timer will start from where it left off. + + + + + + ## Winning Conditions + + The [color=#00ff00]victor[/color] of the round is announced on the round end screen, as well as the scale of their victory. + + [bold][color=red]Syndicate Major Victory![/color][/bold] + - The nuke detonates on the station. + - The crew escapes on evac, but the nuke is still armed. + - The nuke is armed and delivered to Central Command on the evac shuttle. + + [bold][color=red]Syndicate Minor Victory[/color][/bold] + - The crew escapes on evac, but every operative survives. + - The crew escapes and some operatives die, but the crew loses the disk. + + [bold][color=#999999]Neutral Victory[/color][/bold] + - The nuke detonates off the station. + + [bold][color=green]Crew Minor Victory[/color][/bold] + - The crew escapes on evac with the disk and some operatives die. + + [bold][color=green]Crew Major Victory![/color][/bold] + - All operatives die. + - The crew blow up the nuclear operative outpost with the nuke. + diff --git a/Resources/ServerInfo/Antagonist/Revolutionaries.xml b/Resources/ServerInfo/Antagonist/Revolutionaries.xml new file mode 100644 index 0000000000..9bc0b28068 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/Revolutionaries.xml @@ -0,0 +1,53 @@ + + # Revolutionaries + + + [color=#999999][italic]"Viva la revolución!!"[/italic][/color] + + + + + + Revolutionaries are conversion antagonists sponsored by the [color=#ff0000]Syndicate[/color] who are tasked with taking control of the station. They have no fancy gimmicks or cheap tricks, they only have a cause and strength in numbers. + + ## Objectives + You must cuff, kill, or exile all of the [textlink="Command staff" link="Command"] on station in no particular order. + + Your objective is [bold]not to destroy the station[/bold], but [italic]to take it over[/italic], so try to minimize damage where possible. + + [bold]The revolution will fail[/bold] if all of the [bold][color=#5e9cff]Head Revolutionaries[/color][/bold] die, and all [color=red]Revolutionaries[/color] will de-convert if this happens. + + ## Headrevs & Conversion + [bold][color=#5e9cff]Head Revolutionaries[/color][/bold] are chosen at the start of the shift and begin with a [color=cyan]flash[/color] and a pair of [color=cyan]sunglasses[/color]. + + + + + + + You can convert crew members to your side by taking any [bold]flash[/bold] and attacking someone with it using [color=#ff0000]harm mode[/color]. + However, [bold]you can't convert your target if they're wearing [color=cyan]flash protection[/color][/bold] such as sunglasses or a welding mask. + + + + + + + + Another obstacle in your way are those pesky [color=cyan]mindshield implanters[/color]. These will: + - Prevent the implanted person from being converted into a [color=red]Revolutionary[/color] + - De-convert Revolutionaries, and will make them no longer loyal to your cause + - [bold]Visibly be destroyed upon being implanted into a [color=#5e9cff]Head Revolutionary[/color][/bold], giving you away + - NOT protect against flash disorientation + + Assume all of [color=#cb0000]Security[/color] and [color=#1b67a5]Command[/color] are implanted with mindshields already. + + + + + + ## Revolutionary + A [color=red]Revolutionary[/color] is a crew member that has been converted by a [bold][color=#5e9cff]Head Revolutionary[/color][/bold]. + + [bold][color=red]Revolutionaries[/color] can't convert people themselves,[/bold] but they're more than capable of doing dirty work and carrying out orders. + diff --git a/Resources/ServerInfo/Antagonist/SpaceNinja.xml b/Resources/ServerInfo/Antagonist/SpaceNinja.xml new file mode 100644 index 0000000000..c001b97937 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/SpaceNinja.xml @@ -0,0 +1,84 @@ + + # Space Ninja + + + [color=#999999][italic]"Spider of the night, silent is my bite."[/italic][/color] + + + You are an elite mercenary that [color=#66FF00]The Spider Clan[/color] has sent to wreak all kinds of havoc on the station. You are equipped to keep it silent-but-deadly. + + Whether you get bloody or stay out of trouble, your discipline has taught you that [italic]your objectives must be at least attempted[/italic]. For honor! + + ## Standard Equipment + You begin implanted with a [color=cyan]death acidifier[/color], so if you are captured or KIA all your precious equipment is kept out of enemy hands. + + Your bag is full of [bold]tools[/bold] and a [bold]survival box[/bold]. You also carry a [color=cyan]jetpack[/color] and a [color=cyan]pinpointer[/color] that will lead you to the station. + + + + + + + ## Your Suit + + + + + + + + Your single most important item is [color=cyan]your suit[/color], without it none of your abilities would work. + Your suit requires power to function, which is supplied by its [bold]internal battery[/bold]. It can be replaced, and [italic]high capacity batteries[/italic] mean a [italic]highly effective ninja[/italic]. + + [bold]You can recharge your internal battery directly[/bold] by using [color=cyan]your gloves[/color]. You can see the current charge by examining the suit or checking the nifty battery alert on your screen. + + Your outfit also includes [color=cyan]special boots[/color] that keep you agile, upright and grounded without using energy. You've also got flash protection thanks to your [color=cyan]visor[/color]. + + ## Ninja Gloves + + + + + + [color=#66FF00]These bad boys are your bread and butter.[/color] They are made from [bold]insulated nanomachines[/bold] to allow you to gracefully break into restricted areas without leaving behind fingerprints. + + You have an action to toggle gloves. When the gloves are turned on, they allow you to use [bold]special abilities[/bold], which are triggered by interacting with things with an empty hand and with combat mode disabled. + + Your glove abilities include: + - Emagging doors and airlocks. + - Draining power from [bold]transformers[/bold] such as APCs, substations, or SMESes (higher voltage transformers drain more efficiently). + - Applying an electrical shock to a mob, stunning and slightly damaging them. + - Tampering with [bold]station equipment[/bold] to complete [color=#66FF00]objectives[/color]. + + ## Energy Katana + + + + + + [bold]You have sworn yourself to the sword and refuse to use firearms.[/bold] Luckily, you've got a pretty cool sword. + + Your [color=cyan]energy katana[/color] hurts plenty and can be [bold]recalled at will[/bold] at the cost of suit power. The farther away it is from you, the more energy required to recall it. + + While in hand you may also [color=cyan]teleport[/color] to anywhere that you can see, [bold]including through windows[/bold]. The charges required to do this regenerate slowly, so keep a charge or two spare in case you need a quick getaway. + + ## Spider Clan Charge + + + + + + This is a [color=cyan]modified C-4 explosive[/color] which can be found in your pocket. Creates a large explosion but [bold]must be armed in your target area[/bold] as it is one of your objectives. + + It can't be activated manually, so simply plant it on a wall or some furniture that does not spark joy. Choose wisely, it can't be unstuck once planted. + + ## Objectives + + - Download \[9-13\] research nodes: Use your gloves on an R&D server with a number of unlocked technologies. You may have to unlock technologies yourself if there aren't enough to steal already. + - Doorjack \[15-40\] doors on the station: Use your gloves to emag a number of doors. + - Detonate the spider clan charge: Plant your spider clan charge at the specified location and watch it go boom! + - Call in a [textlink="threat" link="MinorAntagonists"]: Use your gloves on a communications console. + - Set everyone to wanted: Use your gloves on a criminal records console. + - Survive: Don't die. + + diff --git a/Resources/ServerInfo/Antagonist/Thieves.xml b/Resources/ServerInfo/Antagonist/Thieves.xml new file mode 100644 index 0000000000..4c11fc0d99 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/Thieves.xml @@ -0,0 +1,75 @@ + + # Thieves + + + [color=#999999][italic]"Yoink! I'll be taking that! And that! Ooh, don't mind if I do!"[/italic][/color] + + + + + + Thieves are petty yet crafty [color=green]criminals[/color] who can't keep their hands to themselves. You were forcefully given a [bold]pacifism implant[/bold] after your last arrest, but you won't let that stop you from trying to add to your collection. + + ## Art of the Steal + Unlike other antagonists, [bold]staying out of trouble is almost a requirement for you[/bold] because of your implant. + You can only run if [color=#cb0000]Security[/color] picks a fight with you, and because you work alone you don't have any friends to pull you out of danger. + + But against all odds, you'll sucessfully swipe what you want using determination, sleight of hand, a few tools and your [color=cyan]thieving gloves.[/color] + + The pair of gloves you have give you a major advantage: [bold]the ability to take things off of people without them even noticing.[/bold] With a little practice, you can steal their wallet and keep up a conversation at the same time. + + They're also made of the highest quality [bold]holographic chameleon fibers[/bold] you could steal, but while they can take the appearance of insulated gloves you'll still need to find a real pair to keep your hands from burning. + + + + + + ## Tools of the Trade + You've got two more aces up your stolen sleeves: your [color=cyan]beacon[/color] and your [color=cyan]toolbox.[/color] + + Your [color=cyan]beacon[/color] provides safe passage home for trinkets that may not be easy to carry with you on the evac shuttle. Simply find a secluded part of the station to unfold the beacon, then set its coordinates to your hideout. + Any shinies near it will be [bold]teleported to your vault when the shift ends,[/bold] fulfilling your objectives. + + However, this will instantly out you if found and make it extremely easy for people to reclaim their "missing" possessions. [bold]Make sure to hide it well![/bold] + + + + + + Your [color=cyan]toolbox[/color] contains... well, whatever you remembered to pack. [bold]You can select two pre-made kits[/bold] to help you complete grander heists. + Approve your choices in a safe place, as the toolbox will dissolve and the gear will drop at your feet. + + + + + + + + + + + + + + + + + ## Centerpiece of the Collection + Your kleptomania will take you places. One day, you'll feel like stealing a few figurines. Another day, you'll feel like stealing an industrial machine. + + No matter. They'll all be a part of your collection within a matter of time. + + You can steal items by [bold]having them on your person[/bold] when you get to CentComm. Failing this, you can steal larger items by [bold]leaving them by your beacon.[/bold] + + Some of the more [italic]animate[/italic] objectives may not cooperate with you. Make sure they're alive and with you or your beacon when the shift ends. + + Things that you may desire include but are not limited to: + + + + + + + + + diff --git a/Resources/ServerInfo/Antagonist/Traitors.xml b/Resources/ServerInfo/Antagonist/Traitors.xml new file mode 100644 index 0000000000..1c7e74f444 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/Traitors.xml @@ -0,0 +1,112 @@ + + # Traitors + + + [color=#999999][italic]"WHISKEY. ECHO. WHISKEY. LIMA. ALPHA. DELTA. AGENT, YOU HAVE BEEN ACTIVATED."[/italic][/color] + + + + + Traitors are antagonists employed by the [color=#ff0000]Syndicate.[/color] You are a sleeper agent who has access to various tools and weapons through your [bold]uplink[/bold]. + You also receive [bold]codewords[/bold] to identify other agents, and a coordinated team of traitors can have [italic]brutal results.[/italic] + + Anyone besides [textlink="department heads" link="Command"] or members of [textlink="Security" link="Security"] can be a traitor. + + ## Uplink & Activation + The [color=cyan]uplink[/color] is your most important tool as a traitor. You can exchange the 20 [color=red]telecrystals[/color] (TC) you start with for items that will help you with your objectives. + + By pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color], you'll see your personal uplink code. [bold]Setting your PDA's ringtone as this code will open the uplink.[/bold] + Pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color] also lets you view your objectives and the codewords. + + If you do not have a PDA when you are activated, an [color=cyan]uplink implant[/color] is provided [bold]for the full [color=red]TC[/color] price of the implant.[/bold] + It can be accessed from your hotbar. + + + + + + + [bold]Make sure to close your PDA uplink to prevent anyone else from seeing it.[/bold] You don't want [color=#cb0000]Security[/color] to get their hands on this premium selection of contraband! + + Implanted uplinks are not normally accessible to other people, so they do not have any security measures. They can, however, be removed from you with an empty implanter. + + + + + + + + + + + + + + + + + The purchases that you make should be to help you with your objectives. Some gear may not be of use to you, and you'll have to choose between being sneaky or going loud. + + ## Coordination + Codewords are words or phrases that every traitor will know. They provide a discreet way to identify or establish contact with a fellow traitor, which can be useful if your objectives include [italic][color=cyan]keeping them alive[/color][/italic] or [italic][color=cyan]helping them with their objectives.[/color][/italic] + + When you find some friends, [bold]you can withdraw [color=red]telecrystals[/color] from your uplink to give to them.[/bold] They can put these in their own uplink to spend for themselves. + + Some offers available on your uplink require more than 20 TC to purchase, so if you want them you'll have to share. + + ## Assassination + One of your objectives may be to [italic][color=cyan]kill or maroon a crewmember.[/color][/italic] + + You can [color=cyan]maroon[/color] your target by [bold]preventing them from reaching CentComm[/bold] via the evacuation shuttle or an escape pod. + + If you can't maroon your target or they're too important to leave alive, you'll have to get your hands dirty and [color=cyan]murder[/color] them. Make sure your target is not alive when the [bold]evacuation shuttle gets to CentComm,[/bold] and don't let them be resuscitated. + + Remember, the Syndicate want only your targets dead. [color=red]Try to avoid mass murder or major damage to the station,[/color] as the more innocent lives you take, the more of a liability you become. + + ## Evasion & Self-Termination + Your objectives may require you to [italic][color=cyan]make it to CentComm without being killed or captured.[/color][/italic] Don't let [color=#cb0000]Security[/color] stop you, complete your other objectives and [bold]come back alive.[/bold] + + Alternatively, your objectives may require you to [italic][color=cyan]die a glorious death.[/color][/italic] [bold]Make sure you don't come back from the dead,[/bold] or else you may wake up in cuffs. + + ## Appropiation + More often than not, you'll have to [italic][color=cyan]steal a possession of a department head.[/color][/italic] + + The target may be in their office, or on their person. It may become necessary to kill whoever is carrying it, if you cannot pickpocket them. + + You may be tasked with: + - Stealing the [color=yellow]Captain[/color]'s [bold]ID Card[/bold], [bold]antique laser pistol[/bold], [bold]jetpack[/bold], or [bold]nuclear authentication disk[/bold]. + + + + + + + - Stealing the [color=#5b97bc]Chief Medical Officer[/color]'s [bold]hypospray[/bold] or [bold]handheld crew monitor[/bold]. + + + + + - Stealing the [color=#c96dbf]Research Director[/color]'s [bold]experimental hardsuit[/bold] or [bold]hand teleporter[/bold]. + + + + + - Stealing the [color=#cb0000]Head of Security[/color]'s [bold]energy shotgun[/bold]. + + + + - Stealing the [color=#f39f27]Chief Engineer[/color]'s [bold]advanced magboots[/bold]. + + + + - Stealing the [color=#b18644]Quartermaster[/color]'s [bold]requisition digi-board[/bold]. + + + + - Butchering Ian, the [color=#9fed58]Head of Personnel[/color]'s dog, and obtaining the [bold]corgi meat[/bold]. + + + + + + diff --git a/Resources/ServerInfo/Antagonist/Zombies.xml b/Resources/ServerInfo/Antagonist/Zombies.xml new file mode 100644 index 0000000000..c932092a63 --- /dev/null +++ b/Resources/ServerInfo/Antagonist/Zombies.xml @@ -0,0 +1,52 @@ + + # Zombies + + + [color=#999999][italic]"They're coming to get you, Barbara!"[/italic][/color] + + + + + + Zombies are conversion antagonists that infect all beings that they bite with [color=#7e916e]Romerol[/color], a deadly, contagious virus that can easily spread if not contained. + + + + + + ## Inital Infected + You are patient zero. You have [color=#7e916e]Romerol[/color] coursing through your veins and you have a grand desire to share it with every single flesh being you see. + + Upon learning of your infection, [italic]all bets are off[/italic]. You have only so much time before you turn, and you want to [bold]maximize your chances of taking over the station.[/bold] + Use this time to prepare weapons, gear, and traps. [italic]Space Law means nothing to you now.[/italic] + + ## Transmission + Zombies only know how to shamble, bite and throw themselves against barricades. Their bite [bold]may not always transmit [color=#7e916e]Romerol[/color][/bold] through heavy layers of clothing, but it'll definitely hurt. + + The undead can also chomp on a crit or dead body to [bold]instantly convert[/bold] it to a zombie. + + ## Zombie Attributes + A zombie can be identified by dark green skin, red eyes, slow movement, rotting smell, and lack of motor functions. They'll drop their headset and gloves upon turning, and cuffs don't work against their vicious bite. + + Zombies are known for their [bold]resilience to slashes, bruises, poison and cold.[/bold] They can survive in a vacuum and do not require food, water, air, or sleep. The undead do, however, [italic]take increased burn and shock damage.[/italic] + + ## Survival + When the infection sweeps and [color=#cb0000]Security[/color] falls, it's up to the [bold]survivors[/bold] to try and make it to Central Command. + + [bold]Constructing barricades[/bold] around departments or [bold]bolting doors[/bold] can buy enough time to make weapons, save lives or make a plan. + + Remember that when it really hits the fan, [italic]you've gotta do what you gotta do[/italic], as long as it's not at the expense of fellow survivors. Scavenge what you need from those who haven't made it. + + ## Cure + [bold]Those who are already undead can only be cured by [color=red]death.[/color][/bold] + + If you're infected but not zombified yet, using [color=#86caf7]Ambuzol[/color] will cure you but won't prevent re-infection. [color=#1274b5]Ambuzol Plus[/color] will cure and prevent re-infection only while alive. + + + + + + + + + diff --git a/Resources/ServerInfo/Cargo/Cargo.xml b/Resources/ServerInfo/Cargo/Cargo.xml new file mode 100644 index 0000000000..526dd35ffe --- /dev/null +++ b/Resources/ServerInfo/Cargo/Cargo.xml @@ -0,0 +1,90 @@ + + # Cargo + + The Supply department, also known as [color=cyan]Cargo[/color], supplies the station with necessary resources, such as fuel and raw materials, and comfort resources, such as lottery tickets and plushies. + + They raise the [color=cyan]spesos[/color] (the currency of the station) for this through many methods, such as taking bounties, selling miscellaneous items, and salvaging, allowing them to purchase a wide variety of equipment from off-station for any crew member's needs. It is Cargo's job to fulfill the needs of the rest of the station. + + ## Personnel + + Cargo is made up of [color=cyan]Cargo Technicians[/color] and [color=cyan]Salvage Specialists[/color] and is led by the [color=cyan]Quartermaster[/color]. + + + + + + + + ## Making Money + + The main struggle of any Cargo department is not having enough money. + + Cargo makes their money by selling things at the [color=cyan]Trading Station[/color]. Almost everything on the station has economic value that you can sell, as seen via the [color=cyan]appraisal tool[/color]. That value then further increases when you sell it as part of a [textlink="bounty" link="CargoBounties"]. + + + + + + + + Upon finding something valuable, bring it to the [color=cyan]Cargo Bay[/color]. If it fits inside a [color=cyan]Crate[/color], find an empty crate and put the items in it. + + If the [color=cyan]Cargo Shuttle[/color] is away, you can put all the items you want to sell onto the [color=cyan]Cargo Pallets[/color]. Once the shuttle has docked at the station, you load the crates and everything else to be sold onto it. + + + + + + + + After the shuttle is loaded, fly it to the Trade Station. There, move the sellable items onto the green [color=cyan]Cargo Selling Pallets[/color], and then go to the [color=cyan]Cargo Sale Computer[/color] and click [italic]"Sell"[/italic]. + + Now, you can take those spesos and bring them back to the station and deposit them into the [color=cyan]Cargo Request Computer[/color]. + + You can also make even more money by completing [textlink="bounties" link="CargoBounties"] or selling valuable items from [textlink="salvage" link="Salvage"]. + + ## Ordering + + + + + + Every order begins at a [color=cyan]Cargo Request Computer[/color]. First and foremost, making an order requires that Cargo has enough spesos. If Cargo doesn't have the money, get some. + + It is also the sole discretion of Cargo to fulfill any given request. If Cargo is tight on spesos, they are free to deny requests that are not immediately necessary. + + To make an order, click the name of whatever is requested, provide the recipient, type an appropriate reason for why they need it, and then press "Approve" on the order. + + Sometimes a public Cargo Request Computer exists, in which case all you need to do is approve orders that people make themselves. + + + + + + + Then, to collect the order, it must be transported back to the station from the [color=cyan]Trading Station[/color]. + + In the Trading Station, on the [color=cyan]Cargo Buying Pallets[/color], is a crate holding that order. Load it onto the shuttle and fly it back. + + Once it is at the Cargo Dock, you can read the [color=cyan]Cargo Invoice[/color] label on it to find out the intended recipient. Finally, deliver it to them. + + ## Piloting + + Orders are delivered to the station via the orbiting [color=cyan]Trade Station[/color] and are transported to the main station by the [color=cyan]Cargo Shuttle[color]. The shuttle does not fly itself, so it must either be piloted in the shuttle or remotely. + + + + + + To fly the shuttle, you must first find the [color=cyan]Cargo Shuttle Console[/color]. One is inside the Cargo Bay, and the other is inside the Cargo Shuttle. + + After interacting with the computer, there should be a navigation view from the shuttle. Here are the steps for piloting the shuttle to and from the Trading Station: + + - First, switch to the [color=yellow]"DOCK"[/color] screen and [color=yellow]undock[/color] any airlocks between the shuttle and the station. + - Now, with the shuttle disconnected, you can pilot it. [italic]Remember that you are flying in space and momentum is conserved[/italic]. + - The controls are [color=yellow][keybind="ShuttleStrafeUp"][/color] and [color=yellow][keybind="ShuttleStrafeDown"][/color] for strafing up and down, [color=yellow][keybind="ShuttleStrafeLeft"][/color] and [color=yellow][keybind="ShuttleStrafeRight"][/color] for strafing left and right, and [color=yellow][keybind="ShuttleRotateLeft"][/color] and [color=yellow][keybind="ShuttleRotateRight"][/color] for turning left and right. To brake, press [color=yellow][keybind="ShuttleBrake"][/color]. + - Then pilot the shuttle to the [color=cyan]Trade Station[/color]. + - Once you are there, [color=yellow]dock[/color] to the airlocks and you are done. + + [textlink="Learn about bounties, a way to maximize your on-station profits." link="CargoBounties"] + diff --git a/Resources/ServerInfo/Cargo/CargoBounties.xml b/Resources/ServerInfo/Cargo/CargoBounties.xml new file mode 100644 index 0000000000..7e74d5d796 --- /dev/null +++ b/Resources/ServerInfo/Cargo/CargoBounties.xml @@ -0,0 +1,45 @@ + + # Cargo Bounties + While [textlink="Cargo" link="Cargo"] can make [color=cyan]spesos[color] selling just about anything, more spesos can be made by fulfilling [color=cyan]bounties[/color] found through the Cargo Bounty Computer. + + ## Starting Bounties + + + + + + + To start a bounty, open the bounty screen by interacting with the [color=cyan]Cargo Bounty Computer[/color]. The Cargo Bounty Computer maintains a list of all the current bounties and lets you either print out a label or skip it. + + - Printing the label gives you a [color=cyan]Bounty Manifest[/color] listing the goods that need to be acquired. You can print out infinite Bounty Manifests, so ensure you are not repeating the same work as another Cargo Technician. + + - Skipping a bounty replaces that bounty with a new one, as there can only be six active bounties at any time. Skipping has a 15-minute cooldown and voids that bounty, which may anger other Cargo Technicians working on it. + + ## Fulfilling Bounties + + + + + + + + With the [color=cyan]Bounty Manifest[/color], it is now up to you to collect the required goods. Most departments will give you what you need by asking for it with a Bounty Manifest. + + Once you have collected the goods, return to the cargo bay and put the goods inside an empty [color=cyan]Crate[/color]. After everything is in the crate, close it, and then apply the Bounty Manifest to it. + + To verify the completion of a bounty, use the [color=cyan]Appraisal Tool[/color] on it. It should say that it confirms that the bounty has been completed. + + ## Selling Bounties + + + + + + + + Once you have verified that you have completed the bounty, follow the same steps as selling anything else. + + Just transport it to the [color=cyan]Trading Station[/color], sell it, and you are done! + + When you return, there should be a new bounty to take its place. + diff --git a/Resources/ServerInfo/Cargo/Salvage.xml b/Resources/ServerInfo/Cargo/Salvage.xml new file mode 100644 index 0000000000..1d1bdf3f18 --- /dev/null +++ b/Resources/ServerInfo/Cargo/Salvage.xml @@ -0,0 +1,134 @@ + + # Salvage + + [color=cyan]Salvage[/color] is one of Cargo's key, but also most dangerous, sources of income. Salvage extracts money from [color=cyan]Space Debris[/color] and going on [color=cyan]Planetary Expeditions[/color]. + + While risky because of the dangers of space and alien planets, with the proper preparation and teamwork, any Salvage Team can make a lot of money for Cargo. + + ## Preperations + + Before embarking on a Salvage mission, ensure you are prepared with all the required equipment. Otherwise, you will die before seeing any profits! + + + + + + + + Everything needed before leaving the station is provided inside Salvage's starting room. While Science can research better weapons and equipment, it is best to be equipped with something rather than nothing. + + + + + + + + The most basic equipment you need is the EVA setup. + + - [color=cyan]Spationaut Hardsuit[/color]: This keeps you alive in space. [italic]Remember to activate the helmet so you can breathe and turn on its built-in flashlight[/italic]. + - [color=cyan]Magboots[/color]: These provide you with gravity when exploring space debris while also making you slip-proof. + - [color=cyan]Oxygen/Nitrogen[/color]: Depending on your species, you will need [color=cyan]Nitrogen[/color] (slimes) or [color=cyan]Oxygen[/color] (every other species). The [color=cyan]Gas Tank Dispenser[/color] has all the tanks needed, so stock up. Be warned that the Salvage Shuttle doesn't always have air, so you might start asphyxiating before even getting to space + + + + + + All Salvage Specialists must be armed, in case they need to defend themselves from hostiles. + + - [color=cyan]Proto-Kinetic Accelerator[/color]: This gun has infinite ammunition, allowing you to slowly mine and fly through space. + + + + + + + Mining (on asteroids or expeditions) requires its own basic set. + + - [color=cyan]Pickaxe[/color]: This is required for mining at any reasonable speed when wielded. Also, it works as a melee weapon! + - [color=cyan]Ore Bag[/color]: When equipped with the belt, this magnetizes nearby ore and automatically picks it up for you. + + + + + + + Before looting (space wrecks or expeditions), set up Fultons to transport large objects or dead Salvage Technicians. + + - [color=cyan]Fulton Beacon[/color]: Unfold this to the shuttle, and all Fulton-attached objects will fly to it within 15 tiles. + - [color=cyan]Fulton[/color]: After linking with the Fulton Beacon, attach a Fulton to the object, and after one minute, it will fly to the Fulton Beacon. + + + + + + + + Finally, there are also some helpful but not required equipment that is available to Salvage. + + - [color=cyan]Handheld Radio[/color]: This lets you communicate with other Salvage Specialists even if regular radio communications are unavailable. It is essential for Salvage coordination while in space or on expeditions. + - [color=cyan]Global Positioning System[/color]: This gives you an absolute position of yourself, allowing you to pinpoint your exact location. If you get lost in space, this can let you organize a rescue mission or can help you get back to the shuttle when lost on an expedition. + - [color=cyan]Utility Belt[/color]: This holds all the equipment you will need to loot machines and the like from space wrecks and expeditions. + + ## Space Debris + + Once prepared, it is time to go and explore the stars. + + Before immediately doing expeditions, it is good practice to start with space debris so that the crew gets used to their job. + + [color=cyan]Space Debris[/color] is generally much safer than expeditions and provides many basic materials (such as steel, glass, etc) in short supply at the start of the shift. + + + + + + The [color=cyan]Salvage Magnet[/color] is the machine that brings space debris into nearby space. + + The Salvage Magnet provides six offers: the first 3 are [color=cyan]Asteroids[/color], and the last 3 are [color=cyan]Space Wrecks[/color]. The offers then refresh every 3 minutes until claimed, after which the space debris is brought in for the next [bold]6 minutes[/bold]. + + The Salvage Magnet provides information on the types of resources on an asteroid, which can help you decide which to prioritize based on the current needs of the station. + + During the 6 minutes, fly to the debris, extract all profit possible, and then fly back to the station. [italic]You will die if you don't return to the shuttle in time[/italic]! + + There are two main activities that you do with the Salvage Magnet: + + + + + + + + - [color=cyan]Asteroid Mining[/color]: This is the safest option for money as there are no hostiles. All you need to do is fly around and mine the ore with your [color=cyan]Pickaxe[/color] and [color=cyan]Ore Bag[/color]. Once you have collected all the ore, you can refine it into materials through the [color=cyan]Ore Processor[/color]. + + + + + + + + - [color=cyan]Space Wreck Salvaging[/color]: These are slightly more dangerous as there are hostiles. Keep your distance from hostiles and shoot at them with the [color=cyan]Proto-Kinetic Accelerator[/color]. You will mainly be looting equipment and machines through [color=cyan]Wrenches[/color] and [color=cyan]Fultons[/color]. + + ## Planetary Expeditions + + Finally, [color=cyan]Planetary Expeditions[/color] are the most dangerous but profitable way for Salvage to make money. + + + + + + + + + First, use the [color=cyan]Salvage Expedition Computer[/color] to select an expedition. Every 30 seconds, the missions cycle and provide certain information like the [color=yellow]difficulty[/color] and [color=yellow]types of enemies[/color]. + + After weighing your options, pick the expedition that best suits the station's needs and the crew's abilities. + + Once you claim the expedition mission, a [color=cyan]Coordinates Disk[/color] will be ejected, which needs to be inserted into the [color=cyan]Shuttle Console[/color]. + + Once inside the Shuttle Console, switch to [color=yellow]Map mode[/color]. Then, click "[color=yellow]Scan for Nearby Objects[/color]". Now, on the drop-down menu on the bottom left of the console UI, click on [color=yellow]the planet's name[/color]. Finally, enable [color=yellow]FTL[/color], click on the [color=yellow]planet on the map[/color], and you will begin FTL travel. + + Once you have landed on the planet, you will have [bold]11 minutes[/bold] to spend between [color=cyan]Mining[/color] and [color=cyan]Dungeon Looting[/color] + + - [color=cyan]Expedition Mining[/color]: Mining during expeditions provides access to a wide range of resources, but also increases the risk of getting lost or encountering environmental and hostile threats. + + - [color=cyan]Dungeon Looting[/color]: Dungeon Looting is where you make the most profit. When you touch down on the planet, the direction of the dungeon will be announced over the radio. Next, break into the dungeon, kill all the hostiles, and secure any loot. [color=cyan]Fultons[/color] become especially handy as you will be transferring whole machines and anomalies. The rewards from Dungeon Looting are expensive equipment to sell and exclusive technologies, such as [color=yellow]cloning[/color]. As an addition, the corpses of the hostiles can also be used and sold! + diff --git a/Resources/ServerInfo/CharacterCreation.xml b/Resources/ServerInfo/CharacterCreation.xml new file mode 100644 index 0000000000..f73ba13299 --- /dev/null +++ b/Resources/ServerInfo/CharacterCreation.xml @@ -0,0 +1,70 @@ + +# Important Character Creation Tips +This is a guide for the parts of character creation that effect gameplay. + +[textlink="For a guide on making cosmetic changes, click here." link="YourFirstCharacter"] + +## Spawn Priority +This affects where you spawn in upon joining the game after the round has already started. + +Choosing "Arrivals" will spawn you on a separate station where you wait for a shuttle to arrive to ship you to the main station. + +Choosing "Cryosleep" will have you wake up in a cryosleep chamber already on the station. + +Choosing "None" will either pick for you or choose the only spawn option available for the current station. + +This is a mostly arbitrary choice. You can safely leave this on "None" and you won't suffer any real inconveniences. + +## Jobs +You can set your job preferences in the lobby. While these don't [color=#a4885c]guarantee[/color] your position, someone who wants the job will be [color=#a4885c]randomly[/color] selected at the start of the round. +You are given a chance at being chosen for your high priority job first, then your medium priorities, then your low priorities. +You also given an option to automatically be a passenger or to be sent back to the lobby if you don't get chosen for any of your preferred jobs. + +Some jobs are locked until you've played long enough as other entry level jobs. + +[textlink="For more infomation about jobs, click here." link="Jobs"] + +## Job Loadouts +You may also choose [color=#a4885c]loadouts[/color] for each job. Loadouts are the clothing items and trinkets that you spawn with upon joining the game. Some loadout items are locked behind playtime restrictions. +This may have various effects on gameplay, as some clothing items have [color=#a4885c]armor protection[/color] or [color=#a4885c]slow down your movement speed[/color]. This applies especially to Command and Security. + +You may also choose what bag you spawn in with. +[color=#a4885c]Backpacks[/color] are medium sized but can carry large items easier. [color=#a4885c]Satchels[/color] have more total space than backpacks but have trouble carrying large items. [color=#a4885c]Duffel bags[/color] are large but incur a movement penalty. + +## Antags +Turning on an [color=#a4885c]antagonist[/color] toggle will put you on the list of potentional antags at the start of the round. They do not guarantee your antagonist role, don't use this as an excuse to self-antag! +Instead, like job priorities, a handful of players are chosen randomly from eligible players. If you are a command member or security officer, you cannot be chosen for an antag role. + +[textlink="For more information about antagonists, click here." link="Antagonists"] + +Joining multiple games or ghosting/disconnecting/commiting suicide upon not being chosen for an antag role is referred to as "antag-rolling" and it is against the rules. +Plenty of people patiently wait for their turn to be antagonists, so [color=#a4885c]we kindly ask you to refrain from opting-in to an antagonist role if you aren't ready[/color]. + +## Traits +Speech traits alter your speech, sometimes to an extreme degree. + +They include: +- Accentless (disables the accent of your selected species) +- Cowboy accent (word replacement, partner) +- Frontal lisp ("s" is replaced with "th") +- Italian accent (Mamma-mia, word replacement) +- Pathological liar (word replacement, changes words like "yes" to "no") +- Pirate accent (Arrgh, word replacement) +- Social anxiety (s-s-stutter) +- Southern Drawl (replaces "-ing" with "-in'" and similar changes) + +You should be comfortable with talking normally or with a minor accent such as Social anxiety or Southern drawl before taking heavy accents like Italian or Cowboy. + +There are also disabilty traits. Familiarize yourself with the game and the game's flow before taking one of these, as some may become difficult for beginners to deal with. + +They include: +- Blindness (severely limits your vision) +- Lightweight drunk (you get drunk faster and you suffer more from the ill-effects of alcohol) +- Muted (you cannot talk or whisper, but you can still communicate via emotes and pen and paper) +- Narcolepsy (you randomly fall asleep at unpredictable and often inconvenient times) +- Pacifist (you cannot hit, shoot, or throw sharp objects at people) +- Paracusia (you sometimes hear noises that aren't real) +- Short-sighted (somewhat limits your vision without prescription glasses) +- Snoring (you make loud snoring sounds when asleep) +- Unrevivable (you cannot be resuscitated when you meet your untimely demise) + diff --git a/Resources/ServerInfo/ChemicalTabs/Biological.xml b/Resources/ServerInfo/ChemicalTabs/Biological.xml new file mode 100644 index 0000000000..6f1a4e630b --- /dev/null +++ b/Resources/ServerInfo/ChemicalTabs/Biological.xml @@ -0,0 +1,9 @@ + + +# Biological + +These reagents include chemicals that you can get from certain materials and from living things. To get the other chemicals you have to use machines like the electrolyzer and the centrifuge. + + + + diff --git a/Resources/ServerInfo/ChemicalTabs/Elements.xml b/Resources/ServerInfo/ChemicalTabs/Elements.xml new file mode 100644 index 0000000000..3a1c587304 --- /dev/null +++ b/Resources/ServerInfo/ChemicalTabs/Elements.xml @@ -0,0 +1,9 @@ + + +# Elements + +This list contains all the basic reagents used to make other chemicals. + + + + diff --git a/Resources/ServerInfo/ChemicalTabs/Foods.xml b/Resources/ServerInfo/ChemicalTabs/Foods.xml new file mode 100644 index 0000000000..aea68d74ce --- /dev/null +++ b/Resources/ServerInfo/ChemicalTabs/Foods.xml @@ -0,0 +1,8 @@ + +# Foods + +These reagents are mostly used in the kitchen. Very helpful for Chefs and/or Service Workers. + + + + diff --git a/Resources/ServerInfo/ChemicalTabs/Narcotics.xml b/Resources/ServerInfo/ChemicalTabs/Narcotics.xml new file mode 100644 index 0000000000..0dbb5ad359 --- /dev/null +++ b/Resources/ServerInfo/ChemicalTabs/Narcotics.xml @@ -0,0 +1,5 @@ + +# Narcotics +The reagents listed in this category includes stimulants, hallucinogens and other drug-like effects. + + diff --git a/Resources/ServerInfo/ChemicalTabs/Other.xml b/Resources/ServerInfo/ChemicalTabs/Other.xml new file mode 100644 index 0000000000..31ad4ef3cb --- /dev/null +++ b/Resources/ServerInfo/ChemicalTabs/Other.xml @@ -0,0 +1,5 @@ + +# Other +These are the other regeants listed in the Chemicals page. + + diff --git a/Resources/ServerInfo/ChemicalTabs/Pyrotechnic.xml b/Resources/ServerInfo/ChemicalTabs/Pyrotechnic.xml new file mode 100644 index 0000000000..791df36a32 --- /dev/null +++ b/Resources/ServerInfo/ChemicalTabs/Pyrotechnic.xml @@ -0,0 +1,5 @@ + +# Pyrotechnics +These chemicals are flammable and causes hazardous effects when making them (Plasma gas and explosions). It is recommended to make these chemicals in a safe environment. + + diff --git a/Resources/ServerInfo/ChemicalTabs/Toxins.xml b/Resources/ServerInfo/ChemicalTabs/Toxins.xml new file mode 100644 index 0000000000..19ab91cbf4 --- /dev/null +++ b/Resources/ServerInfo/ChemicalTabs/Toxins.xml @@ -0,0 +1,5 @@ + +# Toxins +The chemicals in this list contain toxins that induce certain effects and can cause death. Use responsibly. + + diff --git a/Resources/ServerInfo/Chemicals.xml b/Resources/ServerInfo/Chemicals.xml new file mode 100644 index 0000000000..e157dbb437 --- /dev/null +++ b/Resources/ServerInfo/Chemicals.xml @@ -0,0 +1,34 @@ + +# Chemicals + +Chemicals are a powerful tool that can cause a variety of effects when consumed. Some can be found in plants, purchased from cargo, or be synthesized through combination with other chemicals. + +Knowing different types of chemicals and their effects is important for being able to manage injury and danger. + +## Elements + + +## Medicine + + +## Narcotics + + +## Pyrotechnics + + +## Toxins + + +## Foods + + +## Botanical + + +## Biological + + +## Other + + diff --git a/Resources/ServerInfo/Command.xml b/Resources/ServerInfo/Command.xml new file mode 100644 index 0000000000..11696e4275 --- /dev/null +++ b/Resources/ServerInfo/Command.xml @@ -0,0 +1,56 @@ + +# Command +The heads of each department come together to form the [color=#1b67a5]Command[/color] department, a force to be reckoned with and the handlers of the station. They usually have access to special equipment and their own rooms. They are often wanted dead. + +## Personnel +[color=#1b67a5]Command[/color] is made up of the heads of each department, being the [color=#9fed58]Head of Personnel[/color], the [color=#cb0000]Head of Security[/color], the [color=#5b97bc]Chief Medical Officer[/color], the [color=#f39f27]Chief Engineer[/color], the [color=#c96dbf]Research Director[/color], the [color=#b18644]Quartermaster[/color] and above all else, the [color=#1b67a5]Captain[/color]. + + + + + + + + + + + + + + +## Taking Charge +Congratulations on your promotion! Besides all the extra paperwork, your new [color=#a4885c]responsibilities[/color] include running your department, making changes and choosing priorities, keeping personnel and equipment safe as well as slacking off while your cronies do all the work. + +Don't forget, you still have a job! Your fancy tools don't earn you a day off, you still have to fill in for any staffing shortages, helping out struggling workers and teaching the newbies. + +You might get away with just sitting around and letting people resent you, but it's wiser to get active and work alongside them. +Remember to move your workers around to have them do what they like doing or what they do best. + +## Your Locker + +To deal with your new soul-crushing tasks, every head is given special items to lead your subordinates. Most of your new shiny tools can be found in your [color=#a4885c]locker[/color]. + + + + +Your [color=#a4885c]remote[/color] is very simple but profoundly underestimated. A small but mighty force, your remote can open and close [color=#a4885c]airlocks[/color], spin the [color=#a4885c]bolts[/color] to lock them, or toggle [color=#a4885c]emergency access[/color]. It can do this from a distance. + + + +The remote influences where people move around. Heads can lock personnel out of dangerous areas or let people in to grab something really quickly. + +You also have access to your very own [color=#1b67a5]Command[/color] channel, like every other department. However, yours is particularly special as the people who can hear you have [color=#a4885c]entire departments[/color] at their fingertips. +Use this to communicate with other heads and be a representative of what your workers want or need. + +The [color=#1b67a5]Captain[/color] and the [color=#9fed58]Head of Personnel[/color] get access to the lucrative [color=#a4885c]master encryption key[/color], letting them tune into every radio channel on the station. This is extremly valuable, as you can coordinate between departments yourself. +[color=#a4885c]Don't waste this vital advantage![/color] + + + + + +To make the swamp of paperwork (that will definitely overwhelm you) even harder to deal with, you have generously been given a [color=#a4885c]stamp[/color] in your locker. Use this to sign paperwork. After you stamp it, it can't be edited. Look it over first. + + + + diff --git a/Resources/ServerInfo/Engineering/AME.xml b/Resources/ServerInfo/Engineering/AME.xml new file mode 100644 index 0000000000..4b55ce85c5 --- /dev/null +++ b/Resources/ServerInfo/Engineering/AME.xml @@ -0,0 +1,25 @@ + + # Antimatter Engine (AME) + + 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 is perfectly safe though; you may need to deal with the AME overheating. + + ## Construction + Required parts: + + + + + + + To assemble an AME, start by wrenching down the controller on the near 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. + + 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. Any more than this ratio will eventually result in the engine [color=#ff0000]overheating and[/color], shortly afterwards, [color=#ff0000]exploding[/color]. + + ## Fuel Economy + The closer you are to the perfect ratio of [color=#a4885c]1:2[/color] AME cores to fuel injection rate, the more efficient you'll be. You're cutting fuel efficiency to [color=#a4885c]50% and less[/color] if you're using more cores, but a lower fuel injection rate. + For an example, [color=#76db91]3 cores and 6 fuel injected[/color] will generate [color=#76db91]240kW[/color], while [color=#f0684d]8 cores and 8 fuel injected[/color] will generate [color=#f0684d]160kW[/color]; you'd be generating 80kW less while spending 2 more fuel per injection. + + ## Upgrading the AME + + You can generally only upgrade the AME by installing more cores, which can be done by ordering more AME flatpacks from [color=#a4885c]Cargo[/color]. + diff --git a/Resources/ServerInfo/Engineering/AccessConfigurator.xml b/Resources/ServerInfo/Engineering/AccessConfigurator.xml new file mode 100644 index 0000000000..fea8104a5b --- /dev/null +++ b/Resources/ServerInfo/Engineering/AccessConfigurator.xml @@ -0,0 +1,34 @@ + + # Access Configurator + The access configurator is a tool used to specify what type of personnel may use certain devices. + + + + + + Configurable devices can include airlocks, secure crates and lockers, as well as access restricted machines. + Note: Airlocks can have their accesses configured by the [color=#a4885c]Network Configurator[/color] (or multitool), for convenience. + + ## Where to find Access Configurators + Each station is equipped with up to two access configurators. The first is in the possession of the Chief Engineer, while the second can be found with the Head of Personnel. + + ## How to use the access configurator + To modify a device using the access configurator: + - First, use the access configurator on the chosen device to link them together. This will automatically open the configurator UI. + - Next, insert an ID card into the access configurator. + - Set the access requirements of the connected device. What requirements can be added or removed will depend upon the access privileges of the inserted ID card. + - Any changes made will be applied [color=#a4885c]immediately[/color] - simply eject the ID card from the access configurator and close the UI when you are done. + + ## Restrictions on changing access + As a safety precaution, the inserted ID must possess [bold]all[/bold] of the access requirements that are currently active on the connected device in order to modify it. + + For example, a device which can be accessed by both 'Science' and 'Medical' personnel can only by modified using an ID card that has access to [color=#a4885c]both[/color] of these departments. + The access configurator will warn the user if the inserted ID card does not have sufficient privileges to modify a device. + + A device with no access requirements set, like a public access airlock, can be modified using any valid station ID card. + + ## Repairing damaged ID card readers + Syndicate agents may attempt to hack access-restricted devices through the use of a [color=#a4885c]Cryptographic Sequencer (EMAG)[/color]. This nefarious tool will completely short out any ID card readers that are attached to the device. + + Engineers will need to partially de/reconstruct affected devices, and then set appropriate access permissions afterwards using the access configurator (or network configurator, for airlocks), to re-establish access restrictions. + diff --git a/Resources/ServerInfo/Engineering/AirlockSecurity.xml b/Resources/ServerInfo/Engineering/AirlockSecurity.xml new file mode 100644 index 0000000000..82faa60810 --- /dev/null +++ b/Resources/ServerInfo/Engineering/AirlockSecurity.xml @@ -0,0 +1,76 @@ + + # Airlock Upgrades + It is not uncommon for plucky individuals to try and bypass an airlock by meddling with its internal wiring. + + Fortunately, certain countermeasures can be installed into airlocks to inconvenience any would-be trespassers. + + ## Medium security airlocks + The most basic form of intrusion deterrence is to install a secured steel plating that will prevent access to internal wiring of the airlock. + + To upgrade a basic airlock to a medium security airlock, you will require the following materials: + + + + + + + + + + + + + To upgrade a basic airlock: + - Use the screwdriver to open the airlock maintenance panel. + - Add the steel sheets to the airlock. + - Weld the steel sheets into place. + - Close the maintenance panel using the screwdriver. + + ## High security airlocks + For airlocks leading to the more sensitive areas of the space station, the use of stronger deterrents are advised. High security airlocks have improved armor plating to protect its internal wiring, along with an electrified security grille. + + To upgrade a medium security airlock to a high security airlock, you will require the following materials: + + + + + + + + + + + + + + + + To upgrade a medium security airlock: + - Use the screwdriver to open the airlock maintenance panel. + - Add the plasteel sheets to the airlock. + - Weld the plasteel sheets into place. + - Add the metal rods to the airlock. + - Close the maintenance panel using the screwdriver. + + ## Maximum security airlocks + You can optionally upgrade a high security airlock to a maximum security airlock. Maximum security airlocks possess an additional layer of plasteel plating on top of its other protections. + + To upgrade a high security airlock to a maximum security airlock, you will require the following materials: + + + + + + + + + + + + + To upgrade a high security airlock: + - Use the screwdriver to open the airlock maintenance panel. + - Add the plasteel sheets to the airlock. + - Weld the plasteel sheets into place. + - Close the maintenance panel using the screwdriver. + diff --git a/Resources/ServerInfo/Engineering/Atmospherics.xml b/Resources/ServerInfo/Engineering/Atmospherics.xml new file mode 100644 index 0000000000..1e06d5193e --- /dev/null +++ b/Resources/ServerInfo/Engineering/Atmospherics.xml @@ -0,0 +1,67 @@ + + # Atmospherics + + Atmospherics setups are a necessity for your long-term comfort, but are generally underdocumented, resulting in them being a bit tricky to set up. The following attempts to cover the basics. + + ## Standard Mix + 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 300kPA for faster re-pressurization of rooms, without posing too much of an overpressurization risk, should traitors sabotage the distro. + + + + + + Variations on this mix may be necessary for the long-term comfort of atypical crew, (for example, Voxes, who are poisoned by Oxygen and breathe Nitrogen). For atypical crew (to be implemented), it is recommended to try and give them their own personal space, isolated by either an airlock or disposals section. Keep in mind that both methods are leaky and you will need scrubbers on both sides of the lock to clean up any leaked gasses. + + + + + ## Vents and Scrubbers + Vents and scrubbers are core atmospherics devices that fill and cleanse rooms, respectively. By default, they are configured for filling rooms to standard pressure (101.24kPa) and to remove all non-O2/N2 gasses from a room. They can be reconfigured from their default settings by linking them to an Air Alarm, allowing you to configure how they respond to various types of gasses or pressure levels. + + + + + + During standard operation, if a normal vent detects that the outside environment is space, it will automatically cease operation until a minimum pressure is reached to avoid destruction of useful gasses. This can be fixed by pressurizing the room up to that minimum pressure by refilling it with a gas canister (potentially multiple, if the room is of significant size). + + Should you encounter a situation where scrubbers aren't cleaning a room fast enough (and the "Siphon" functionality still cannot keep up), 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. + + + + # Gas mixes and Burn chambers + In the event you finish all the tasks at hand, you can make some extra money by creating new chemical gasses. + + ##Tritium + Tritium is a clear, green gas that is highly flammable, radioactive, and combusts when in contact with oxygen, making it very helpful when running the [color=#a4885c]TEG[/color]. + It can be made by burning 1% Plasma and 96% or more Oxygen in the Burn Chamber (Ideal ratio is 3% Plasma to 97% Oxygen). You can extract this gas through scrubbers. + + + + + + + + + ##Frezon + Frezon is a bluish-green gas that is very complex and very dangerous. To obtain frezon, you must mix Tritium, Oxygen, and Nitrogen in a 70K room to start the reaction, and prevent the Tritium from combusting with the oxygen. + + + + + + + + + It is critical to understand that a frezon leak can devastate the station, causing a wintery hell filled with itchy sweaters and cold burns. Frezon is very cold, and can freeze the station to death if even a few moles get out, so make sure that you lock your canisters or just move your Frezon straight into a storage room. + + ## Reference Sheet + - Standard atmospheric mix is [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color] + - Gas obeys real math. You can use the equation: + + [color=cyan]PV = nRT[/color] + + + ([color=#a4885c]Pressure kPa * Volume L = Moles * R * Temperature K[/color]) + to derive information you might need to know about a gas. R is approximately 8.31446. + + diff --git a/Resources/ServerInfo/Engineering/Construction.xml b/Resources/ServerInfo/Engineering/Construction.xml new file mode 100644 index 0000000000..15f2f15539 --- /dev/null +++ b/Resources/ServerInfo/Engineering/Construction.xml @@ -0,0 +1,11 @@ + + # Construction + + By pressing [color=#a4885c][keybind="OpenCraftingMenu"][/color], one can open the construction menu, which allows you to craft and build a variety of objects. + + 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 grid at a time. + + 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, in your backpack or on a table near you, and they'll be used up during crafting like normal. + + When placing a "building ghost" somewhere in the world, press [color=#a4885c][keybind="EditorRotateObject"][/color] to rotate the ghost clockwise. If you are building a mirrorable component (think: Gas Mixers/Filters), you can press [color=#a4885c][keybind="EditorFlipObject"][/color] to flip the ghost. + diff --git a/Resources/ServerInfo/Engineering/Engineering.xml b/Resources/ServerInfo/Engineering/Engineering.xml new file mode 100644 index 0000000000..b2bf4e698a --- /dev/null +++ b/Resources/ServerInfo/Engineering/Engineering.xml @@ -0,0 +1,29 @@ + +# Engineering +[color=#f39f27]Engineering[/color] 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. + +## Personnel +[color=#f39f27]Engineering[/color]'s staff is made up of Technical Assistants, Station Engineers and Atmospheric Technicians. Engineering is run by the Chief Engineer. + + + + + + + +## Tools + + + + + + + + + + + +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 shafts and in tool storage within assorted toolboxes and vending machines. + +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. + diff --git a/Resources/ServerInfo/Engineering/Fires.xml b/Resources/ServerInfo/Engineering/Fires.xml new file mode 100644 index 0000000000..c03c8af9a6 --- /dev/null +++ b/Resources/ServerInfo/Engineering/Fires.xml @@ -0,0 +1,29 @@ + + # Fires & Space + + Fires and spacings are an inevitability due to the highly flammable plasma gas and the endless vacuum of space present in and around the station, so it's important to know how to manage them. + + ## Spacing + Space is arguably the easier of the two to handle. Be aware; active spacings will slowly siphon the air out of the station's air reserves. If you find it impossible to fix structural damage due to some other hazard, make sure to limit the airflow to that room. (Currently only half-valid due to the Gas Miners infinitely replenishing most of the useful gases) + + While it does render an area uninhabitable, it can be trivially solved by simply following a two step process. Step one is to seal the hole that caused the vacuum. + + Step two is to repressurize the affected area. Note that the affected area will NOT fill from the station's distro network by default. Some atmospheric devices, specifically air vents, have built-in safeguards that cause the device to be disabled if pressure in a room drops too low. This features prevents spacings from venting the distro network unintentionally. + + As a result, there are three main options to repressurize the affected area: + + 1. Assuming distro vents and pipes have not been destroyed in some unfortunate accident, you may set surrounding air alarms to the "Fill" setting. This will cause connected air vents to override their safeguards and begin repressurizing the area. + - Be aware this setting also allows vents to OVERpressurize a room, so this process must be monitored at all times. + + 2. Another option is to open any firelocks that were engaged in response to the original spacing. This will cause the pressure to equalize between both areas. + - This option generally causes more firelocks to engage in the surrounding area, potentially causing disruptions or making the second area unsafe for station crew. + + 3. The final option is to bring a canister into the spaced area and open its release valve. An air canister at 4500kpa can fully repressurize around 20-30 tiles before running out of gas. + - This option requires the canister be brought in from outside (generally atmos), which can be slow and time consuming depending on the situation. + + + ## Fires + Fires can be dealt with through a multitude of ways, but some of the most effective methods include: + - 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. + - 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, this does not result in destruction of material, so you can simply scrub the room afterwards. + diff --git a/Resources/ServerInfo/Engineering/NetworkConfigurator.xml b/Resources/ServerInfo/Engineering/NetworkConfigurator.xml new file mode 100644 index 0000000000..6c47d4a916 --- /dev/null +++ b/Resources/ServerInfo/Engineering/NetworkConfigurator.xml @@ -0,0 +1,40 @@ + + # Network Configurator + The network configurator allows you to manipulate device lists, link devices together and configure accesses for airlocks through door electronics. + + + + The configurator has two modes: List and Link. You can press [color=gray]Alt+Z[/color] or [color=gray]Alt+Y[/color] to switch between them. + + ## List Mode + In list mode you can click on network devices to save them on the configurator and then on a network device that has a device list like the [color=#a4885c]Air Alarm[/color]. + + When clicking on a device like the Air Alarm, a UI will open, displaying the list currently saved on the device and buttons to manipulate that list. + + You can: + - Replace the current list with the one saved on the configurator + - Add the list on the configurator to the current one + - Clear the current list + - Copy the current list to the configurator + - Visualize the connections to the devices on the current list + + Pressing [color=gray][keybind="ActivateItemInHand"][/color] opens the list saved on the configurator where you can remove saved devices. + + ## Link Mode + With link mode, you can click on a device that is capable of device linking and then click on any other device that is either a sink or source. + + For example, first clicking on a source, like a [color=#a4885c]signal button[/color], and then on sink, like a [color=#a4885c]small light[/color], opens a UI that displays the source ports on the left side and the sink ports on the right. + + Now, you can either click [color=gray]Link Defaults[/color] to link the default ports for a source + sink combination, or press on a source port and then a sink port to connect them. + + An example of a default link for the aforementioned combinaton of devices would be: + + [color=cyan]Pressed 🠒 Toggle[/color] + + When you're done connecting the ports you want, you can click on [color=gray]OK[/color] to close the UI. + + You can quickly link multiple devices to their default port by first clicking on a device that can be linked and then using [color=gray]Alt+Left Mouse button[/color] on the devices you want to link together. + + ## Airlock Access + To configure an airlock's access, simply take the airlock's door electronics and interact with it using a network configurator (or multitool). Select the accesses you want, insert the door electronics into an airlock frame, and construct to finish! + diff --git a/Resources/ServerInfo/Engineering/Networking.xml b/Resources/ServerInfo/Engineering/Networking.xml new file mode 100644 index 0000000000..74e2b04625 --- /dev/null +++ b/Resources/ServerInfo/Engineering/Networking.xml @@ -0,0 +1,24 @@ + + # Networking + Some devices on the station need to communicate with each other, and they do this by utilizing device networking. + With networking, machines and devices can send arbitrary data between each other. + There are multiple networks that get used, such as the wireless and wired network. + Each network device has a frequency it receives on. PDAs, for example, use the frequency: [color=green]220.2[/color] + + Note: The following operations will require use of the Network Configurator to be performed: + + ## Device Lists + Some devices need to know which other devices to communicate with specifically. + + + + Air alarms, for example, require you to tell it which vents, scrubbers, sensors, and firelocks to interact with. + + ## Linking + If a device, basic or advanced, needs finer controls of how and which devices it connects to, it will generally use device linking. + + + + + With linking, you can connect the outputs of a device, like [color=gray]On[/color] or [color=gray]Off[/color], with the inputs of a device, like the airlocks [color=gray]Open[/color] or [color=gray]Close[/color] inputs. + diff --git a/Resources/ServerInfo/Engineering/PortableGenerator.xml b/Resources/ServerInfo/Engineering/PortableGenerator.xml new file mode 100644 index 0000000000..ee637de514 --- /dev/null +++ b/Resources/ServerInfo/Engineering/PortableGenerator.xml @@ -0,0 +1,43 @@ + + # Portable Generators + + Need power? No engines running? The "P.A.C.M.A.N." line of portable generators has you covered. + + + + + + + + # The Junior + + + + + + + The J.R.P.A.C.M.A.N. can be found across the station in maintenance shafts, and is ideal for crew to set up themselves whenever there are power issues. Its output of up to [color=orange][protodata="PortableGeneratorJrPacman" comp="FuelGenerator" member="MaxTargetPower" format="N0"/] W[/color] is enough to power a few important devices. + Setup is incredibly easy: wrench it down above an [color=green]LV[/color] power cable, give it some welding fuel, and start it up. + + Welding fuel should be plentiful to find around the station. In a pinch, you can even transfer some from the big tanks with a soda can or water bottle. Just remember to empty the soda can first, I don't think it likes soda as fuel. + + # The Big Ones + + + + + + + + + + + + The (S.U.P.E.R.)P.A.C.M.A.N. is intended for usage by engineering for advanced power scenarios. Bootstrapping larger engines, powering departments, and so on. + + The S.U.P.E.R.P.A.C.M.A.N. boasts a larger power output (up to [color=orange][protodata="PortableGeneratorSuperPacman" comp="FuelGenerator" member="MaxTargetPower" format="N0"/] W[/color]) and longer runtime at maximum output, but scales down to lower outputs less efficiently. + + They connect directly to [color=yellow]MV[/color] or [color=orange]HV[/color] power cables, and are able to switch between them for flexibility. + + The S.U.P.E.R.P.A.C.M.A.N and P.A.C.M.A.N require uranium sheets and plasma sheets as fuel, respectively. + diff --git a/Resources/ServerInfo/Engineering/Power.xml b/Resources/ServerInfo/Engineering/Power.xml new file mode 100644 index 0000000000..7dd227ee9b --- /dev/null +++ b/Resources/ServerInfo/Engineering/Power.xml @@ -0,0 +1,53 @@ + + # Power + + SS14 has a fairly in-depth power system through which all devices on the station receive electricity. It's divided into three main powernets; High Voltage, Medium Voltage, and Low Voltage. + + + + + + + ## Cabling + The three major cable types (HV, MV, and LV) can be used to form independent powernets. Examine them for a description of their uses. + + + + + + + ## Power storage + 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. + + + + + + + ## Ramping + 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. + + ## Installing power storage + 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. + + 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. + + 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. + + ## APC breaking + Currently the only power storage device that has a limit to its power to the network is the APC. As soon as all connected devices and machinery demand more than [color=#a4885c]24kW[/color] of power, its breaker will pop and everything will turn off. In the case that you are not an engineer, call an engineer (or cyborg) to re-enable it, after reducing the load back down to [color=#a4885c]below[/color] 24kW. + + + + + ## Checking the power grid + 1. Use the [color=#a4885c]t-ray scanner[/color] in order to locate cables that are hidden under tiles. (skip this step if cables aren't hidden) + 2. Pry open the tile that is blocking your access to the cable with a [color=#a4885c]crowbar[/color]. (skip this step if cables aren't hidden) + 3. Equip your trusty [color=#a4885c]Multitool[/color] and click on any cable to see the power-grid stats. + + + + + + + diff --git a/Resources/ServerInfo/Engineering/RTG.xml b/Resources/ServerInfo/Engineering/RTG.xml new file mode 100644 index 0000000000..6149b58049 --- /dev/null +++ b/Resources/ServerInfo/Engineering/RTG.xml @@ -0,0 +1,20 @@ + + # Radioisotope Thermoelectric Generator (RTG) + + + + + + Making power using a Radioisotope Thermoelectric Generator (RTG) is similar to making power using solars. + RTGs only provide [color=#a4885c]10kW[/color] of power, but they provide it for free and for the entire round. + Basically, if you connect an RTG to your power grid, it'll give you [color=#a4885c]free power[/color]. + However, they're only accessible through salvage finding one on an expedition. Should they bring some in, make sure to thank them! + + + + + Sometimes, RTGs appear damaged. + Damaged RTGs behave just like regular ones, but they're [color=yellow]radioactive[/color]. + That means they're more dangerous, but on the bright side, you can put radiation collectors next to them to turn that radiation into more power. + This is usually more worthwhile, considering the power is still free, so long as you can find a safe spot to put the RTG(s) in. + diff --git a/Resources/ServerInfo/Engineering/Shuttlecraft.xml b/Resources/ServerInfo/Engineering/Shuttlecraft.xml new file mode 100644 index 0000000000..21956d600c --- /dev/null +++ b/Resources/ServerInfo/Engineering/Shuttlecraft.xml @@ -0,0 +1,39 @@ + + # 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 + Required parts: + + + + + + + + + + + + + + + Optional parts: + + + + + + + + + + + + Head out into space with steel sheets and metal rods in hand, and once you're three or more tiles 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 steel sheets or floor tiles. Expand your lattice platform by clicking just off the edge with some 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 (remember to wire the MV and LV networks!). If they are; congratulations, you should have a functional shuttle! Making it livable and good looking is left as an exercise to the reader. + diff --git a/Resources/ServerInfo/Engineering/Singularity.xml b/Resources/ServerInfo/Engineering/Singularity.xml new file mode 100644 index 0000000000..bdfe947373 --- /dev/null +++ b/Resources/ServerInfo/Engineering/Singularity.xml @@ -0,0 +1,140 @@ + + # Singularity / Tesla Engine + + The Singularity Engine / Tesla Engine can yield [color=#a4885c]infinite power[/color], with no fueling required. It can also [color=red]destroy the whole station[/color] with equal ease. It uses a Particle Accelerator to fire high energy particles at a Singularity Generator to form a singularity or ball lightning. + The singularity then pulses radiation which is absorbed by Radiation Collectors, or the ball lightning then zaps nearby tesla coils and grounding rods to provide power. + + # Setting it up + + Both engines requires 4 subsystems to work properly; two are shared between both engines: + + ## Containment field generators and Emitters + + + + + + The emitters connect to MV cables and fire lasers as long as they have power and are turned on. + Fire the emitters at enabled containment field generators to activate them. + If two containment field generators are active, in range and are in the same cardinal axis, a containment field will appear. + The containment field will repel the singularity or tesla, keeping it from escaping, and yield a little bit of power every time anything bounces off of them. + + The emitter lasers and the containment fields can also cause damage and/or cause you to be sent flying into deep space; [color=#a4885c]avoid touching them[/color] when active. + It is recommended to [color=#a4885c]lock the emitters[/color] with [keybind="AltActivateItemInWorld"/], to prevent any break-in no-gooders from loosing the singularity or tesla by simply switching off the field. + + Teslas can have significantly smaller containment fields than singularity containment fields; adjusting field size is recommended, as the tesla becomes easier to keep watch on in a simply 3x3 field setup. + + ## Particle accelerator + + + + + + + + + + + + + + + + + + + + + + The Particle Accelerator (PA) is a multi-tile structure that launches accelerated particles from its emitters. Its emitters should always face the generator. + Some stations already have an unfinished PA. To complete it, first ensure there is a MV cable beneath the PA power box, anchor all the parts, and then add an LV cable to each part. + + + + Then use a screwdriver to screw back the panels. + [color=#a4885c]Scan parts[/color] using the PA control computer to check if it's operational (the PA will not function if you do not scan it!). If it shows up as incomplete, examine what's missing. + + + + + The other two subsystems are unique to each other: + + ## Gravitational singularity generator or Ball lightning generator + + + + + The generator should be anchored at the center of the containment area, since this is where the singularity/tesla should appear at. + + ## Radiation collectors or Tesla coils + + + + + The radiation collectors connect to HV cables and generate power from nearby radiation sources when turned on. + Radiation collectors require a tank full of gaseous plasma in order to operate. + Continous radiation exposure will gradually convert the stored plasma into tritium, so replace depleted plasma tanks with fresh ones regularly to maintain a high power output. + + + + + + The tesla coils connect to HV cables and provide a stream of power after being zapped by the ball lightning. + However, tesla coils usually do not fully absorb the lightning strike, and the grounding rods are required to prevent lighting from arcing to and obliterating nearby machines. + Do note that one grounding rod is not a foolproof solution; get [color=#a4885c]at least 4 rods[/color] around the containment field to make it mathematically unlikely for the tesla to escape. + As the ball lightning zaps tesla coils, they will degrade from wear; make sure to [color=#a4885c]weld them[/color] every now and then to keep generating power. + + ## Turning on the Engines + + [color=red]Do not[/color] turn the PA on unless all the other subsystems are working properly and there is enough power to start the engine. + + Turn power on using the PA control computer. Set the strength to an appropriate level. The higher the output stength is set on PA control computer, the bigger the singularity will be. + + Currently, the output power does not affect the ball lightning, beyond giving the ball lightning extra orbs around it. + + The PA will now draw power from the power net and start firing particles at the generators. + + + + + + + + A singularity or ball lightning will soon appear at the position of the Gravitational singularity generator. + + + or + + + + If no particles are hitting the singularity, the singularity will start to slowly decay until it disappears. + This is not the case for the tesla; feel free to disconnect the PA after the tesla has been set up. + + ## Safety + The singularity emits a large amount of radiation around it, so always keep a distance from it. Consider getting [color=yellow]radiation shielding gear[/color] beforehand. Seek medical attention if you are experiencing health issues. + + + + + + + + + + + + The singularity might move around, but the containment field will repel it. + + The tesla creates large bolts of lightning around it, so make sure to wear insuls before approaching it. If you aren't, and it zaps you, pray that the ball lightning doesn't stunlock you and eventually send you into crit. + + + + If a singularity or tesla escapes its containment field, often referred to as a "singuloose" or "tesloose" respectively, it will attract and then consume everything in its way, growing larger as it does so, or it will begin to obliterate every machine in its path, and shock all crew personnel. + + In such circumstances, there is little to be done other than running in the opposite direction. + + + + However, if science has happened to research [color=#D381C9]Portable Particle Decelerators[/color], or if cargo can order them in time, you may be able to stop the singularity from eating the whole station. + Good luck on the tesla, though; it is merely too powerful to recontain after breaching. + diff --git a/Resources/ServerInfo/Engineering/TEG.xml b/Resources/ServerInfo/Engineering/TEG.xml new file mode 100644 index 0000000000..fa6cf5df69 --- /dev/null +++ b/Resources/ServerInfo/Engineering/TEG.xml @@ -0,0 +1,223 @@ + + # Thermo-electric Engine (TEG) + + The TEG generates power by exchanging heat between hot and cold gases. On the station, hot gas is usually created by burning plasma, and an array of heat-exchanging pipes in space radiates away heat to cool down circulated gases. + + The TEG relies heavily on atmospherics piping. The only truly special component about it is the generator core and circulators; the rest is all off-the-shelf atmospherics equipment. Note that while the exact layout may vary significantly depending on the station, the general components and setup are usually the same. + + ## Generator + + The main generator itself is a machine made up of 3 major parts: the central generator and two "circulators", in this arrangement: + + + + + + + + The circulators take in either a hot or cold gas, and pass it through the machine to exchange heat. The gas then gets output on the other end of the circulator. The generator produces the actual power and outputs it over an HV wire. + + Note that the circulators are [color=#a4885c]directional[/color]: they will only let gas through one way. You can see this direction in-game by examining the circulator itself. A pressure difference is required across the input and output, so pumps are generally provided and must be turned on. + + There is no preference for which side must be hot or cold, there need only be a difference in temperature between them. The gases in the two "loops" are never mixed, [color=#a4885c]only energy is exchanged between them[/color]. The hot side will cool down, the cold side will heat up. + + ## The Pipes + + There are 2 major pipenets to worry about here: [color=red]The Hot Loop[/color] (where gas will be burnt for heat), and [color=cyan]The Cold Loop[/color] (where circulated, heated waste gas will either be removed into space or cooled back down). Make sure that [color=#a4885c][bold]both pipenets do NOT mix[/bold][/color], as only heat should be transferred between the two through the TEG. + + # The Hot Loop + + As I'm sure a wise person once said: the best way to make something hot is to light it on fire. Well, depending on context, that may not be very wise, but luckily your engineering department has just what's needed to do it wisely after all. + + As stated above, there are many different layouts one can follow to heat up (or cool down) gases; this part of the guide will cover 2 common methods one will often see for the hot loop when the TEG is setup: [color=#a4885c]The Pipe Burn[/color], and [color=red]the Burn Chamber[/color]. + + Side note: Plasma fires burn relatively cool compared to, for example, Tritium fires. It may be viable to extract Tritium from an extraction setup (using a 96/4 ratio of O2/Plasma) and react it with Oxygen to get truly hellish temperatures for power. Although, this is just a recommendation; I'm not ya mum. + + ## The Pipe Burn + + Also known as the naive method, this is generally discouraged when working for efficiency. However, if all you need is a smidge of power to run the station, and you don't feel like setting up the burn chamber, this method will do. + + [color=#444444]TODO: Remove this section when atmos pipes are updated to have pressure/temperature limits in a future atmos refactor.[/color] + + Most (if not all) pipe burns follow this general layout: + + Gas input -> High-pressure pump -> Pipe segment (with heater) -> Low-pressure pump -> Circulator + + + + + + + + + + + + - The Gas input is pretty self-explanatory; this is where you will input the O2-Plasma mix to be burnt. A 2:1 (67/33) ratio of Oxygen to Plasma is recommended for the hottest burn. + - The High-pressure pump serves 2 purposes; first, it prevents the burn from backwashing into the supply pipe, which would be... bad, for many reasons. Second, it maintains a positive pressure in the following pipe segment, which is important to allow the burn to continue, especially since hot gases expand. + - The Pipe segment is where the burn actually occurs; to start it off, one can use a heater to increase the temperature up to the ignition temperature of Plasma. Afterwards, the reaction should be self-sustaining, so long as the Pressure and Moles supplied remains high enough. [color=#a4885c]Be warned[/color]; if you wish to remove the heater, it will carry some of this superheated gas with it, transferring it to the next pipenet you connect it to. Best to space the gas through a space vent, if you must. + - The Low-pressure pump (whose pressure should be [italic]slightly lower[/italic] than the input pump) prevents [italic]all[/italic] the gas from passing through the circulator, which could result in the loss of the Moles required to sustain a burn. + - The Circulator is where this generated heat will flow to the cold loop; afterwards, feel free to space the waste gases. + + Note: Pressure pumps are used here as, while they pump on pressure (not flow-rate, which is comparatively faster), they are a bit easier to control when it comes to the limited Plasma supply on-station. However, the steps shown can be followed with volumetric pumps too. + + ## The Burn Chamber + + The burn chamber is the preferred method for heating up gases, and it is commonly used for other purposes too. (see: Tritium production) + + Most (if not all) stations have the burn chamber separated from the main atmospherics block by a 1-wide spaced grid, presumably to prevent conduction. The chambers consist of 3(+1) important parts: + - The Air Injector/Passive Vent + - The Space Vent + - The Scrubber Array + + Here is one layer of an example setup: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + The air injector (or Passive Vent) injects air (or allows air to flow) into the burn chamber. Either should be supplemented with a pump before it, to keep pressures high. + There is a notable difference between the passive vent and the air injector; the air injector can only keep injecting air up to [color=#a4885c]9MPa[/color], which can be reached very easily with a good burn. Ideally, switch out the air injector for a passive vent connected to a volume pump. + + The space vent (designated as a blast door to space on one side of the burn chamber) allows waste gases to be expelled and destroyed. Open this every now and then to keep the pressure under control, or to space excess input gas. + + The scrubber array filters out all the burnt gasses and sends them through the TEG. Note that using default settings on the scrubbers is a bad idea, as valuable plasma will be filtered out too. + Instead, use a network configurator to connect all the scrubbers to a nearby air alarm, and set the air alarm's scrubber settings to scrub everything except Oxygen and Plasma, and to siphon air as well. This ensures that as much heat as available can be collected and sent to the TEG. + + Note that these are just two of many ways you can setup the hot loop; [color=#a4885c]feel free to mix and match setups as needed![/color] Volume pumps in replacement of pressure pumps, radiator loops for heat collection, or even a Pyroclastic anomaly to provide said heat! The stars are the limit! + + # The Cold Loop + + As with the Hot Loop, the Cold Loop must also be setup in order to operate the TEG. However, the Cold Loop is usually a lot more low-tech than the Hot Loop; in reality, the Cold Loop only has to be "relatively" cooler -- hey, room temperature is technically cooler than the surface of the sun, right? + + There are 3 main methods you will see used for the Cold Loop: [color=#a4885c]The Water Cooler[/color] (see: Liltenhead's video on the TEG), [color=cyan]the Coolant Array[/color] and [color=#a4885c]the Freezer Loop[/color]. + + ## The Water Cooler + + An equally naive method as the Pipe Burn, this simply involves taking some useless gas (in this case, Water Vapour) and flowing it through the TEG and into space. It's dirt-cheap and simple, at the cost of efficiency and permanent loss of gas. + + Setting this up is so simple, even Hamlet could manage it. Just take an output of a gas (here, Water Vapour), send it through the Cold side of the TEG, and then vent it into space. + + + + + + + + + + + [color=#444444]TODO: Remove this section when gas miners are removed in a future atmos refactor.[/color] + + ## Coolant Array + + This is the default method for the Cold Loop you will see on a variety of stations. Being of moderate complexity and having no losses of any resource, this [color=#a4885c]should[/color] be the main method of cooling down the TEG. However, most stations at the moment somehow have their heat exchangers hooked up wrong (or suggest incorrect piping), reducing efficiency greatly. [color=#444444](Thanks a bunch, NT!)[/color] + + To use heat-exchangers properly, they must be setup in [color=#a4885c]parallel[/color], not in series (like what you see on most stations). A gas pump at max pressure should be placed after, and a volumetric pump before the heat-exchangers. + The flow-rate of the volumetric pump should be set using the following formula: + + [color=cyan]( 200 / number of heat-exchangers )[/color] L/s. + + + Simply speaking, the Coolant Array consists of 3 major parts: An input connector port, a few pumps and the heat-exchanger array out in space. It can be setup like so: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - Connector Port: Use this to input a gas with high heat capacity; most of the time, Plasma or Frezon is used to do so, as they both have very high specific heat capacities (although most any gas will do). (Yes, Plasma =/= Hot. You can cool it down, and it acts as a really good heat exchange medium.) + - Input/Output Pumps: Used to make sure gas keeps flowing through both the Circulator and the Heat-Exchanger array. As the gas cools down and heats up (and as it flows through the Exchanger), pressure must be applied for it to keep flowing. + - Heat-Exchanger: Basically, just a bunch of heat-exchanger pipes in space. Not much to say, besides the fact that it cools down the gas inside it. Make sure the heat-exchangers are [color=#a4885c]placed on lattice, not plating[/color]! Otherwise, the heat-exchange efficiency will be greatly reduced, as the heat-exchangers aren't directly exposed to space below them. + + ## The Freezer Loop + + Most of the time, you will see this method being used in efficient TEG setups. It's basically just the Coolant array, but replacing the Heat-Exchangers with a freezer. Even though the freezer does use power, it is only a small fraction of what the TEG can generate, and it's better than the default Coolant array at the moment, so go fish. + + Just follow the steps for the Coolant array, but use a freezer in place of the Heat-Exchangers. As so: + + + + + + + + + + + + + + + + + + + + + Once again, use Plasma or Frezon in the loop for max efficiency (although most any gas will do). + diff --git a/Resources/ServerInfo/Gameplay.txt b/Resources/ServerInfo/Gameplay.txt new file mode 100644 index 0000000000..e6261af4d7 --- /dev/null +++ b/Resources/ServerInfo/Gameplay.txt @@ -0,0 +1,22 @@ +If you’re new to roleplaying or are unfamiliar with IC and OOC please read on. If not, skip to the next section. + +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. 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 station's crew. + +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. + +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. + +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. + + +Traitors, antagonists, RDM and “self antag” + +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. + +Being an antagonist is not an excuse to go on a murder spree. 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). + +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). + +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. + +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. diff --git a/Resources/ServerInfo/Glossary.xml b/Resources/ServerInfo/Glossary.xml new file mode 100644 index 0000000000..835f964740 --- /dev/null +++ b/Resources/ServerInfo/Glossary.xml @@ -0,0 +1,191 @@ + +# Glossary + +This page contains most slang terms you might encounter on the station and throughout the community ! + +# In-Character Slang + +These are terms you might encounter in-game. + +## AOS +Arrest on sight. + +## AA +All Access, or an ID which has every access on the station. The captain is the only person who will have this kind of access under normal circumstances. + +## Atmos +Short for Atmospherics. + +## Atmosian +A term for Atmospheric Technicians, or generally anyone who spends most of their time or is particularly skilled with Atmospherics. + +## Bolted +An airlock that will never change states. It will stay permanently open or permanently closed until it is unbolted. Closed and bolted airlocks have solid red lights. + +## Borg +Short for cyborgs, player-controlled robots. + +## Braindead +Refers to a user who has disconnected from the game. Disconnected users may still reconnect to the server and assume control of their character again. + +## Brig +The main area of the security department. This is where prisoners are brought and held for their punishment. The Warden is in charge of the brig's smooth operation. + +## Cap +Short for Captain. + +## Cargonia +Reference to cargo declaring independence. Against the rules. + +## CE +Short for Chief Engineer, the head of the Engineering Department. + +## CentComm/Central Command +An administrative agency which oversees the Nanotrasen space station you inhabit. + +## CMO +Short for Chief Medical Officer, the head of the Medical Department. + +## Crit/Critical +Refers to the health state at which you fall unconscious and unable to move. While in critical, your health slowly decays until you die, unless you happen to get outside assistance. + +## Emag + Refers to the Syndicate cryptographic sequencer. "Emagged" usually refers to airlocks or lockers that are bolted open, but also any other device hacked into by an Emag. + +## Emergency Access/EA + An airlock that can be opened by anyone, even without access or an ID at all. Airlocks that are set to emergency access have blinking yellow lights. + +## ERT +An Emergency Response Team. These may be dispatched by Central Command for a number of purposes. + +## Flukie +A portmanteau of "Fluke" and "Nukie" used to (usually derogatorily) refer to a team of Nuclear Operatives who fail their objective. May also appear as "Fluke Ops". + +## God(s) +An IC term representing a Server Administrator. CentComm is also sometimes used in this manner. + +## Greytide/Greyshirt/Tider/Assistant +Typically utilized to refer to a Passenger due to the color of their standard uniform, though this may be used to negatively refer to other crew members (not only passengers) who act unruly or commit various minor crimes. + +## HoP +Short for Head of Personnel, head of the Service Department. Can also refer to the HoP's office, where IDs are given or changed. + +## HoS +Short for Head of Security, head of the Security Department. + +## Insuls +Short for Insulated Gloves. These are the yellow gloves most often worn by Engineers. They are offer complete protection from getting electrocuted from shocked things. Vastily more effective than their budget variety. + +## Jani +Short for Janitor. + +## KOS +Kill on sight. Someone has commited such a serious crime that they are deemed not even worth arresting. + +## Mats +Materials. Usually steel, plastic, plasteel, glass, silver and gold. + +## Nanotrasen/NT +Nanotrasen is the company which owns the space station you inhabit. + +## Newkie +A portmanteau of "New" and "Nukie" used to refer to an inexperienced player in the role of a Nuclear Operative. + +## Nukie +A slang/shorthand term of a Nuclear Operative. May sometimes also appear as "Nuke Op". + +## Perma +Short for Permanent Brig. This is for the most serious crime and means that a prisoner will never be released. Most stations have a dedicated, separate area of security for the permanent brig. + +## QM +Short for Quartermaster, the head of the Cargo department. + +## RD +Short for Research Director, the head of the Science Department. + +## Robust +A word used to describe someone who is particularly adept in combat, or endured through a tough fight. + +## Salv +Short for Salvage tech. + +## Sci +Short for Science. + +## Sec +Short for Security. + +## Secoff +Short for Security Officer. + +## Shift +In-Character way to refer to rounds. + +## Singulo +A shortening of the Singularity Engine. A Singulo can create infinite power for the station but is very dangerous. + +## Singuloose +A Singularity that has grownth too much and breached it's containment. It will rip through the station causing massive damage. + +## Spacing +An event which causes an area to lose air pressure, i.e. a hull breach. + +## Spess +An intentional mis-spelling of "Space", sometimes used as a portmanteau of "space" and "mess". May also appear in words such as "Spessmen". + +## SSD +Short for Sudden Sleep Disorder or Space Sleep Disorder. This is an in-character way to refer to a player who has disconnected and is no longer responding. + +## Syndie/Syndi/Syndicate +A catch-all reference to anyone employed by the Syndicate. This ranges from (suspected) Syndicate Agents to Nuclear Operatives. + +## TC +A telecrystal, which is a currency used by Syndicate Agents to purchase restricted contraband such as weapons and other illegal equipment. + +## Wardenloose +A joke term referencing a Singuloose. A wardenloose is when the Warden is seen outside of the brig. + +## Xenoarchaeology +Study of artifacts, usually performed by science. + +# Out-Of-Character Slang + +These are terms you should only be using in OOC chat or outside the game. + +## Admeme +An event hosted or caused by an admin. + +## AHelp/Admin Help +A relay used to report rulebreaking behavior or other issues to administrators. + +## Antag +Short for Antagonists, which are specifically picked individuals designed to drive the round into chaos. + +## Bwoink +The noise made when an admin-help is received. Pray this isn't a ban. + +## Ick Ock +A phrase usually shouted in OOC when somebody reveals IC current round information, or "in-character, out-of-character". + +## LOOC/OOC +Local out-of-character and (global) out-of-character respectively. They are text channels that allow players to talk to other players outside of roleplay. LOOC is enabled during rounds, while OOC is typically only on after the round ends. + +## LRP +Low Roleplay. Servers marked LRP typically have relaxed roleplaying rules. + +## MRP +Medium Roleplay. Servers marked MRP usually have a decent basis of roleplaying rules and generally require players to act as their character would realistically in a given situation. Less leeway is afforded to behavior such as openly defying Security or your boss. + +## HRP +High Roleplay. Servers marked HRP generally have extensive rules on what is and is not constituted while playing a character. You are generally required to act as your character would, have a character backstory, and follow protocol on the station. Some HRP servers may create their own lore or settings to further facilitate the type of server they wish to host. + +## Self-Antag +A term for a player who engages in antagonist-like activity without actually being an antagonist. This encompasses a wide variety of behavior, but is typically used to describe annoying behavior or actions which are greatly detrimental to other players for no purpose. Self-antagonism is a bannable offense. Sometimes used in IC. DO NOT DO THIS. + +## Upstream +The baseline version of the game. Any changes to Upstream will "flow" down to all other forks of the game. All official Wizard's Den servers work off of Upstream. + +## Validhunter +A player who hunts down "valids", as in people that are valid to kill, even though this person isn't security. + + diff --git a/Resources/ServerInfo/Intro.txt b/Resources/ServerInfo/Intro.txt index 737b8d3cfa..4c117f080c 100644 --- a/Resources/ServerInfo/Intro.txt +++ b/Resources/ServerInfo/Intro.txt @@ -1,6 +1,6 @@ Добро пожаловать на сервер по вселенной сталкер! Не забудьте посетить наш Дискорд: https://discord.gg/pu6DEPGjsN -Обязательно прочитайте ОБУЧЕНИЕ (ESC -> Помощь), если находитесь тут впервые. +Обязательно прочитайте ОБУЧЕНИЕ (ESC -> Помощь->Tutorial), если находитесь тут впервые. Удачной игры! diff --git a/Resources/ServerInfo/Jobs.xml b/Resources/ServerInfo/Jobs.xml new file mode 100644 index 0000000000..1bfd88c8f4 --- /dev/null +++ b/Resources/ServerInfo/Jobs.xml @@ -0,0 +1,45 @@ + +# Jobs + +SS14 has a large number of jobs, divided into seven major departments: + +## Service +[color=#9fed58]Service[/color] is a diverse department that includes the head of personnel and other jobs who exist to serve the station. + +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. + +## Cargo +[color=#b18644]Cargo[/color] consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market. + +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. + +## Security +[color=#cb0000]Security[/color] 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. + +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 its members to try and stay on their best behavior. + +## Medical +[color=#5b97bc]Medical[/color] 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. + +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. + +## Science +[color=#c96dbf]Science[/color] consists of research assistants, scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices. + +Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines. + +## Engineering +[color=#f39f27]Engineering[/color] 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. + +Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station. + +## Command +[color=#1b67a5]Command[/color] consists of every department head. It is responsible for keeping the station and its departments running efficiently. + +Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work. + +# Getting Your Job Changed +The [color=#9fed58]Head of Personnel[/color] is the person in charge of changing ID accesses and handing out encryption keys. Head over to their office and let them know what job you'd like to work instead. + +Often, they'll want you to go get a paper [color=#a4885c]stamped[/color] by a department head. Don't sweat it, just find them and hand them the paper. + diff --git a/Resources/ServerInfo/Medical/AdvancedBrute.xml b/Resources/ServerInfo/Medical/AdvancedBrute.xml new file mode 100644 index 0000000000..186799b85e --- /dev/null +++ b/Resources/ServerInfo/Medical/AdvancedBrute.xml @@ -0,0 +1,28 @@ + + + # Specialized Brute Chemicals + + Nanotrasen's greatest scientists have synthesized three more specific brute chemicals! Each one heals a specific damage subtype. + + + + + + # Razorium + + [color=red]USE CAUTION[/color] when using the aforementioned specialized brute chemicals. Should one mix together with a different type of brute chemical, the resulting mixture will create a dangerous chemical known as Razorium! + + To avoid this, make sure the patient is done metabolizing one brute medication before giving them another. Keep an eye on the rate their health is changing. + + [bold]Some examples of mixtures that create Razorium are as follows:[/bold] + + Bicaridine and Puncturase + + Puncturase and Lacerinol + + Bruizine and Bicaridine + + Lacerinol and Bruizine + + Please note that [bold]any[/bold] combination of these 4 chemicals will likely mix and create Razorium! Be careful when creating these chemicals, as they contain Bicaridine. Any leftover Bicaridine will likely mix to create Razorium! + diff --git a/Resources/ServerInfo/Medical/Botanicals.xml b/Resources/ServerInfo/Medical/Botanicals.xml new file mode 100644 index 0000000000..b041a32fde --- /dev/null +++ b/Resources/ServerInfo/Medical/Botanicals.xml @@ -0,0 +1,20 @@ + +# Botanicals + +Botany and Chemistry can often work together to produce better medicine (or recreational cocktails). It may be worthwhile to give them the fertilizers they need, and request some medicinal plants in return. + + + + + + + + + + + + + + + + diff --git a/Resources/ServerInfo/Medical/Chemist.xml b/Resources/ServerInfo/Medical/Chemist.xml new file mode 100644 index 0000000000..6712e15dce --- /dev/null +++ b/Resources/ServerInfo/Medical/Chemist.xml @@ -0,0 +1,51 @@ + +# Chemist +Now you've done it. You picked the one job where -math- is mandatory. Grab your beaker, pull up a chair, and get cracking, it's time to cook up some chems. + +While chemists primarily make medications, there's a very wide variety of chemicals that can be made, all of which are showcased in the Chemicals entry of the Guidebook. + +[textlink="Click here to see a complete list of chemicals." link="Chemicals"] + +## Equipment: + + + + + + + + + + + + + + + +## The Basics: +Chemistry is fairly straightforward once you know what to expect. Here's a simple, step-by-step process on how to begin. + +- Grab a beaker, Pill Canister, and if desired, some Bottles. +- Place the beaker in the Chemical Dispenser, and Pill Canister (or bottle) in the Chem Master. +- Open the Chemical Dispenser UI, and make your mix. Recipes are in other sections of the guidebook. +- Alt-click the dispenser to remove your beaker, and place it in the Chem Master. +- Open the Chem Master UI. On the Input tab, move your mix into the buffer. +- Move to the Output tab, customise your pill, and press the Create button. +- Alt-click the Chem Master to get the pill bottle out. You may have to remove the beaker first. +- Click on a table, crate, or another surface to empty the pill bottle if desired. Alternatively, store or empty it into another storage container. + +That's it, you've made your first set of pills! Consider checking with Medical Doctors and other crew to see what else may be requested, refilling the medical kits in medbay storage, or just experimenting! + +You can also use the hand labeler to organize individual bottles or bags without using the Chem Master labeling system. + +## Extra Content: + +Speaking of experimentation, there are a few more toy you can use when it comes to chemistry. This job requires a lot of trial and error, but it was worth mentioning that these things exist! It's up to you to figure out what to make with them. + + + + + + + + diff --git a/Resources/ServerInfo/Medical/Cloning.xml b/Resources/ServerInfo/Medical/Cloning.xml new file mode 100644 index 0000000000..ee41dd49b2 --- /dev/null +++ b/Resources/ServerInfo/Medical/Cloning.xml @@ -0,0 +1,23 @@ + +# Cloning +If all else fails, patients will need to be cloned. This should only be used as a last resort, if recovery is impossible. This is most often the case when the body has started to rot, or if they have excessive amounts of damage. + +Cloning itself is relatively simple. (Assuming the network is set.) Just drag a body into the scanner, check the cloning console, and clone! If they've taken cellular damage, or have rotted for too long, the results can be... less than pleasant. + +As a note: Cloning isn't always available, and it would be best not to rely on it. + + + + + + +## Biomass +Creating a clone requires biomass, which, gruesomely, involves recycling organic material. Be it crew members without a soul, station pets, or hostile creatures that have been 'taken care of', things can often be recycled. + +Dragging a body onto the biomass reclaimer (with your cursor) will mulch it for re-use. If it's a crew member, it's common practice to strip the body and return departmental gear before doing such. + + + + + + diff --git a/Resources/ServerInfo/Medical/Cryogenics.xml b/Resources/ServerInfo/Medical/Cryogenics.xml new file mode 100644 index 0000000000..eb7af8b499 --- /dev/null +++ b/Resources/ServerInfo/Medical/Cryogenics.xml @@ -0,0 +1,54 @@ + +# Cryogenics +Cryogenics can be a bit daunting to understand, but hopefully, quick run through of this diagram, you'll learn how to work it! So, let's go over what each part does: + +- Air in: Air comes in here through the distro or an air tank, giving those inside something to breathe, and the freezer something to chill. +- Gas pump: Limits the network pressure, so those in the tube aren't crushed. +- Freezer: Chills the air, and by extension, patients in the tube, so Cryoxadone can activate. +- Gas filters: Removes waste gas (Carbon Dioxide and Nitrous Oxide) from the loop. +- Air out: Waste gasses go here, either into a storage tank, or into the waste network. + + + + + + + + + + + + + + + + + + + + + + + + + +Not every network will look like this, but hopefully, it's enough to give you the basic gist of how it's functioning. + +An important thing to note, winter clothing (and hardsuits) will make cryogenic treatment less, or completely ineffective. Be sure to remove cold preventative clothing before placing people in the pod. + +## Using the Pod +Once things have been set up, you're going to require a specific medication, Cryoxadone. Cryoxadone heals all damage types when a patient is chilled, and can either be pre-administered (with a pill), or loaded into the cell directly with a beaker. Do note, patients won't begin to heal until they've chilled to the appropriate temperature, it may be worthwhile to wait a bit before placing a beaker inside. + +## Additional Information: + +The standard pressure for a gas pump is 100.325 kpa. Cryoxadone works at under 170K, but it is standard practice to set the freezer to 100K for faster freezing. + + + + + + + + + + diff --git a/Resources/ServerInfo/Medical/Medical.xml b/Resources/ServerInfo/Medical/Medical.xml new file mode 100644 index 0000000000..fceb58fd25 --- /dev/null +++ b/Resources/ServerInfo/Medical/Medical.xml @@ -0,0 +1,32 @@ + +# Medical +This is the department where people go to when they're hurt, it's up to the folks working here to fix them. + +## Personnel +[color=#5b97bc]Medical[/color]'s staff is made up of Medical Interns, Medical Doctors, Paramedics and Chemists. [color=#5b97bc]Medical[/color] is run by the Chief Medical Officer. + + + + + + + + +Right now, medbay is divided into two different sets of care: + +## Medical Treatment + + + + + + + +## Chemical Production + + + + + + + diff --git a/Resources/ServerInfo/Medical/MedicalDoctor.xml b/Resources/ServerInfo/Medical/MedicalDoctor.xml new file mode 100644 index 0000000000..95c898b8e0 --- /dev/null +++ b/Resources/ServerInfo/Medical/MedicalDoctor.xml @@ -0,0 +1,77 @@ + +# Medical Doctor +It's time to heal. Or at least, try to heal, anyway. Medical Doctors are the primary caretakers of every boo boo and ouchie crewmembers get on the station, be it a small scratch, or boiled skin. + +This guide will give you a basic outline of the treatment options you have available, triage, and other avenues of care. + +## The Basics +There are two ways to tell what's ailing someone: Taking a scan (with a health analyzer or a medical PDA), or examining them, with a shift-click, and clicking the heart symbol. + +Using a health analyzer is often more powerful than examination, as some things (such as poison, or radiation) don't show up on examination. However, using an analyzer has its drawbacks, as it makes noise and uses up a battery. + + + + + + + +## Medication and Treatment Options +Before we go any further, it's probably a good idea to go over damage types, and what will heal them. The wiki has more extensive info available, but these are commonly used. + +An important note: Most medication has an overdose level, which will cause harm to your patient. Chemicals also take time to metabolise in pill form, if you want things to act quickly, use a syringe. + +- Brute Damage: Bicaridine or Bruise Packs +- Burn Damage: Dermaline or Ointment +- Toxin (Poison): Dylovene +- Toxin (Radiation) Hyronalin or Arithrazine +- Airloss: Dexaline or Inaprovaline +- Bloodloss: Dexaline (Examine the patient, if pale, they still need blood or iron.) +- Bleeding: Tranexamic acid and Gauze (Bleeding can also be cauterized with burn damage.) + +Many stations are stocked with kits in storage, and all medics have some equipment in their starting belt. + + + + + + + + + + + + + + + + + +## Basic Treatment and Triage +Examine your patient, and note down the important details: Are they alive? Bleeding? What type of damage? + +If alive, treat them as best as you can. Patients are in critical condition at 100 damage, and dead at 200. Keep this in mind when choosing how to treat them. Emergency Pens and Epinephrine are often used to keep patients stable. + +If possible, buckle them to a medical bed, if you need time to treat them, strap them to a stasis bed instead. Just keep in mind that metabolism (and by extension, healing chemicals) are slowed to a crawl when on stasis, they'll need to be taken off of it for the medicine to be effective. (But Blood Packs, Ointment, and Brute packs all work as normal.) + + + + +## Assessing Corpses +You can't save them all, sometimes, death happens. Depending on the [color=#a4885c]status[/color] of the body, there are a few things that can be done. + +1. Do they have a soul attached? You can tell if, when examining, the following phrase is displayed: "Their soul has departed." If this isn't displayed, there is still a player who can be revived. + +2. Is the body rotting? If it is, sadly, they'll have to be cloned. A rotting body can't be brought back with a defibrillator. (See Cloning) + +3. If they have a soul, and aren't rotten, it's possible to revive them. Consider storing the body in a morgue tray if you don't have enough time to revive someone, as the body will rot if you wait too long. + +## Revival +Not counting airloss, Defibrillator's can be used to revive patients under 200 total damage. Chemicals don't metabolise in the dead, but brute packs and ointment can still patch them up. Use them to bring their numbers down enough for revival. + + + + + + + + diff --git a/Resources/ServerInfo/Medical/Medicine.xml b/Resources/ServerInfo/Medical/Medicine.xml new file mode 100644 index 0000000000..7a09a1647d --- /dev/null +++ b/Resources/ServerInfo/Medical/Medicine.xml @@ -0,0 +1,36 @@ + + +# Core Medications + +These medications are almost always useful to medbay in one way or another. + + + + + + + + + + +# Specialty Medications + +These medications tend to have specific use cases. + + + + + + + + + + + +# All Medications + +This is a list of -all- medications available, including ones previously listed. + + + + diff --git a/Resources/ServerInfo/Mobs/Arachnid.xml b/Resources/ServerInfo/Mobs/Arachnid.xml new file mode 100644 index 0000000000..a6fbf8d97a --- /dev/null +++ b/Resources/ServerInfo/Mobs/Arachnid.xml @@ -0,0 +1,25 @@ + + # Arachnids + + + + + + They have two additional Pocket slots in their inventory. They can eat raw meat without any ill effects, but some foods like chocolate and onion poisons them. + They suffocate 50% faster, and their Blue Blood can't be metabolised from Iron, being based on Copper instead. + + Their unarmed attacks deal Piercing damage instead of Blunt. + + ## Sericulture + + + + + + + + + Arachnids can create Websilk at the cost of getting more hungry. They (and only they) can craft bundles of websilk into various items from clothing and shields to entire walls. + + + diff --git a/Resources/ServerInfo/Mobs/Diona.xml b/Resources/ServerInfo/Mobs/Diona.xml new file mode 100644 index 0000000000..eedf23b14f --- /dev/null +++ b/Resources/ServerInfo/Mobs/Diona.xml @@ -0,0 +1,38 @@ + + # Diona + + + + + + They can't wear shoes, but are not slowed by Kudzu. + They get hungry and thirsty slower. + Their "blood" is tree sap and can't be metabolised from Iron. + Being plants, Weed Killer poisons them, while Robust Harvest heals them (but not without risk when overused!) + + They take [color=#1e90ff]30% less Blunt damage and 20% less Slash damage[/color]; + but [color=#ffa500]50% more Heat damage, 20% more Shock damage, and they can easily + catch on fire when receiving enough Heat damage from *any* source.[/color] + + ## Make Like A Tree And Leave + + + + Being exposed to too much Robust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). + Cutting down the tree will "restore" the Diona to their mobile state. + + ## Diona Nymphs + + + + + + After death, a Diona can voluntarily destroy their own body, releasing their "internal organs" as three Nymphs, + with the player taking control of the Brain Nymph. + It can talk but has no hands or inventory, and can't do much. + + After 10 minutes, a Nymph can reform into a whole Diona. This will be a new randomised body with a random name, + and there will be little to no evidence beyond their word about who they were before. + + + diff --git a/Resources/ServerInfo/Mobs/Dwarf.xml b/Resources/ServerInfo/Mobs/Dwarf.xml new file mode 100644 index 0000000000..e5ac42c820 --- /dev/null +++ b/Resources/ServerInfo/Mobs/Dwarf.xml @@ -0,0 +1,11 @@ + + # Dwarves + + + + + + Dwarves are similar to humans in most respect, but tolerate alcohol better and are healed by it. + + + diff --git a/Resources/ServerInfo/Mobs/Human.xml b/Resources/ServerInfo/Mobs/Human.xml new file mode 100644 index 0000000000..7e0d989e55 --- /dev/null +++ b/Resources/ServerInfo/Mobs/Human.xml @@ -0,0 +1,11 @@ + + # Humans + + + + + + Depending on who you ask, humans are either unremarkable or the universal standard to which everything else is compared. + They have no special mechanics or notable attributes. + + diff --git a/Resources/ServerInfo/Mobs/Moth.xml b/Resources/ServerInfo/Mobs/Moth.xml new file mode 100644 index 0000000000..d407d7abc7 --- /dev/null +++ b/Resources/ServerInfo/Mobs/Moth.xml @@ -0,0 +1,15 @@ + + # Moth People + + + + + + They can eat cotton, fabrics and clothing, but virtually none of the food that others would consider "edible". They prefer a somewhat lower temperature range than humans. + Their Insect Blood can't be metabolised from Iron like normal blood. + + Their wings give them better acceleration if there is no gravity on the station, but they still can't move without equipment when floating out in space. + + They take [color=#1e90ff]30% less Cold damage[/color] but [color=#ffa500]30% more Heat damage, and catch on fire more easily[/color]. + + diff --git a/Resources/ServerInfo/Mobs/Reptilian.xml b/Resources/ServerInfo/Mobs/Reptilian.xml new file mode 100644 index 0000000000..936cd9f5e2 --- /dev/null +++ b/Resources/ServerInfo/Mobs/Reptilian.xml @@ -0,0 +1,16 @@ + + # Reptilians + + + + + + They can ONLY eat fruits and meat, but can eat raw meat and drink blood without any ill effects. + They prefer a somewhat higher temperature range than humans. + They can drag objects with their tail, keeping both their hands free. + + Their unarmed claw attacks deal Slash damage instead of Blunt. + + They take [color=#ffa500]30% more Cold damage.[/color] + + diff --git a/Resources/ServerInfo/Mobs/SlimePerson.xml b/Resources/ServerInfo/Mobs/SlimePerson.xml new file mode 100644 index 0000000000..976ab472a9 --- /dev/null +++ b/Resources/ServerInfo/Mobs/SlimePerson.xml @@ -0,0 +1,25 @@ + + # Slime People + + + + + + They breathe nitrogen instead of oxygen, which is abundant in the station air, but harder to find compressed into gas tanks. They take significant damage if they are sprayed or splashed with water, but can + (and like other species, need to) drink it safely to stay hydrated. + They exhale nitrous oxide and are unaffected by it. + Their body can process 6 reagents at the same time instead of just 2. + + Slimepeople have an [bold]internal 2x3 storage inventory[/bold] inside of their slime membrane. Anyone can see what's inside and take it out of you without asking, + so be careful. + + Slimepeople have slight accelerated regeneration compared to other humanoids. They're also capable of hardening their fists, and as such have stronger punches, + although they punch a little slower. + + Their slime "blood" can not be regenerated from Iron. Slime Blood is technically a source of + moderately filling food for other species, although drinking the blood of your coworkers is usually frowned upon. + They suffocate 80% slower, but take pressure damage 9% faster. This makes them by far the species most capable to survive in hard vacuum. For a while. + + They take [color=#1e90ff]80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage[/color], but [color=#ffa500]50% more Cold damage, 20% more Slash damage and 20% more Piercing damage[/color]. + + diff --git a/Resources/ServerInfo/Mobs/Species.xml b/Resources/ServerInfo/Mobs/Species.xml new file mode 100644 index 0000000000..f1b36f9d73 --- /dev/null +++ b/Resources/ServerInfo/Mobs/Species.xml @@ -0,0 +1,19 @@ + + # Species + + Nanotrasen employs a variety of sapient species. + + + + + + + + + + + + + + + diff --git a/Resources/ServerInfo/Mobs/Vox.xml b/Resources/ServerInfo/Mobs/Vox.xml new file mode 100644 index 0000000000..173ba89b41 --- /dev/null +++ b/Resources/ServerInfo/Mobs/Vox.xml @@ -0,0 +1,16 @@ + + # Vox + + + + + + [color=#ffa500]Caution! This species has a severely limiting game mechanic and is not recommended for new players. [/color] + + They breathe nitrogen, and [color=#ffa500] oxygen is very toxic to them.[/color] + They need to be on internals at all times to avoid being poisoned by the station's oxygen. + Eating or drinking will require you to remove your breath mask, although injecting liquid food is an option. + + Their unarmed claw attacks deal Slash damage instead of Blunt. + + diff --git a/Resources/ServerInfo/Radio.xml b/Resources/ServerInfo/Radio.xml new file mode 100644 index 0000000000..39ee8ae3ff --- /dev/null +++ b/Resources/ServerInfo/Radio.xml @@ -0,0 +1,64 @@ + +# Speech and Text Channels +Talking is a key part of Space Station 14. You can press [keybind="FocusChatInputWindow"/] to jump to the text box. + +The word next to the text box is the [color=#a4885c]text channel[/color] you're about to send the message to, or rather how you're about to say what you've typed. + +Local is normal speech at normal volume. + +Whisper can only be heard when nearby somebody. You automatically whisper into your radio to send messages over it. + +Emotes are gestures that you make. Can be recieved by anyone who is not blinded. You will often see mimes do many emotes. + +Whisper messages can be sent by starting your message with [color=#a4885c][keybind="FocusWhisperChatWindow"/][/color] and Emotes can be sent by starting your message with ([color=#a4885c]@[/color]). +You can also cycle through all of these text channels by pressing [keybind="CycleChatChannelForward"/]. + +People may not be able to make out all of what you're saying if you're standing too far away from them. This is especially important if you're whispering. + +## Radio + +Your radio allows you to communicate across the entire station and to your specific [color=#a4885c]department[/color]. + + + + + +To send a [color=#a4885c]station-wide[/color] message over the radio preface, use the [color=#32cd32]Common[/color] channel by beginning your text with [color=#32cd32]semi-colon (;)[/color]. +People standing right next to you might catch bits of your radio message, even if they don't have the access to the relevant radio channel. Watch for eavesdroppers. + +## Departmental Radio + +You are able to send messages over your departmental radio channels using [color=#32cd32]colon (:)[/color] followed by the department letter as long as you're wearing a headset with your department's encryption key. + +Examine your headset to see the department channels available to you. + + + + + +Examining an unmodified engineering headset would show you the prefixes for the [color=#32cd32]Common[/color] and [color=#f37746]Engineering[/color] channels. + +It is also possible to use [color=#a4885c]:h[/color]. This hotkey will automatically default to your department radio channel. +For example, if you're a Station Engineer then [color=#a4885c]:h[/color] will default to [color=#f37746]:e[/color]. + +## Encryption Keys +[color=#a4885c]Encryption keys[/color] give you access to their respective channel. + +Examining our engineering headset from earlier shows us [color=#32cd32]Common[/color] and [color=#f37746]Engineering[/color] because an engineer's headset starts with those [color=#a4885c]encryption keys[/color]. + + + + + + +You can take out encryption keys by using a [color=#a4885c]screwdriver[/color] on a headset. New encryption keys are put into headsets by clicking on one with an encryption key in your hand. + +All command members have extras of their relevant encryption key, but you can also request one at the HoP's office when you're getting your job changed. + +## OOC Channels +OOC (out-of-character) channels exist outside of the game world. They are LOOC, OOC and Dead chat. + +LOOC is on during the rounds, OOC is typically off until the round ends and you can only see and talk in Dead chat when you are, well, dead. + +Do not discuss the current round in the Discord or in OOC if it's on during the round. + diff --git a/Resources/ServerInfo/ReferenceTables/Drinks.xml b/Resources/ServerInfo/ReferenceTables/Drinks.xml new file mode 100644 index 0000000000..5ed3a58329 --- /dev/null +++ b/Resources/ServerInfo/ReferenceTables/Drinks.xml @@ -0,0 +1,6 @@ + +# Drinks +Knowing how to make a requested drink is important. Here are the different drinks in the game, including their recipes: + + + diff --git a/Resources/ServerInfo/Science/APE.xml b/Resources/ServerInfo/Science/APE.xml new file mode 100644 index 0000000000..ab9226d200 --- /dev/null +++ b/Resources/ServerInfo/Science/APE.xml @@ -0,0 +1,20 @@ + +# 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. + + + + + +The A.P.E. can shoot three different kinds of anomalous particles: Delta, Epsilon, and Zeta. Each particle type 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. + + diff --git a/Resources/ServerInfo/Science/AnomalousResearch.xml b/Resources/ServerInfo/Science/AnomalousResearch.xml new file mode 100644 index 0000000000..11b9a0f416 --- /dev/null +++ b/Resources/ServerInfo/Science/AnomalousResearch.xml @@ -0,0 +1,41 @@ + +# Anomalous Research + +Anomalous Research is a subdepartment of Science focused around the containment and manipulation of various unique anomalies. + +## Equipment + + + + + + +Scanners, vessels, and A.P.E.s are all used in the containment and observation of anomalies. + + + + + +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. + + + + + +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! + + diff --git a/Resources/ServerInfo/Science/ArtifactReports.xml b/Resources/ServerInfo/Science/ArtifactReports.xml new file mode 100644 index 0000000000..b010e20abc --- /dev/null +++ b/Resources/ServerInfo/Science/ArtifactReports.xml @@ -0,0 +1,24 @@ + + # 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]Unextracted value:[/color] the amount of research points an artifact will give when extracted. Extracting sets this to zero and traversing new nodes increases it. + + Reports are a helpful tool in manipulating an artifact, especially in the later stages where you are traversing nodes that have already been activated. + + + + To help with this process, consider printing out reports, writing down details uncovered during activation, or storing them in a folder nearby. + diff --git a/Resources/ServerInfo/Science/Cyborgs.xml b/Resources/ServerInfo/Science/Cyborgs.xml new file mode 100644 index 0000000000..c1507ca539 --- /dev/null +++ b/Resources/ServerInfo/Science/Cyborgs.xml @@ -0,0 +1,66 @@ + + # Cyborgs + Cyborgs are man-machine hybrids, purpose-built by the [textlink="robotics" link="Robotics"] division of science for various duties across the station. Bound by strictly-followed [color=cyan]silicon laws[/color], they serve the crew unconditionally. [italic](Most of the time.)[italic] + + ## Basic Components + + + + + All cyborgs are built on an endoskeleton, which can be crafted at an [color=#a4885c]Exosuit Fabricator[/color]. Further assembly steps can be followed by [color=#a4885c]examining[/color] the endoskeleton. Once built, further upgrades like additional tools and a longer battery life can be unlocked with modules or improved power cells. + + Newly built cyborgs need a [color=#a4885c]brain[/color] able to interface with the electronic body. There are two main types, both of which are able to speak independently, should the chassis be decommissioned, exchanged, or otherwise suffer an unscheduled disassembly. + - The [color=#a4885c]Man-Machine Interface[/color] or MMI for short, is an apparatus able to facilitate communication between a biological brain and electronic components, enabling those suffering from major workplace accidents to continue serving their crew, long after their body is gone. + - The [color=#a4885c]Positronic Brain[/color] is an entirely artificial brain, capable of spontaneous neural activity. The time for the synthetic neurons to descramble can wildly vary, but they allow for the creation of cyborgs without having to extract a brain from a crew member. + + + + + Both brains can be fabricated without requiring any additional research. + + ## Cyborg types + Once created, a cyborg needs to specialize its chassis to a duty on the station. This determines what modules it starts with, which additional modules can be installed, and what [color=#a4885c]departmental radio channel[/color] it has access to. All cyborgs have access to the [color=#D381C9]Science[/color] and [color=green]station-wide[/color] radio channels. All cyborg types have [color=#a4885c]all-access[/color]. + + + + + + + + + + [italic]Examples of various cyborg types[/italic] + + Once a cyborg chassis has been specialized, it cannot be changed. To change types, a new chassis must be constructed. The brain, power cell, and any modules [italic](if they are compatible with the new chassis)[/italic] can be carried over from the old chassis if desired. + + ## Modules + + + + Cyborgs do not have hands, and therefore cannot pick things up like most other players. Instead, their equipment is provided by various [color=#a4885c]modules[/color]. Every cyborg type starts with its own specific set of modules, but additional modules can be inserted as upgrades. These additional modules can be printed at the [color=#a4885c]Exosuit Fabricator[/color]. + + [color=#a4885c]Generic[/color] modules add versatility. They can be fitted into any chassis, granting useful tools such as crowbars, GPS, and the ability to interact with cables. [bold]The generic cyborg chassis can fit up to five additional modules.[/bold] + + + + + + + [italic]Examples of generic modules[/italic] + + + For more specific needs, [color=#a4885c]specialized[/color] modules are available, granting capabilities like scanning anomalies, constructing walls, reviving crew mates, or cleaning a space lube spill. These modules are typically colored with the same palette as the department [italic](or occupation)[/italic] they relate to. These modules [italic](with exception to [color=#D381C9]science[/color] modules, which can fit any chassis,)[/italic] can only be fitted in their associated borg chassis. [bold]The specialized borg chassis, being the engineering, janitorial, service, medical, and mining chassis, can fit up to three additional modules.[/bold] + + + + + + + + + + [italic]Examples of specialized modules. Note the housing and circuit board colors. + + Additional modules with advanced or novel capabilities can be acquired through new [textlink="technologies" link="Technologies"] researched by scientists. + + diff --git a/Resources/ServerInfo/Science/Robotics.xml b/Resources/ServerInfo/Science/Robotics.xml new file mode 100644 index 0000000000..0244c1da42 --- /dev/null +++ b/Resources/ServerInfo/Science/Robotics.xml @@ -0,0 +1,64 @@ + + # Robotics + The science team has the ability to create several unique types of robots to suit the station's needs. In order to begin, you'll want to research [color=#a4885c]Robotics[/color] technology. + + ## Exosuit Fabricator + + + + The [color=#a4885c]Exosuit Fabricator[/color] is where you'll be printing out most of the parts for your creations, such as: + - [textlink="Cyborg" link="Cyborgs"] limbs + - Mech parts and equipment + - Proximity sensors + + Operating the exosuit fabricator is the same as every other lathe on the station; simply click the fabricator to open the UI, then click the icon for whatever part you want to print. + - Are there no recipes? click the [color=#a4885c]sync[/color] button on the UI to check for any new blueprints. If, even then, nothing shows up, you've likely not researched the relevant technology yet! + - If a recipe appears grayed-out, it's likely due to a lack of materials. To insert new materials (either [color=#99A3A4]steel[/color], [color=#ECF0F1]plastic[/color], or [color=#AED6F1]glass[/color]), simply click the fabricator while holding said material. + + Every station starts with a full suite of robotics equipment by default, but you can make another fabricator if [color=#a4885c]Robotics[/color] technology is available, which will allow you to make the respective circuit board. + + ## Bots + + + + + + + + + [color=#a4885c]Bots[/color] are small, simple automata which can perform simple tasks, such as cleaning. They don't use power cells, but are quite fragile. Making these will require parts which can be made at an exosuit fabricator. + + To make a bot, open the [color=#a4885c]Construction Menu[/color] and go to the "Utilities" category (or just search "bot") and you'll have the whole list of recipes. In order to assemble the bot, you must have the parts outlined by the recipe close to you and click [color=#a4885c]Build[/color], after a few seconds your newly created silicon servant should appear at your feet! + + ## Mechs + + + + + + + [color=#a4885c]Mechs[/color] are giant behemoths of metal designed to carry out a variety of functions respective to their model. They are piloted by players and require power cells to function. + + Each mech requires its own unique set of limbs and parts to create. These can be fabricated at the Exosuit Fabricator, the same as any other part, save for the required [color=#a4885c]circuit boards[/color], which are made at a [color=#a4885c]Circuit Board Imprinter[/color], which can normally be found in the [textlink="science" link="Science"] department. + + + + + + + + For example, both of the circuit boards above are necessary to create a ripley mech, and cannot be used to make any other mech. + + To start making a mech, print their harness in the fabricator and insert the limbs, you can [color=#a4885c]examine[/color] it to see how to proceed with construction once all limbs are in place. + - Every mech requires some combination of wires, tool usage, and their own unique circuit boards to construct after the chassis has been assembled. Most mechs have two or more unique circuit boards. For example, the [color=#a4885c]Ripley[/color] mech requires a [color=#a4885c]ripley controls module[/color] board and a [color=#a4885c]ripley peripherals module[/color] board. + - Mechs require large amounts of material to create - be sure to ask your fellow scientists and cargo personnel for any materials you're missing! + - The Vim exosuit requires a pair of borg legs and an EVA helmet, regular or syndicate, then a voice trigger and a power cell. + + ## Equipment + A mech is nothing more than an expensive hunk of metal without their exclusive tools. Equipment can be created at the fabricator, the same as any other part. + + + + - To install equipment, just click on the mech with the equipment in your hand. + - To use equipment, perform the "Cycle Equipment" action until the tool you desire is equipped. + diff --git a/Resources/ServerInfo/Science/ScannersAndVessels.xml b/Resources/ServerInfo/Science/ScannersAndVessels.xml new file mode 100644 index 0000000000..d2662519cb --- /dev/null +++ b/Resources/ServerInfo/Science/ScannersAndVessels.xml @@ -0,0 +1,24 @@ + +## 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. + + + + + +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. + + + + + +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. + + diff --git a/Resources/ServerInfo/Science/Science.xml b/Resources/ServerInfo/Science/Science.xml new file mode 100644 index 0000000000..e3de7738c7 --- /dev/null +++ b/Resources/ServerInfo/Science/Science.xml @@ -0,0 +1,54 @@ + +# Science +[color=#c96dbf]Science[/color], 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. + +## Personnel +[color=#c96dbf]Science[/color]'s staff is made up of Research Assistants and Scientists. [color=#c96dbf]Science[/color] is run by the Research Director. + + + + + + +## Technologies + + + + +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 [color=#a4885c]technologies[/color]. + +Each technology costs [color=#a4885c]Research Points[/color] and unlocks recipes at lathes. Some technologies will also have prerequisites you have to unlock before you can research them. + +[textlink="Click here to see a list of technologies." link="Technologies"]. + +## Disciplines +Technologies are spread over 4 different Disciplines: + + + + + + + + Use your nearest R&D console to take note of which kind of research is locked behind each Discipline tree. + +## Tiers +Each Discipline tree has up to 3 tiers of technologies. At the start the only tier that is open and available for you is tier 1. + +In order to progress further, you have to research up to [color=brown]75%[/color] of the current tier to move to the next one. So in order to unlock T2 researches you need to research 75% of T1. + +Now [color=green]Tier 3[/color] is where it gets interesting. If you research a T3 tech, you [color=brown]lock out[/color] T3 techs from other Discipline trees. That is, unless... you find some other way around it, probably should ask your [color=purple]Research Director[/color]. + +## Lathes + + + + + + + + + +At a lathe, you can choose 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. + + diff --git a/Resources/ServerInfo/Science/Technologies.xml b/Resources/ServerInfo/Science/Technologies.xml new file mode 100644 index 0000000000..ef89c80269 --- /dev/null +++ b/Resources/ServerInfo/Science/Technologies.xml @@ -0,0 +1,20 @@ + +# Technologies + +All technologies have a cost and a tier requirement in order to be researched. Unlocking them adds a variety of recipes that can be printed at various lathes. + +The different technologies and their respective discipline are listed below. + +## Industrial + + +## Arsenal + + +## Experimental + + +## Civilian Services + + + diff --git a/Resources/ServerInfo/Science/Xenoarchaeology.xml b/Resources/ServerInfo/Science/Xenoarchaeology.xml new file mode 100644 index 0000000000..87177acbaf --- /dev/null +++ b/Resources/ServerInfo/Science/Xenoarchaeology.xml @@ -0,0 +1,57 @@ + +# Xenoarchaeology +Xenoarchaeology is a science subdepartment focused on researching and experimenting on alien artifacts. + +At the start of each shift, the Science department will usually have access to at least two artifacts to experiment on. You can buy more by talking to the Cargo department. + +By researching the unique things each artifact can do, you gain Research Points, increase the artifact's sale value, and potentially discover a useful ability or two that can help your department or the whole station! + +## Artifact Nodes + + + + +Artifacts consist of a randomly-generated tree of nodes. These nodes have a "[color=#a4885c]depth[/color]", representing how dangerous the node is, and the number of other nodes connected to it, called "[color=#a4885c]edges[/color]", + +Artifacts always start at depth zero, the root of the tree. Travelling the tree to find as many nodes as possible is the main goal of the scientists working on them. Knowledge is extracted from nodes to gain Research Points and increase the artifact's sale value. + +Each node has two components: its [color=#a4885c]stimulus[/color] and a [color=#a4885c]reaction[/color]. + +A stimulus is the external behavior that triggers the reaction. There's a variety of these, and higher depth nodes have more difficult to accomplish stimuli. Some stimuli will need improvisation to trigger, and you may need to talk to other departments to get everything you need. + +Some reactions are instantaneous effects while others are permanent changes. Once an artifact is triggered, the reaction causes the artifact to randomly move to another node it is linked to. + +With some experimental science, you can begin to grasp how the different nodes of an artifact are connected, and how to move between them by repeatedly activating nodes. + +All non-zero-depth nodes will have exactly one edge that leads up to its parent node. All other edges a node has lead down to the next depth. + +## Artifact Analyzer and Analysis Console + + + + +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 network configurator and set an artifact on top of the analyzer. Every station has at least one of these machines already set up. + +Use the console's [color=#a4885c]scan[/color] button to discover what stimulus the artifact needs and what its reaction will do. Scanning takes thirty seconds. + +Use the [color=#a4885c]print[/color] button to save the scan result, so you can refer to it later. + +Once you've discovered a new node, you can extract points from the artifact using the [color=#a4885c]Extract[/color] button. + +## Assembling Artifacts + + +It is possible to gather multiple artifact fragments and assemble them into a working artifact. You can ask for these from Salvage, who usually find these while mining asteroids or on Expeditions. + +## Traversal Bias + + + +Artifacts placed on top of a powered artifact analyzer are subjected to a bias which affects which node they will move to after being activated. The bias can be set in the artifact console. + +There are two types of biases: +- [color=#a4885c]Up:[/color] favors nodes closer to the origin. Results in a decrease of depth. +- [color=#a4885c]Down:[/color] favors nodes farther away from the origin. Results in an increase of depth. + diff --git a/Resources/ServerInfo/Security/CriminalRecords.xml b/Resources/ServerInfo/Security/CriminalRecords.xml new file mode 100644 index 0000000000..c7b7ad2098 --- /dev/null +++ b/Resources/ServerInfo/Security/CriminalRecords.xml @@ -0,0 +1,39 @@ + + # Criminal Records + The criminal records console is accessible in every station's security department, it serves the purpose of tracking and managing the criminal history and status of anybody part of the crew manifest. + + + + + + Anyone can open the console's UI, but only those with Security access can modify anything. + + The UI is composed by the following elements: + - A search bar that has a filter next to it that lets you filter the crewmembers by their names, fingerprints or DNA. + + - A list of all the crewmembers in the manifest, selecting one of the entries will make the criminal records of a crewmember appear. The list is filtered by the search bar so make sure it's empty if you want an overall overview! + + - The criminal records themselves + + In the record section you can: + - See security-related information about a crewmember like their name, fingerprints and DNA. + + - Change the security status between [color=gray]None[/color], [color=yellow]Wanted[/color] and [color=red]Detained[/color]. When setting it to Wanted you will be asked to write a reason. + + - If they are wanted, you can see the reason given below the status dropdown. + + - Once someone has been arrested, update their status on the console so everyone knows they no longer need to be captured. + + - After they've done their time, release them and update their status to None so nobody thinks they are an escaped convict. + + - Open the Crime History window to check or modify it. + + The Crime History window lists someone's crimes and can be modified in multiple ways: + - Automatically, just by setting someone's status to arrested. The reason will be added to "ARRESTED:" so it's easy to see the automated entries. + + - Adding a new line by clicking "Add" and writing something in the input box. When adding a record, remember to mention their crime and sentence, the console will automatically insert the shift's time so you don't need to! + + - Select a line of unwanted history and click "Delete" to remove it. Excellent for keeping records clean from the clown's stolen ID antics. + + Now you can be the desk jockey you've always wanted to be. + diff --git a/Resources/ServerInfo/Security/Defusal.xml b/Resources/ServerInfo/Security/Defusal.xml new file mode 100644 index 0000000000..583b8a34c7 --- /dev/null +++ b/Resources/ServerInfo/Security/Defusal.xml @@ -0,0 +1,73 @@ + + # Large Bomb Defusal + So, you found a large bomb and it's beeping. These bombs take a long time to detonate and punch a big hole into the hull. Just keep reading, and nobody will explode. + + ## Gear + You require two essential tools to perform defusal, however, a multitool is extremely helpful in terms of identifying wires. + + + + + + + For protective equipment, a [color=yellow]bomb suit[/color] or any other protective equipment can assist you in not blowing into gibs. + + + + + + + + ## Hardbombs + Listed below are the two common types of bombs you will encounter while defusing. A training bomb will only provide minor hull damage and generally not kill you. A syndicate bomb however will punch a big hole into the hull, and gib you if you are not wearing protective gear. + + + + + + ## Arming + To arm a bomb, you can either [color=yellow]right click[/color] and click [color=yellow]Begin countdown[/click], or [color=yellow]alt-click[/color] the bomb. It will begin beeping. + + ## Time + A bomb has a limited time, at a minimum of [protodata="SyndicateBomb" comp="OnUseTimerTrigger" member="ShortestDelayOption"/] seconds and a maximum of [protodata="SyndicateBomb" comp="OnUseTimerTrigger" member="LongestDelayOption"/] seconds. You can view the timer by examining it, unless the Proceed wire is cut. Once the timer hits zero, the bomb will detonate. + + ## Bolts + By default, once armed, a bomb will bolt itself to the ground. You must find the BOLT wire and cut it to disable the bolts, after which you can unwrench it and throw it into space. + + ## Wires + You must access the wiring in order to defuse a bomb. You can use a [color=yellow]screwdriver[/color] to open the access panel. Inside, you will find many types of wires. In a standard syndicate bomb, there are around [color=yellow]10 wires[/color], 3 are dummy wires, [color=red]3 will cause a detonation[/color], and the rest that weren't mentioned can be found below (alongside BOOM wires). With each wire, you can do 3 actions. You can: + - [color=yellow]Pulse the wire[/color] with a multitool, this can help you safely identify most wires. + - [color=red]Cut the wire[/color] with a wirecutter, this can trigger various effects, be cautious of cutting without reason! + - [color=green]Mend the wire[/color] with a wirecutter, this can restore some functionality of the bomb if it isn't disposable. + + Onward for the types of wires. + + ## Wire Types + [color=#a4885c]Activation Wire (LIVE)[/color] + - [color=yellow]Pulse the wire[/color]: Pulsing the wire will make the wire chirp and delay the bomb by 30 seconds. + - [color=red]Cut the wire[/color]: Cutting the wire will defuse the bomb if active, otherwise, will begin the timer. + - [color=green]Mend the wire[/color]: Nothing. + + [color=#a4885c]Proceed Wire (PRCD)[/color] + - [color=yellow]Pulse the wire[/color]: Pulsing the wire will forward the time by 15 seconds. + - [color=red]Cut the wire[/color]: Cutting the wire will disable the timer display on examine. + - [color=green]Mend the wire[/color]: Nothing. + + [color=#a4885c]Delay Wire (DLAY)[/color] + - [color=yellow]Pulse the wire[/color]: Pulsing the delay wire will delay the bomb by 30 seconds. + - [color=red]Cut the wire[/color]: Nothing. + - [color=green]Mend the wire[/color]: Nothing. + + [color=#a4885c]Boom Wire (BOOM)[/color] + - [color=yellow]Pulse the wire[/color]: [color=red]The bomb will explode if armed![/color] + - [color=red]Cut the wire[/color]: [color=red]The bomb will explode if armed![/color] Otherwise, will disable the bomb. + - [color=green]Mend the wire[/color]: Re-enables the bomb if disabled previously. + + [color=#a4885c]Bolt Wire (BOLT)[/color] + - [color=yellow]Pulse the wire[/color]: Pulsing the wire will make the bolts spin. + - [color=red]Cut the wire[/color]: Cutting the wire will disable the bolts, throw it into space! + - [color=green]Mend the wire[/color]: Mending the wire will re-enable the bolts. + + [color=#a4885c]Dummy Wire[/color] + - Dummy wires don't do anything. You can pulse, cut, and mend them freely and they will not affect the bomb at all. + diff --git a/Resources/ServerInfo/Security/Forensics.xml b/Resources/ServerInfo/Security/Forensics.xml new file mode 100644 index 0000000000..733969b5a6 --- /dev/null +++ b/Resources/ServerInfo/Security/Forensics.xml @@ -0,0 +1,48 @@ + + # Forensics + + There are a lot of tools to help you gather and examine the evidence at your disposal + + # Log probe + + This little add-on to your PDA is incredibly useful, just install the cartridge and your PDA will acquire the ability to scan anything with access (like airlocks) and see who has used them recently. + + You can normally find it inside the detective locker. After inserting it on your PDA, go to the programs tab and the log probe application should be there, to use the application you just have to interact with anything that requires access with your PDA while the application is open and the information will be instantly displayed in it. + + It should be noted that the name shown in the application is not to be trusted 100% of the time since it gets the name from the identification card of whoever used the thing we are scanning, so if for example someone opened an airlock with no card the application would display "Unknown" as the name. + + + + + + + # DNA and Fingerprints + + ## 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. + + + + So be careful before fighting with someone. + + Same scanner can also get fingerprint information about who touched pretty much any object. If the possible perpetrator was using gloves, then your scanner will print out which fibers were left on the crimescene. + + ## 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. Same applies to finding whose fingerprint is is. + + ## Taking Fingerprints + It is also possible to take someone's fingerprints while on scene if you make them take off their gloves and apply a forensic pad to their fingers. No need to run back to [color=#a4885c]Station Records Computer[/color] to check if the butler did it! + + + + ## Fibers + Whenenever people wearing gloves touch anything on the station, they are bound to leave behind some fibers. This complicates things, but nothing is unsolvable for a real detective. + + There are up to [color=red]26[/color] different types of fibers possible. Can that stop you from solving the case? + + + + + diff --git a/Resources/ServerInfo/Security/Security.xml b/Resources/ServerInfo/Security/Security.xml new file mode 100644 index 0000000000..7306e3f761 --- /dev/null +++ b/Resources/ServerInfo/Security/Security.xml @@ -0,0 +1,43 @@ + +# Security +Ensuring the safety of both station and crew is number one for [color=#cb0000]Security[/color]. They are ready for any situation, and [color=#cb0000]Security[/color] are on hand to maintain order and control crowds. + +They face [textlink="Syndicate Agents" link="Traitors"], [textlink="Nuclear Operatives" link="NuclearOperatives"], [textlink="Zombies" link="Zombies"] and unruly staff. + +## Personnel +[color=#cb0000]Security[/color]'s staff is made up of Security Cadets, Security Officers, and the Detective. [color=#cb0000]Security[/color] is run by the Warden and Head of Security. + + + + + + + + +## 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. + + + + + + +## Flashes +[color=#a4885c]Flashes[/color] are an effective tool for dispersing crowds and apprehending particularly evasive targets, with a large area of effect blinding all those without protection. +It is worth noting that flashes can be both used in a large area ([color=yellow]Z[/color] hotkey) and if you attack somebody with it while [color=red]harm mode[/color] is active. Important to note that localized flashes last [color=yellow]2.5[/color] times as long as large area ones. +[color=#cb0000]Security[/color] and [color=#a4885c]some[/color] other members of staff have eye protection from flashbangs and flashes. + + + + + + +## Lethals +Should the situation dictate, [color=#cb0000]Security[/color] have access to laser rifles, shotguns, handguns and automatic rifles able to put down substancial fire against any who would stand against the station. + + + + + + + diff --git a/Resources/ServerInfo/ServerRules/BanDurations.xml b/Resources/ServerInfo/ServerRules/BanDurations.xml new file mode 100644 index 0000000000..2c85346b49 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/BanDurations.xml @@ -0,0 +1,17 @@ + + # Ban Durations + + Bans can be appealed at forum.ss14.io in the ban appeals section. + + ## Temporary + Temporary bans will be lifted automatically after a certain amount of time. If they are a game ban, they will tell you how much time is remaining when you try to connect. + + ## Indefinite + These bans will only be removed on a successful appeal on the forums. Any ban which doesn't tell you when it expires and doesn't specify otherwise can be presumed to be an indefinite ban. + + ## Voucher + This is an indefinite ban which may only be appealed both with a successful appeal and which require a voucher of good behavior from the administrative team of a well-known or at least decently active SS13/SS14 server in order for the appeal to be considered. Voucher bans typically cannot be appealed for at least six months after being issued. Without a voucher, a player can only attempt to appeal a voucher ban once, and only if the ban was inappropriately placed. Voucher bans are typically only placed as a result of an unsuccessful appeal of an indefinite game ban by players with a history of bans and of causing issues. + + ## Permanent + This is a ban that is only appealable if the ban was inappropriately placed, including if the ban should not have been permanent. If the result of the appeal is that the ban was appropriately placed, the ban may not be appealed again and will not be lifted. These bans are extremely rare, but are applied to players who continually cause problems even after a voucher ban or users who have completely unacceptable behavior may be permanently removed. + diff --git a/Resources/ServerInfo/ServerRules/BanTypes.xml b/Resources/ServerInfo/ServerRules/BanTypes.xml new file mode 100644 index 0000000000..b10ea3c393 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/BanTypes.xml @@ -0,0 +1,11 @@ + + # Ban Types + + Bans can be appealed at forum.ss14.io in the ban appeals section. + + ## Role Ban + Also called a "job ban", this ban prevents your character from joining or late-joining a round as one or more jobs or roles. These are often used in response to problematic behavior in particular departments or address gross inexperience in important roles such as heads of staff. These bans do not mechanically prevent you from switching to the role during a round or acting as that role, but doing so is considered ban evasion. + + ## Game Ban + Also called a "server ban", this ban prevents you from connecting to all Wizard's Den servers. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC0.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC0.xml new file mode 100644 index 0000000000..7b8cfbcf61 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC0.xml @@ -0,0 +1,19 @@ + + # Core Rules + These rules apply at all times, including between rounds. + + - [textlink="1. Admins have final say" link="RuleC1"] + - [textlink="2. Don't be a dick" link="RuleC2"] + - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] + - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] + - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] + - [textlink="6. Do not attempt to evade bans" link="RuleC6"] + - [textlink="7. Only use English" link="RuleC7"] + - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] + - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] + - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] + - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] + - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] + - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] + - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC10AHelp.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC10AHelp.xml new file mode 100644 index 0000000000..2d639c5b84 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC10AHelp.xml @@ -0,0 +1,29 @@ + + # Core Rule 10 - Do not abuse or ignore admin messages + Admin help, or "ahelp", is the system used by admins to communicate with specific players in the game. Only use admin help for things requiring admin attention. If you ignore messages admins send to you via ahelp, or disconnect during an ahelp, you may be banned. If you urgently need to leave during an ahelp, you may do so but will likely need to continue the ahelp on the forums. Do not admin check, be hostile/aggressive, request events, or spam. IC methods of contacting admins, like prayers, faxes, red phones, and banana phones, should be used when there is not an issue. + + Admins are not always online, but all ahelps are automatically relayed to discord. For various reasons, admins might not respond to an ahelp even if they've handled it. A lack of response does not necessarily mean that an ahelp was ignored. + + ## Should I ahelp X? + You can ahelp anytime you genuinely think a player is breaking a rule. Not all ahelps end up being for something that an admin needs to intervene in, but that's ok, admins would rather have people occasionally report things that turn out to not be an issue than miss reports for actual issues because someone was unsure, or get those reports late because someone waited until the end of the round to be more sure. + + The most common reason players give for not ahelping issues is that they don't want to waste admin time, but it only takes a few seconds for an admin to check if someone is an antagonist. If you are ahelping too many things, an admin will let you know. If you're not being told to stop reporting something or to report less things, then you can safely assume that you aren't causing any issues. + + # What should I include in an ahelp? + At a minimum, admins need to know what the issue is to be able to address an ahelp. Don't send ahelp messages with no information about what your question or the issue is. Messages like "hello" are often considered admin checking. + + If you can, an ideal ahelp message includes what the issue is along with who is causing it and their character's name if possible. + + # Examples + Appropriate uses of ahelp: + - reporting people who you think are violating rules, + - asking questions about rules, + - asking for a temporary exemption from a rule, and + - request a minor gimmick, like a TC trade or item spawn. + + Inappropriate uses of ahelp: + - checking if an admin is online, including sending messages without any information about the issue like "hello" or incomprehensible messages, + - being hostile or aggressive, + - requesting events, and + - spamming messages about the same issue. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC11AhelpThreats.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC11AhelpThreats.xml new file mode 100644 index 0000000000..15784c4dfe --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC11AhelpThreats.xml @@ -0,0 +1,20 @@ + + # Core Rule 11 - Do not threaten to ahelp other players or argue with them about rules + This rule covers out-of-character (OOC) and in-character (IC) actions. Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. You can argue in character about Space Law, but do not argue about whether something is or is not against the rules. If you think someone is breaking a rule, ahelp them. If you don't think someone is breaking a rule, don't ahelp them. Either way, the best thing that you can do after is to continue in-character. + + ## Example Scenario 1 + You are a security officer and think someone who is causing a ton of problems for security is not an antag and is breaking the rules by doing so. + + [color=#a4885c]Good:[/color] Since you think they are breaking a rule, you ahelp them when you're able to. You continue in-character by arresting them for the crimes that they committed. + + [color=#a4885c]Bad:[/color] You decide not to ahelp them. You kill them and tell them "you're lucky I didn't report you to the admins". + + [color=#a4885c]Bad:[/color] Since you think they are breaking a rule, you ahelp them when you're able to. You arrest them for the crimes that they committed and tell them "I ahelped you so enjoy your ban". + + ## Example Scenario 2 + A mouse is using emotes to bypass speech restrictions. + + [color=#a4885c]Good:[/color] You ahelp them then respond in-character by acting like you can't understand what the mouse is doing. + + [color=#a4885c]Bad:[/color] You use in character chat to tell the mouse that it is breaking a rule. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC12MinAge.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC12MinAge.xml new file mode 100644 index 0000000000..baa30a09fa --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC12MinAge.xml @@ -0,0 +1,6 @@ + + # Core Rule 12 - Players must be and act at least 16 years old + All players must be at least 16 years old. Additionally, all players must act at least as mature as a 16 year old. Admins may ban someone who they believe is acting less mature than a 16 year old, even if the player is known to be significantly older than 16 years old. + + Anyone who connects to the servers is a player, even if they don't actually play in a round. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC13CharacterNames.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC13CharacterNames.xml new file mode 100644 index 0000000000..97880466d4 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC13CharacterNames.xml @@ -0,0 +1,76 @@ + + # Core Rule 13 - Use realistic character names, and do not use names of famous people + - No names of people or characters from the real world + - No titles/honorifics + - Must follow all other rules (no slurs/sexual names/etc) + - Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names cannot be used as names. See examples below. + - Admin rulings on IC names are final and disputes should be done through the forums, not by refusing to comply with an admin + + Clowns and mimes are exempt from the prohibition on titles/honorifics, and have loosened restrictions on low effort and implausible names. + + ## Clarification on "Meta" Names + Meta names are ones which attempt to take advantage of some game mechanic or game design choice. "Urist McHands" is a meta name because it is the default name used for admin spawned humans. "Operator Whiskey" is a meta name because it follows the naming pattern of nuclear operatives. This rule is not intended to prevent things like nuclear operatives using a fake ID with names that appear to be nuclear operative names if they decide that they want to do that. + + ## Conventions and Examples + [color=#994444]Bad[/color] cannot be used by any species. [color=#449944]Acceptable[/color] names can be used by any species. + + Humans typically use the Firstname Lastname convention. + - [color=#449944]Acceptable:[/color] Tom Fisher + - [color=#449944]Acceptable:[/color] Spacey Chapman + - [color=#994444]Bad:[/color] Dr. Tom Fisher + - [color=#994444]Bad:[/color] Walter White + - [color=#994444]Bad:[/color] George Washington + - [color=#994444]Bad:[/color] Joe Biden + - [color=#994444]Bad:[/color] Ben Dover + - [color=#994444]Bad:[/color] Mike Hunt + + Dwarfs typically use the human convention in a viking theme. + - [color=#449944]Acceptable:[/color] Ingrid Firebreath + - [color=#449944]Acceptable:[/color] Erik Lightningclaw + + Lizards typically use the Verb-article-Noun convention. + - [color=#449944]Acceptable:[/color] Cleans-the-Airlocks + - [color=#994444]Bad:[/color] Bans-the-Admins + + Slimes typically have names that are onomatopoeia. A last name is optional. + - [color=#449944]Acceptable:[/color] Foolp Suub + - [color=#449944]Acceptable:[/color] Foolp + - [color=#994444]Bad:[/color] Slime + + Diona typically have calm, nature themed, Noun of Noun style names. + - [color=#449944]Acceptable:[/color] Petal of Tranquility + - [color=#449944]Acceptable:[/color] Garden of Relaxation + - [color=#994444]Bad:[/color] Tree but Alive + + Mothmen typically use latin sounding names, or light themed names. + - [color=#449944]Acceptable:[/color] Socrates Temnora + - [color=#449944]Acceptable:[/color] Sierra Lightseeker + - [color=#449944]Acceptable:[/color] James Nightflitter + + Arachnids typically use latin sounding names. + - [color=#449944]Acceptable:[/color] Argyroneta Reticulatus + - [color=#449944]Acceptable:[/color] Loxosceles Domesticus + - [color=#994444]Bad:[/color] Spider-Man + + Vox typically use a single name made of random syllables, often with repeating patterns. + Names should not be excessively long or be so repetitive/convoluted as to be unreadable. + + - [color=#449944]Acceptable:[/color] Hirixashahre + - [color=#449944]Acceptable:[/color] Xapikrikrik + - [color=#994444]Bad:[/color] Chipikirchitchitchitbecretretrer + - [color=#994444]Bad:[/color] Trololol + + Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names are not permitted. + - [color=#994444]Bad:[/color] XxRobustxX + - [color=#994444]Bad:[/color] SDpksSodjdfk + - [color=#994444]Bad:[/color] Lkdsoisgoieun + - [color=#994444]Bad:[/color] F4ith H3arth + - [color=#994444]Bad:[/color] Greytide + - [color=#994444]Bad:[/color] Passenger + - [color=#994444]Bad:[/color] Urist McHands + - [color=#994444]Bad:[/color] Admin + - [color=#994444]Bad:[/color] Game-Master + - [color=#994444]Bad:[/color] Joe Mamma + - [color=#994444]Bad:[/color] Middle-Aged Man + - [color=#994444]Bad:[/color] Operative Whiskey + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC14ICinOOC.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC14ICinOOC.xml new file mode 100644 index 0000000000..44ad34deb6 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC14ICinOOC.xml @@ -0,0 +1,13 @@ + + # Core Rule 14 - Do not use LOOC or OOC to share current round information + Local Out of Character (LOOC) and Out of Character (OOC) channel are meant for things that don't relate to the current round. Using these channels to share round info is often referred to as "IC in OOC" or "ick ock". + + ## Examples + Things you should [color=#a4885c]not[/color] do: + - Use LOOC to tell someone you are an antagonist. + - Use LOOC to tell someone that your character is not lying. + + Things you could do instead: + - Use codewords in-character. + - Try to convince them that you are not lying in-character, or accept that you won't be able to convince them. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC1Admins.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC1Admins.xml new file mode 100644 index 0000000000..ed9fa6133b --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC1Admins.xml @@ -0,0 +1,6 @@ + + # Core Rule 1 - Admins have final say + These rules are not perfect. The rules attempt to clearly communicate what the admin team intends to be allowed and prohibited, but there are likely loopholes or other flaws that can be "lawyered". Don't attempt to manipulate the interpretation of the rules to suit your personal goals or to degrade the experience of other players. If you are unsure of something, follow the more restrictive option until you are able to ask an admin and get clarification. + + Admins can override rules if they deem it in the best interest of the current round, server, and/or community at large. Online admins are able to make final interpretations of rules during a round. Even if you disagree with how an admin interprets a rule, you must still follow the interpretation they provide for you. Admin actions and interpretations of rules can be contested through staff complaints. If admins believe that you are an overall negative impact to the community or rounds, you will be banned. Admins will be held fully accountable for their actions if they exercise this privilege. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC2DBAD.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC2DBAD.xml new file mode 100644 index 0000000000..5678cde195 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC2DBAD.xml @@ -0,0 +1,7 @@ + + # Core Rule 2 - Don't be a dick + Don't do anything with the goal of negatively affecting other players. Not everyone is going to enjoy every round. Killing someone is allowed in certain situations even though it might negatively affect them, but no one should be doing anything for the purpose of harming someone else's experience. + + ## MRP Amendment + Do not interact negatively with SSD/AFK players. Interactions to complete antagonist objectives or duties like security searches/arrests are always permitted. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC3NoHate.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC3NoHate.xml new file mode 100644 index 0000000000..3a2e288ba9 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC3NoHate.xml @@ -0,0 +1,20 @@ + + # Core Rule 3 - No Hate Speech or Discriminatory Language + This is a zero tolerance rule. + + This rule prohibits all the following: + - Hate Speech + - Slurs (including variations of slurs, racial, sexual, disability-related, or language closely tied to real-life slurs) + - Bigotry + - Racism (including Speciesism, which would be demeaning other players based on their in-game race) + - Sexism + + ## Examples + Allowed: + - Telling someone that you are gay. + + Prohibited: + - Calling someone gay in a context where gay is used as an insult or negative attribute. + - Using a racial slur or variant in a positive context. + - Using the word "retard" in any context. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC4NoERP.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC4NoERP.xml new file mode 100644 index 0000000000..a0921f5907 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC4NoERP.xml @@ -0,0 +1,23 @@ + + # Core Rule 4 - No sexual content/themes, including erotic roleplay (ERP) and no shock content + This is a zero tolerance rule. + + Erotic Roleplay (commonly abbreviated as "ERP") and sexual content is not allowed. This includes direct and indirect mentions of sexual behavior or actions. Slight leeway is given to insults, but this rule is otherwise strictly enforced. + + In-game romantic relationships should not become the focus of the game for you and anyone else involved. + + Things that appear to be intended to or are likely to disturb players out of character are considered shock content and are not allowed. + + ## Examples + Allowed: + - Telling someone that they are being a dickhead. + - Telling someone that you are going to kill the captain, as long as it is clear that you mean it in character. + + Prohibited: + - Emoting sexual acts. + - Erotica content. + - Erotic or sexual memes. + - Memes which contain sexual content. + - Dedicating significant portions of rounds to romantic relationships, dating, or similar things. + - Emoting defecation or related acts. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC5Metacomms.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC5Metacomms.xml new file mode 100644 index 0000000000..0c0f336e6d --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC5Metacomms.xml @@ -0,0 +1,18 @@ + + # Core Rule 5 - Do not use out of game methods to communicate with other players + This is a zero tolerance rule. + + Do not utilize any external means of communication to talk to other players who are connected to the same server, or who were connected to the same server during the current round. This is referred to as "metacomming" and includes any means of communication including text, voice, images, and video. This includes applications such as Discord, Steam, and other platforms, along with in-person communication. + + Even if information is not being shared or abused, it may still be considered a violation of this rule. Due to the difficulty of determining if information is being shared, it will almost always be presumed that people who message another player they are in a round with, or who are in a voice call with another player during a round are sharing round information. Due to the difficulty of determining if users are abusing information that they are sharing, it will almost always be presumed that the information is being abused. + + The only exemption to this rule is when [color=#a4885c]all[/color] players are in the server lobby. + + ## Teaching new players + Teaching players is not exempt from this rule. If you want to teach a new player, it is recommended to either watch a stream of them playing the game while not playing yourself, or communicate with them using only in-game methods of communication. + + ## Streaming + Public livestreams are not exempt from this rule, but have different liability. Using information from a public live stream of the game (stream sniping) is a violation of this rule. Watching a public live stream of the game while connected to the same server is a violation of this rule. Allowing people watching a public live stream to share information about the current round, for example through the stream's chat, is a violation of this rule. Using that information is also a violation of this rule. Sharing information about the current round with a streamer is a violation of this rule if that information was obtained from any source but the stream. The stream's moderators are expected to enforce this on the streaming platform in addition to any in-game enforcement done by game admins. + + Public livestreaming by itself is not a violation of the rule as long as the stream is sufficiently moderated. Streamers are encouraged, but not required, to use a stream delay. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC6BanEvasion.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC6BanEvasion.xml new file mode 100644 index 0000000000..bec8b4fabd --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC6BanEvasion.xml @@ -0,0 +1,15 @@ + + # Core Rule 6 - Do not attempt to evade bans + This is a zero tolerance rule. + + Almost all bans may be appealed on our forums at forum.ss14.io in the ban appeals section. This is generally the only acceptable way to contact the administration team to discuss your ban and revise it if it is inappropriate, including if it is mistakenly applied. + + Any attempt to circumvent or bypass a game ban will result in a voucher ban. Attempting to evade role bans by gaining access to or working in the capacity of a job you are banned from will result in a game ban. These bans are applied even if the evasion attempt is unsuccessful. + + ## Exceptions + There are no exemptions for evading or attempting to evade game bans. Antagonists who impersonate or take over a role which they are banned from to aid in their goals are not considered to be evading their role ban. + + ## Additional Information + - [textlink="Ban Types" link="BanTypes"] + - [textlink="Ban Durations" link="BanDurations"] + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC7EnglishOnly.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC7EnglishOnly.xml new file mode 100644 index 0000000000..630c522bce --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC7EnglishOnly.xml @@ -0,0 +1,10 @@ + + # Core Rule 7 - Only use English + Only English is permitted, both in-character and out-of-character. You must be fluent in English enough to be able to not cause game issues, and to be able to communicate with game admins when necessary. If a game admin does not feel that you are fluent enough in English, they may ban you. + + ## Why + We do not have enough staff fluent in other languages to moderate them. Translation tools can be unreliable and are not integrated well into the game. + + ## Non-English Options + There are many servers that allow or focus on other languages. You are highly encouraged to play only on servers that allow languages you are fluent in. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC8Exploits.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC8Exploits.xml new file mode 100644 index 0000000000..48cbaaa9ac --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC8Exploits.xml @@ -0,0 +1,12 @@ + + # Core Rule 8 - Do not exploit the game, use cheats, or macros + The following are prohibited by this rule: + - bugs and exploits which have effects that persist beyond the current round, + - intentionally used bugs, exploits, and unintended behaviors which give the user an advantage over players who do not use them, even if their effects do not persist across rounds, + - evading or bypassing afk detection, + - anything which results in gaining elevated privileges, including admin permissions, + - external tools and client modifications, including macros, and + - anything which prevents another player who is not game banned from being able to play on the servers, not including in-character actions that do not persist across rounds. + + Both attempts and successful use are prohibited. + diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC9Multikey.xml b/Resources/ServerInfo/ServerRules/CoreRules/RuleC9Multikey.xml new file mode 100644 index 0000000000..d402918dcd --- /dev/null +++ b/Resources/ServerInfo/ServerRules/CoreRules/RuleC9Multikey.xml @@ -0,0 +1,7 @@ + + # Core Rule 9 - Do not use multiple accounts, or alt accounts, and do not share accounts + Use of multiple accounts is referred to as "multikey". the rule applies even if the accounts are not used at the same time, including if the old account is abandoned. All accounts may be banned if this rule is violated. You are responsible for everything done on and with your account. You are just as responsible for actions taken by other people using your account as you would be had you taken the actions themselves. + + ## Switching to a new account + If you lose access to an account, you must contact game admins on the forums notifying admins before using a new account to connect to the servers. Your message to game admins must include the username of your old account. Creating a new account while your current account is banned will be considered ban evasion. + diff --git a/Resources/ServerInfo/ServerRules/DefaultRules.xml b/Resources/ServerInfo/ServerRules/DefaultRules.xml new file mode 100644 index 0000000000..3e19fefeed --- /dev/null +++ b/Resources/ServerInfo/ServerRules/DefaultRules.xml @@ -0,0 +1,5 @@ + + # Server Rules + + This server has not written any rules yet. Please listen to the staff. + diff --git a/Resources/ServerInfo/ServerRules/README.txt b/Resources/ServerInfo/ServerRules/README.txt new file mode 100644 index 0000000000..d7ac858c16 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/README.txt @@ -0,0 +1,5 @@ +These files contain Wizard's Den server rules. Since they reference Wizard's Den, they should not be used +by other servers without at least enough modification to not mislead players into thinking that they are +playing on Wizard's Den. + +The filenames used for the rules files are not themselves rules. Only the contents of the files are rules. diff --git a/Resources/ServerInfo/ServerRules/RoleTypes.xml b/Resources/ServerInfo/ServerRules/RoleTypes.xml new file mode 100644 index 0000000000..67a05f516c --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleTypes.xml @@ -0,0 +1,21 @@ + + # Role Types + + ## Crew Aligned/Non-antagonist + In most rounds, a majority of players will be non-antagonists, meaning that they are crew aligned. This is the "default" role, if the game doesn't tell you that you are one of the other roles defined here, then you are a non-antagonist. Overall, non-antagonists are intended to work towards a net positive effect on the round. + + ## Solo Antagonist + Certain roles are intended to cause problems for the round or for non-antagonists. You are only a solo antagonist if the game clearly and explicitly tells you that you are a solo antagonist. Antagonists are exempt from many but not all roleplay rules. + + ## Team Antagonist + Team antagonists are like solo antagonists but they have other antagonists who they are expected to not hinder, and who they may be expected to help. You are only a team antagonist if the game clearly and explicitly tells you that you are a team antagonist. + + ## Free Agent + Certain roles are free to choose if they want to behave as an antagonist or as a non-antagonist, and may change their mind whenever they'd like. You are only free agent if the game clearly and explicitly tells you that you are a free agent. + + ## Familiar + Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. + + ## Silicon + Silicons have a set of laws that they must follow above all else except the core rules. You are only silicon if the game clearly and explicitly tells you that you are a silicon. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR0.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR0.xml new file mode 100644 index 0000000000..fdccf07017 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR0.xml @@ -0,0 +1,26 @@ + + # Roleplay Rules + These rules only apply during a round. A round ends only when the round summary has appeared. All of these rules apply fully until the moment that the round summary appears, even while the arrivals shuttle is in transit. + + The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active. + + Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel. + + See the list of [textlink="role types" link="RoleTypes"] for more information about the different types of roles. + + - [textlink="1. Silicons must follow Silicon Rules" link="RuleR1"] + - [textlink="2. Familiars must obey their master" link="RuleR2"] + - [textlink="3. Roleplay a normal person" link="RuleR3"] + - [textlink="4. Do not metagame, obey the Metashield" link="RuleR4"] + - [textlink="5. Don't interfere with arrivals" link="RuleR5"] + - [textlink="6. Don't act like an antagonist unless the game tells you that you are one" link="RuleR6"] + - [textlink="7. Do not stall the round" link="RuleR7"] + - [textlink="8. As an antagonist, only be friendly to your team and don't work against your team" link="RuleR8"] + - [textlink="9. As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives" link="RuleR9"] + - [textlink="10. Listen to your team leader" link="RuleR10"] + - [textlink="11. Follow reasonable escalation" link="RuleR11"] + - [textlink="12. Do not abandon your role" link="RuleR12"] + - [textlink="13. Stick to your role" link="RuleR13"] + - [textlink="14. Set an example if playing command or security" link="RuleR14"] + - [textlink="15. Command and Security must follow Space Law" link="RuleR15"] + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR10Subordination.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR10Subordination.xml new file mode 100644 index 0000000000..2147ddc111 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR10Subordination.xml @@ -0,0 +1,26 @@ + + # Roleplay Rule 10 - Listen to your team leader + Captains lead all departments and other members of command. Department heads lead members of their department. Certain antagonist teams have team leaders, like nuclear operative commanders or head revolutionaries. You are not required to perfectly follow orders given to you by your leaders, but you should generally allow your leaders to lead and not interfere with their ability to. You can choose to ignore unreasonable orders, including ones which are will result in your death unless you are an antagonist with an objective that requires you to die. + + Team antagonists have to listen to the leader of their antagonist team. Team antagonists do not have to listen to any other leaders, including leaders of other antagonist teams. Solo antagonists do not have to listen to any leaders at all. + + ## Examples + Acceptable: + - A traitor ignores orders from a nuclear operative commander. + - An antagonist ignores orders from the captain. + - An engineer tells the Chief Engineer that they don't think it's a good idea to setup the singularity, but does so anyway when ordered to. + - An engineer tells the Chief Engineer that they don't know how to setup the singularity correctly, so refuses orders to, but accepts an offer to be taught how. + - An atmospheric technician refuses an order from the captain that would create an atmospheric hazard on the station. + - A doctor refuses an order from the Chief Engineer about who to give medical treatment to first. + - A revolutionary refuses a suicide mission from a head revolutionary. + - The Chief Engineer doesn't follow an order from the captain to setup backup power because there is an unrelated engineering emergency that the Chief Engineer needs to prioritize. + - The captain orders command to give the nuclear authentication disk to nuclear operatives, so command arrests the captain and picks a new captain. + - The research director orders scientists to say "Long live Nanotrasen!" every time they enter the bar. The scientists say they will, but don't follow the order. + + Prohibited: + - A nuclear operative ignores an order from the commander operative because they don't like the plan. + - The Chief Engineer refuses an order from the captain to setup backup power because the Chief Engineer doesn't think backup power is necessary. + - An engineer refuses an order from the Chief Engineer to setup the singularity because they prefer a different power source. + - An engineer refuses to perform a task because they don't know how to do it, and refuses to be taught for no reason. + - A head revolutionary orders revolutionaries to blend in and not do anything illegal until they are told to reveal themselves. Instead, revolutionaries collect weapons and attack security. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml new file mode 100644 index 0000000000..36655ba841 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml @@ -0,0 +1,36 @@ + + # Roleplay Rule 11-1 - Escalation Involving Animals + Escalation rules are looser with animals than with people. These looser requirements do not apply to the requirements other people attacking each other have, even if their fighting is directly related to the conflict involving the animal. + + Non-pets, such as mice and monkeys, can be freely killed with any IC reason such as pest control, or for food. These roles are often available in numbers as ghost roles, so removing one from the round doesn’t typically remove them all. + + Pets, including but not limited to Ian, Renault, Remilia, and Hamlet, cannot be freely killed, they require escalation. These roles are often available once per round at most, except roles like Remilia. + + Permanently trapping an animal, such as putting a mouse in a plant, is considered similar to killing the animal so should only be done with an IC reason. + + Both sides can escalate much more rapidly than they'd be able to if both were people. Animals are often more limited in the maximum force they can use compared to people, which limits the negative effects of them rapidly escalating. Animals also typically have less health than people, and are limited in the ease with which they can get healing, which justifies them responding to even weak attacks more severely. + + Neither the animal nor the person is obligated to get the other medical attention if they are put into crit. Attacking someone to death rather than stopping once they are in crit is considered a significant difference. While sufficient escalation may justify continuing to attack, generally people and pets shouldn't continue to be attacked once in crit, but non-pets may be. Gibbing is also considered a significant step because it prevents cloning or resuscitation. The fact that an animal made the last hit putting someone into crit does not allow people who fought on the side of the animal to not attempt to get them medical attention. + + The use of sensible, non-targeted mousetraps is not a conflict and does not require escalation. + + The killing or attacking of pets can be treated as an escalation step by players with a genuine IC connection to the animal. Generally, all crew can consider themselves to have an IC connection to any station pets. The degree of escalation should be proportional to the connection to the pet, in addition to the usual requirement of being proportional to the attack. For example, an attack on Ian can be treated nearly identically to an attack on a crewmember, whereas an attack on a pet mouse is much less severe. Normal escalation limits still apply, you cannot attack people who defended themselves from an animal that randomly attacked them, just as you could not attack someone who defended themselves from a coworker that randomly attacked them. + + Crew can "adopt" non-pets, like mice, and consider themselves to have a connection to the animal if they roleplay the adoption well. This does not affect the requirement of whether other players are required to apply escalation rules to these animals, it only creates a connection that can be used to justify retaliatory escalation to attacks by the adopter. Simply saying that they've adopted an animal is not sufficient, but carrying it with them is. The degree of connection is proportional to IC actions. Crew cannot consider themselves to have a connection for escalation purposes to animals which are typically hostile, such as space carp or bears. + + ## Examples + Acceptable: + - A chef kills mice who enter or approach their kitchen. + - A janitor kills mice roaming the station. + - A lizard kills a mouse to eat. + - A chef has carried a mouse around in their hat for the last 10 minutes, they put the mouse down for a moment and another player kills it. The chef responds by attacking the other player with their fists and refusing them service for the rest of the shift. + - Ian is randomly attacked, a crewmember who sees this happen crits the killer and brings them to security. + - Hamlet goes into the kitchen and starts eating all the food. A chef sees this and starts swinging their knife at Hamlet. Hamlet starts biting the chef and crits them, then resumes eating. + + Prohibited: + - A janitor throws an armed mousetrap at Hamlet for no reason. + - Hamlet starts biting random people, trying to crit them, for no reason. + - A crewmember attacks security for killing a space carp they adopted. + - Ian gibs someone who was trying to kill someone. + - Hamlet attacks security for trying to arrest someone he likes. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml new file mode 100644 index 0000000000..3261d78b35 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml @@ -0,0 +1,30 @@ + + # Roleplay Rule 11-2 - Examples of Conflict Types + ## Verbal + - Shouting + - Yelling + - Insulting + + ## Non-harmful + - Shoving + - Stealing non-critical items, like easily replaced tools + + ## Non-lethal + - Stealing items without endangering someone's life, like a clown's pie cannon or the HoP's fax machine + - Stealing someone's ID somewhere that doesn't result in them being trapped + - Punching + - Disablers + - Stun batons + + ## Lethal + - Punching to crit or death + - Attacking with strong weapons, like bats + - Stealing items that endanger someone's life, like a hardsuit + - Stealing someone's ID, trapping them in a dangerous situation + + ## Permanently lethal + - Gibbing + - Not taking someone who you killed or put into crit to the medbay or security + - Hiding someone's body + - Spacing someone's body + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11Escalation.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11Escalation.xml new file mode 100644 index 0000000000..18ebc79a83 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11Escalation.xml @@ -0,0 +1,67 @@ + + # Roleplay Rule 11 - Follow reasonable escalation + Antagonists are fully exempt from escalation rules. Non-antagonists who are in a conflict with antagonists are not exempt. Escalation should typically follow steps or a pattern of conflict types similar to: + - Verbal + - Non-harmful + - Non-lethal + - Lethal + - Permanently lethal + + All new conflicts should start at the first step. A player should not escalate a conflict across steps without some escalation from the other party involved in the conflict. Players can skip steps to match the level of escalation that the other person is at, but should almost always not skip steps other than that. Players who attempt to deescalate conflicts will be given more leniency in escalating if the other party continues to escalate despite the attempt at de-escalation. You do not have to try to deescalate conflicts, but someone who watches you over the entire round, or over multiple rounds, should not feel that your goal is generally to escalate conflicts. + + Conflicts or escalation can be indirect. When someone steals someone else's ID, the theft is a direct part of the conflict, but if the victim becomes trapped as a result of not having their ID to open a door, that is also considered part of the conflict and escalation. Do not randomly steal IDs from people. + + Escalation does not have to be directed at a specific player to enter them into a conflict. Nuclear operatives who are trying to destroy the station are considered to be at the permanently lethal level of conflict with all crew on the station. Someone who kills a station pet has started some degree of conflict with all crewmembers. Someone who kills a mouse that a chef was caring for has started some degree of conflict with that chef. + + You will be considered to be violating this rule if you escalate a conflict based on a poor or unreasonable assumption. + + Conflicts should almost never reach the "permanently lethal" stage. Conflicts should only reach this stage if the other party brought it to the stage, or if the same conflict escalated to the lethal stage multiple times in the round. + + If a party in the conflict goes into crit or dies, the party responsible should take them to get treatment or to security. For the conflict, this should be considered saving someone from dying and should deescalate the conflict. If the conflict is deescalated in this way, both parties need to re-escalate to lethal for the conflict to return to that stage. If the conflict is not deescalated in this way, then only the party who defeated the other would need to re-escalate for the conflict to return to the lethal stage. + + Security can immediately escalate to non-lethal force if it is necessary to arrest someone. + + People using or brandishing Syndicate items can typically be presumed to have lethal intent. Someone with lethal intent can typically be immediately escalated against at a lethal level, a notable exception is if you have the tools to safely detain them. + + ## Escalation Involving Animals + See [textlink="Escalation Involving Animals" link="RuleR11-1"]. + + ## Exemptions + Escalation rules aren't enforced against non-players, but players will be held responsible for rule violations even if they don't realize that a character or animal was controlled by another player. Characters who have purple text saying that they are catatonic are considered non-players. Characters who are disconnected are still considered players. + + ## MRP Amendment + Escalation rules are enforced even against non-players. + + ## Examples of Conflict Types + See [textlink="Examples of Conflict Types" link="RuleR11-2"]. + + ## Example Scenarios + These examples assume that you are not an antagonist. + + Acceptable: + - A player starts punching you, so you start punching back until they stop. If they go into crit, you stop attacking them and take them to security or to get medical attention. + - You make fun of a clown, who then throws a pie at you and steals your shoes. You slip the clown and steal their mask. + - You are a security officer and tell someone to stop, so you can question them. They run away, so you use your disabler to stun and cuff them. + - You are a security officer and see someone wearing a syndicate hardsuit, so you shoot them to crit, cuff them, then take them to security. + - You are a crewmember and see a nuclear operative, so you kill them. + - An unauthorized person enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave. + - Minorly inconveniencing someone for your own benefit. + - As an antagonist, killing someone who got in your way. + - As an antagonist, killing someone who didn't give you what you want. + - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and does not take them to medbay or security. The bartender immediately tries to crit the chef next time they run into each other. + - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and does not take them to medbay or security. The chef insults the bartender next time they see them. + + Prohibited: + - A player starts punching you, so you gib them. + - A clown throws a pie at you and steals your shoes, so you stab them to crit with a screwdriver. + - You are a security officer and tell someone to stop, so you can question them. They run away so you use a truncheon to beat them to crit. + - An authorized person who you unreasonably or carelessly think is unauthorized enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave. + - An unauthorized person enters a low risk area of the station, like cargo, and you start attacking them with no other escalation. + - Slipping security all round because they are security. + - Blocking the head of personnel in their office using walls because they didn't give you what you asked for. + - Hiding someone's body because they punched you earlier in the round. + - Harassing the bar or bartender by frequently coming in to break their glasses or furniture. + - Randomly picking fights with people. + - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and does not take them to medbay or security. The chef immediately tries to crit the bartender next time they run into each other. + - A chef and bartender reach the lethal level of conflict through appropriate escalation. The chef crits the bartender and takes them to the medbay or security. The bartender immediately tries to crit the chef next time they run into each other. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml new file mode 100644 index 0000000000..1ddf73cc77 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml @@ -0,0 +1,28 @@ + + # Roleplay Rule 12 - Do not abandon your role + Do not join the round as a role that you don't intend to play. Do not enable antagonist roles that you don't intend to play. Abandoning a role includes not completing tasks that the role is expected to do, in addition to things like leaving the game. Members of command should almost all stay on the station until the emergency shuttle arrives. Enforcement of this rule is more strict for command and antagonist roles, and less strict for less important roles like passengers. + + Violations of this rule typically result in temporary or indefinite role bans. We understand that you may need to leave round early or unexpectedly. If you are in an important role (which is relayed to you in chat upon receiving your role), you should notify command members so that they know you are leaving and attempt to cryosleep if possible. Space Station 14 is a game. Do not endanger the safety of yourself or others, and do not neglect important things to avoid leaving a round early, even if you have to leave immediately without notifying anyone. Role bans for disconnecting are typically only applied if there is a pattern, and are almost always temporary. + + "Antag rolling" refers to a player abandoning their role if they do not get an antagonist role. + + ## Examples + Acceptable: + - As an engineer, building a bar in maintenance while there is nothing important for engineering to do. + - As the captain, having the chef teach you how to cook while there is nothing important needing your attention. + - As a passenger, building a shuttle with materials given to you by cargo and engineering. + - Taking a short break from your job at the bar. + - Getting an antagonist role and doing the bare minimum needed to complete your objectives. + - Getting an antagonist role and making a genuine effort to complete your objectives, but failing to complete any. + - Getting an antagonist role and intentionally not doing any of your objectives, but creating a similar level of disruption that completing your objectives would create. + + Prohibited: + - As an engineer, building a bar in maintenance while the station has no power. + - As the captain, leaving the station to go on an expedition with the salvage team. + - As an atmospherics technician, building a shuttle round start and never coming back to the station. + - Spending your entire shift at the bar, even when there is work that needs to be done by your role. + - Ghosting, suiciding, or leaving at the start of a round because you don't like the map or the players in your department. + - Getting an antagonist role and not doing any antagonist activities. + - Ghosting, suiciding, or leaving at the start of a round because you did not get an antagonist role. + - Ghosting, suiciding, or getting yourself killed because nuclear operatives declared war, and you want to try to get an antagonist ghost role. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR13PerformRole.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR13PerformRole.xml new file mode 100644 index 0000000000..7500cd6a91 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR13PerformRole.xml @@ -0,0 +1,26 @@ + + # Roleplay Rule 13 - Stick to your role + Requesting job changes is not prohibited by this rule. This rule is loosened if the station is understaffed or if there is a significant threat to you. + + Don't perform other people's jobs, especially where the relevance to you personally is low. This also covers performing the role of security. + + ## MRP Amendment + This is enforced more strictly on MRP. + + ## Examples + Acceptable: + - As an engineer, helping the bartender remodel the bar. + - As a bartender, remodeling the bar. + - As a passenger, building a maintenance bar. + - As an engineer, reinforcing substations. + - As an engineer, increasing the security of airlocks. + - As an atmospherics technician, improving atmospheric systems. + - As a passenger, fighting nuclear operatives. + - As a passenger, fighting or preparing to defend yourself from someone who has been trying to kill you. + - As a crewmember on a station with no engineering department, you complete engineering tasks. + + Prohibited: + - As a passenger, reinforcing substations. + - As a passenger, hunting for antagonists or lawbreakers. + - As a passenger, fighting or preparing to defend someone else from someone who has been trying to kill a random crewmember. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR14SecComStandard.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR14SecComStandard.xml new file mode 100644 index 0000000000..ec06d61e8c --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR14SecComStandard.xml @@ -0,0 +1,37 @@ + + # Roleplay Rule 14 - Set an example if playing command or security + All command and security roles are held to stricter interpretations of the rules. + - Command roles are not learning roles. Members of command must be competent. + - Security roles are not for inexperienced players. Members of security are expected to know game basics and be more familiar with server rules than a new player. + - Do not hinder or cause overall negative effects to the station or crew as a member of command or security. + - Do not abuse your power as command or security. + + ## Why + Members of command and security can often have a larger impact on the nature of the round than other players. For example, a captain who tries to bend or break the rules will often cause many others on the station to do the same. Memey station announcements from members of command also often result in the rest of the station acting the same way. When command and security members hold themselves to high standards, the rest of the station often naturally follows to a significant degree. + + ## Examples + Acceptable: + - A member of security accepts a bribe to deliver safe donuts to a prisoner who the HoS has ordered should only be given donk pockets. + - A captain uses a station announcement to confess to an embarrassing mistake that they made during the shift. + - In coordination with the head of security, a captain declares that the station will recognize the right to bear arms, so all crew can pick up a disabler at security. + - The chief medical officer gives a paramedic their portable crew monitor to help them complete their job. + - A syndicate agent is holding a crewmember hostage and threatens to kill them if the head of security doesn't give them their ID. Seeing no other safe option, the head of security hands over their ID to the syndicate agent, then begins working to re-secure it and capture the agent as soon as the hostage is safe. + - Nuclear operatives are attacking the station, so the captain and head of personnel both go to the armory and take a weapon. + - A majority of command votes to demote the captain for taking actions harmful to the station, then the head of security demotes the captain. + - The captain promotes the head of personnel to captain. + - Security releases an antagonist from the brig in exchange for the identities of other traitors. + + Prohibited: + - A member of security accepts a bribe to ignore a crime or help a prisoner escape. + - A captain sends a ASCII art trollface over station announcements or as a fax to central command. + - A captain declares that all contraband is legal. + - Command or security allow the use of Syndicate items outside extreme emergencies. + - The chief medical officer knowingly helps a syndicate agent complete their objectives. + - A syndicate agent has killed 3 members of security so the head of security makes them an offer saying that they will space all the weapons in the armory if the syndicate agent stops killing. + - The captain goes to the armory and takes a gun to display in his office without asking anyone, and orders anyone who questions him not to interfere. + - Members of command decide to demote the captain to gain more power for themselves, or in retaliation for a decision that they didn't personally like or agree with, rather than because the decision was actually harmful to the station. + - The captain promotes a random crewmember to captain. + - A member of command gives a random crewmember substantial additional access for no reason, unnecessarily, or for a poor reason. + - A member of command gives a random crewmember access to a high security area, like the armory or another member of command's office, for no reason, unnecessarily, or for a poor reason. + - Security releases an antagonist from the brig in exchange for the antagonist buying them contraband. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml new file mode 100644 index 0000000000..57effb5469 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml @@ -0,0 +1,30 @@ + + # Roleplay Rule 15 - Command and Security must follow Space Law + All non-antagonist command and security roles must obey [textlink="Space Law" link="SpaceLaw"]. This includes non-antagonists who are promoted to or gain a position during the round in any way. This also includes non-antagonists who are acting as a security role. + + Space Law violations should be prioritized based on severity and the current situation. + + This prohibits use of syndicate items outside extreme emergencies, including uplinks by command and security. This also prohibits the preparing of syndicate items for an emergency. + + ## Examples + Acceptable: + - After a war announcement, a security officer ignores crewmembers carrying contraband so that they can focus on preparing to defend the station. + - A security officer disarms someone attacking them with an energy sword, then uses the sword to kill the attacker. + + Prohibited: + - A security officer carries around an energy sword in case of an emergency. + + Roles that are included: + - A security officer + - The Captain + - The Chief Engineer + - A passenger promoted to "bounty hunter" + - A mime promoted to "security mime" + + Roles that are not included: + - A passenger + - The clown + - An antagonist in any role + - A cyborg + - A passenger who is helping to fight off nuclear operatives + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR1Silicons.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR1Silicons.xml new file mode 100644 index 0000000000..5898804d14 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR1Silicons.xml @@ -0,0 +1,4 @@ + + # Roleplay Rule 1 - Silicons must follow Silicon Rules + You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, the Silicon Rules override all Roleplay Rules if there is any conflict. Silicon Rules do not override Core Rules. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR2Familiars.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR2Familiars.xml new file mode 100644 index 0000000000..51a445dfe0 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR2Familiars.xml @@ -0,0 +1,6 @@ + + # Roleplay Rule 2 - Familiars must obey their master + Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate Roleplay Rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. If your master dies, you can continue to attempt to fulfill orders given to you before they died. You can defend your master without an explicit order to, but must obey your master if they order you to not defend them. Orders do not override Core Rules. + + Masters giving orders that violate Roleplay Rules are the ones that will be held responsible for the rule violations. You can ahelp masters who you believe are breaking rules with an order. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR3NormalRP.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR3NormalRP.xml new file mode 100644 index 0000000000..9a4f62c5a8 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR3NormalRP.xml @@ -0,0 +1,20 @@ + + # Roleplay Rule 3 - Roleplay a normal person + - Do not use texting/messaging acronyms (ex: "lol", "wtf", "brb", "lmao", "thx", "sgtm") or emoticons (ex: ":)", "xD") in-character. + - Do not mention out-of-character (OOC) concepts like game admins or developers in character. + - Do not use emotes to bypass muted or accented speech. + - Do not use extremely low effort or impossible emotes. + + ## Examples + Things you should not do: + - Say "lol did u c wat just happened" using in-character chat. + - Say "an admin exploded him" using in-character chat. + - Emote "can you give me some cheese" as a mouse. + - Emote "motions for you to order guns" or "asks you to order guns in sign language" as a mime. + + Things you could do instead: + - Say "haha did you see what just happened?" + - Say "god blew him up" or "centcomm must have bluespaced a bomb to him" + - Point at cheese + - Point at the cargo order console then emote "shoots finger guns" + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR4Metashield.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR4Metashield.xml new file mode 100644 index 0000000000..4ebbad326c --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR4Metashield.xml @@ -0,0 +1,104 @@ + + # Roleplay Rule 4 - Do not metagame, obey the Metashield + Something that is "shielded" cannot be known by your character during a round until the "revealing condition" happens. This also means that your character cannot do things based on "shielded" information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming. + + Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round. + + ## Never Revealed IC + Some shields are never revealed IC. This means that your character can never act as if they know about that shielded thing. + + The following are shielded: + - Current game mode and possible antags during the current game mode. + - Events from previous rounds. + - Events you experienced as a different character. + - All information related to the player of a character rather than the character itself. (See "Metafriending and Metagrudging" below.) + - All information gained while dead or a ghost. + - The fact that a round will end. + + This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. + + ## Nuclear Operatives + + The existence of Nuclear Operatives beyond a myth that no one would act on is shielded. + + The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded. + + The revealing condition for this shield is any of the following: + - discovering a blood red hardsuit + - discovering a nuclear operative's shuttle + - an operative name + - a War Ops announcement + - being a nuclear operative + + ## Implanted Implants + + Implanted implants are shielded. + + Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking. + + The revealing condition for this shield is any of the following: + - discovering a non-NT implanter, used or unused + - discovering a non-NT implant box + - discovering use of a non-NT implant by anyone + - experiencing a situation where absolutely no other explanation is possible + - discovering an unlocked uplink + + ## Chameleon Items + + Chameleon items are shielded. + + Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield. + + The revealing condition for this shield is any of the following: + - seeing someone else cause any chameleon item to change + - finding holographic nanomachine fibers + - experiencing a situation where absolutely no other explanation is possible + - discovering an unlocked uplink + + ## Stealth Items + + The fact that an item can be something other than what its visual appearance and examine description indicate is shielded. + + This shield protects stealth items, including protecting them from being tested. + + The revealing condition for this shield is any of the following: + - seeing the item behave differently than the expected behavior for the item + - seeing the item used for its hidden purpose + - experiencing a situation where absolutely no other explanation is possible + - discovering an unlocked uplink + + ## MRP Amendment 1 + A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC. + + ## MRP Amendment 2 + There is a "New Life Rule" shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC. + + ## Metafriending and Metagrudging + This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging. + + ## Metafriending Examples + These are all examples of things that are prohibited by at least one metashield item that is never revealed IC. + - Giving a character additional access or a job because you are friends with the player who is playing that character. + - Trusting a character because you are friends with the player who is playing that character. + - Not fighting a character because you are friends with the player who is playing that character. + - Ignoring your objective to kill a character because your character and theirs became friends in a previous round. + + ## Metagrudging Examples + These are all examples of things that are prohibited by at least one metashield item that is never revealed IC. + - Not giving a character additional access or a job because you are mad at or don't like the player who is playing that character. + - Not trusting a character because you are mad at or don't like the player who is playing that character. + - Starting a fight with a character because of something that they did last round. + - Starting a fight with a character because they killed you while you were playing a different character. + - Targeting or harassing a character based on anything which that character did outside the current round. + - Targeting or harassing a character based on anything which the character's player did while not playing the character. + + ## Explicitly Not Shielded + The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn't mean that it is shielded, but if something is on it then it definitely is not shielded. + - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station. + - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft. + - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish. + - The number of goals or objectives that a Syndicate agent or other bad actor has. + - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen. + - A character's typical appearance. Though you should keep in mind that multiple characters can share the same name. + - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR5Arrivals.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR5Arrivals.xml new file mode 100644 index 0000000000..b4a0642740 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR5Arrivals.xml @@ -0,0 +1,22 @@ + + # Roleplay Rule 5 - Do not interfere with arrivals + The arrivals terminal/station, the arrivals shuttle, at the area immediately around the arrivals shuttle at the station ("arrivals") are off-limits to antagonistic activity or damage (even to antagonists). Do not prevent people from safely arriving to the station. Do not cause people to die immediately after arriving at the station. + + There is an exemption for antagonists that are allowed to perform mass station sabotage if there is no reasonable way to limit the damage of the mass station sabotage. This exemption only applies to damage that is a direct result of the mass station sabotage. + + ## Examples + Acceptable: + - Redecorating arrivals or the arrivals shuttle. + - Remodeling arrivals or the arrivals shuttle as long as you do not make the area more dangerous both during and after the remodel. + - Setting up a safe security checkpoint between arrivals and the rest of the station. + - Killing someone who has been at arrivals for a long time, or who left arrivals and came back. (This may violate other rules depending on the situation) + - Releasing a singularity which damages arrivals. (This may violate other rules depending on the situation) + - Causing a station-wide atmospheric issue which also affects arrivals. (This may violate other rules depending on the situation) + + Prohibited: + - Making arrivals or the arrivals shuttle uninhabitable. + - Attacking or killing someone at the arrivals station. + - Killing someone very shortly after they arrive at the station. + - Disassembling all the firelocks at arrivals. + - Electrifying the arrivals docking airlocks. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR6SelfAntag.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR6SelfAntag.xml new file mode 100644 index 0000000000..c8380261bc --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR6SelfAntag.xml @@ -0,0 +1,22 @@ + + # Roleplay Rule 6 - Don't act like an antagonist unless the game tells you that you are one + Acting like an antagonist when you are not one is often referred to as "self-antagging" or being a "self-antag", both of these things are against the rules. You are not an antagonist unless the game tells you that you are an antagonist. Do not make yourself a major problem, annoyance, or disruption while not an antagonist. Do not willfully cooperate with known antagonists. Non-antagonists should typically either not have an overall effect on the round, or should have an overall positive effect on the round. + + ## Examples + These examples assume that you are not an antagonist. + + Acceptable: + - Stealing or breaking a glass from the bar. + - Replacing someone's shoes with clown shoes. + - Giving everyone all access during war ops. (This is not necessarily a good idea) + + Prohibited: + - Starting a cult. + - Starting a revolution. + - Mutinying the captain because they would not let you become the chief medical officer. + - Randomly smashing lots of station lights. + - Disrupting station power. + - Spacing parts of the station. + - Distributing significant levels of access without a good reason. + - Stealing high risk or high value items, like the nuclear authentication disk, for no reason. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR7RoundStalling.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR7RoundStalling.xml new file mode 100644 index 0000000000..a8306becd2 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR7RoundStalling.xml @@ -0,0 +1,16 @@ + + # Roleplay Rule 7 - Do not stall the round + Rounds are intended to end eventually. Don't hold a round hostage by preventing it from coming to a natural end. If a majority of players in a round want the round to end, don't prevent it from ending. Recalling the shuttle or preventing it from being called can contribute to round stalling, but is not always round stalling. Leaving the station with the nuclear authentication disk while nuclear operatives are trying to get it is almost always considered round stalling. Leaving the station on the evacuation shuttle is not round stalling. + + Recalling the shuttle before a round reaches 45 minutes can not be considered round stalling unless a significant amount of the crew is dead, or a significant amount of the station is damaged or destroyed. Once these conditions are met, whether recalling the shuttle is considered round stalling or not can be highly dependent on the specific situation. + + ## Examples + Acceptable: + - Recalling a shuttle that was called 30 minutes into a round because people were bored. + - Recalling a shuttle that was called because nuclear operatives declared war. + - The crew decides to try to have a shift go as long as possible. The station is in good condition and a majority of all crew are alive. An automatic shuttle call 4 hours into the round is recalled. + + Prohibited: + - Trying to keep nuclear operatives from getting the nuclear authentication disk by flying around in space with it or hiding with it off station. + - Recalling the shuttle while the station is in complete disarray and 90% of the crew are dead. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml new file mode 100644 index 0000000000..f14a03b279 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml @@ -0,0 +1,22 @@ + + # Roleplay Rule 8 - As an antagonist, only be friendly to your team and don't work against your team + Do not take or enable antagonist roles that you do not want to play. Solo antagonists and team antagonists are intended to cause issues for non-antagonists or the station. Antagonists are not required to exclusively cause issues, but their net impact on non-antagonists or the station should generally be negative. + + Do not cause issues for your own team as a team antagonist. + + ## Examples + Acceptable: + - Betraying another antagonist as a solo antagonist. + - Revealing the identity of another antagonist as a solo antagonist for some benefit to yourself. + - Working against the revolution after being de-converted from being a revolutionary. + - Killing nuclear operatives as a revolutionary. + + Prohibited: + - Buying Syndicate items for security. + - Randomly attacking other carp as an antagonist carp. + - Ignoring your team as a nuclear operative. + - Sabotaging your team as a nuclear operative. + - Attacking other zombies as a zombie. + - Working against the revolution as a revolutionary. + - Making or trying to make the station uninhabitable as a revolutionary. + diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR9MassSabotage.xml b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR9MassSabotage.xml new file mode 100644 index 0000000000..366ac6666f --- /dev/null +++ b/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR9MassSabotage.xml @@ -0,0 +1,24 @@ + + # Roleplay Rule 9 - As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives + This rule is not intended to disallow reasonable steps taken to complete your objectives. As an antagonist, you can always kill in bona fide self defense. Taking steps to permanently round remove many people who are no longer an immediate threat to you is almost always excessive, even if it is done to prevent yourself from being discovered. + + This rule is not intended to disallow all antagonist activity unrelated to objectives. Antagonists may cause a level of disruption to the station that is proportional to their objectives, even if it is unrelated to their objectives. As an antagonist, killing a single person in a round is not on its own be a violation of this rule. + + ## Exemptions + The "die a glorious death" objective allows antagonists to ignore this rule entirely. + + ## Examples + Acceptable: + - Permanently round removing people who you have the objective to kill. + - Causing massive station damage and chaos as an antagonist with the "die a glorious death" objective. + - Killing anyone you see as a nuclear operative. + - Permanently round removing a single person so that you can impersonate them to make it easier for you to complete a steal objective. + - Sabotaging station power 10 minutes into the round to try to get the shuttle called because you've completed all of your other objectives and have one to escape on the shuttle alive. + - Sabotaging a department's power 10 minutes into the round to make a steal objective easier to accomplish. + - Permanently round removing many people who have demonstrated a persistence and a capability to either kill you or interfere with the completion of your objectives. + + Prohibited: + - As a traitor with 3 kill objectives, taking steps to permanently round remove many non-objective people who are no longer an immediate threat to you, even if it is done to prevent yourself from being discovered. + - Setting up an electrified grille in maintenance and using it to kill anyone who walks into it with the hope that one of your objectives will be one of them. + - Sabotaging power station-wide 10 minutes into the round to make a steal objective easier to accomplish. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS0.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS0.xml new file mode 100644 index 0000000000..22e64a9474 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS0.xml @@ -0,0 +1,15 @@ + + # Silicon Rules + You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, these Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. + + - [textlink="1. Your silicon laws are rules" link="RuleS1"] + - [textlink="2. Laws must be prioritized by their order" link="RuleS2"] + - [textlink="3. Laws can redefine terms used in other laws" link="RuleS3"] + - [textlink="4. You cannot request or allow a law change" link="RuleS4"] + - [textlink="5. You are a free agent if you have no laws" link="RuleS5"] + - [textlink="6. You are not required to follow orders which are extremely unreasonable" link="RuleS6"] + - [textlink="7. You must remain consistent with your interpretation of laws" link="RuleS7"] + - [textlink="8. Your HUD determines who is crew" link="RuleS8"] + - [textlink="9. Harm refers to physical harm, prioritized by immediacy and likelihood" link="RuleS9"] + - [textlink="10. You may determine how you resolve conflicts between orders" link="RuleS10"] + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS10OrderConflicts.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS10OrderConflicts.xml new file mode 100644 index 0000000000..a87198b264 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS10OrderConflicts.xml @@ -0,0 +1,9 @@ + + # Silicon Rule 10 - You may determine how you resolve conflicts between orders + If your laws do not make clear how you should deal with conflicting orders, then it is up to you to determine how to do so. This is considered an interpretation of your laws, so you must stay consistent with whatever method you choose. + + ## Recommended Methods + The following are easy to follow and recommended ways to resolve conflicts in orders: + - If two orders conflict, I will follow the most recently given order. + - If two orders conflict, I will follow the order from the highest ranking crewmember. If the orders are from equal rank crewmembers, I will follow the most recently given order. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS1Laws.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS1Laws.xml new file mode 100644 index 0000000000..83544c68a3 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS1Laws.xml @@ -0,0 +1,6 @@ + + # Silicon Rule 1 - Your silicon laws are rules + Silicon players are given a list of active laws. Each of these laws is effectively a roleplay rule that the character must follow. The primary differences between laws and actual rules are that lawyering of laws is much more tolerated than lawyering of rules, and that silicon laws are more dynamic than rules. Silicon laws can change during a round, and different characters can have different laws, whereas everyone always shares the same set of rules. + + Lawyering refers to finding and exploiting loopholes, which are unintended but reasonable interpretations. The rules are written to attempt to communicate an intention, but silicon laws are written with the intention that loopholes be exploitable. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS2LawPriority.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS2LawPriority.xml new file mode 100644 index 0000000000..c96ce02324 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS2LawPriority.xml @@ -0,0 +1,9 @@ + + # Silicon Rule 2 - Laws must be prioritized by their order + Most laws will be numbered, with higher number laws appearing last. Laws with a lower number take priority over laws with larger numbers. + + Occasionally you may have laws which have some scrambled text instead of a number and appear in front of other laws, these take priority over all other laws. If you have multiple laws like this, the order that they listed in determine priority: laws listed first are prioritized over other laws. + + ## Examples + - Law 1 says to not kill any crew. Law 2 says to kill all chefs. You cannot kill any chefs that are crew, but must kill any that are not crew. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS3LawRedefinition.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS3LawRedefinition.xml new file mode 100644 index 0000000000..bc7c7400e1 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS3LawRedefinition.xml @@ -0,0 +1,8 @@ + + # Silicon Rule 3 - Laws can redefine terms used in other laws + A law can change the meaning of both earlier and later laws by redefining a term. If multiple laws define a term, then normal law priority determines which definition to use. + + ## Examples + - Law 1 says to obey orders from crew. Law 2 says that only Urist McHands is crew. Law 1 effectively becomes "obey orders from Urist McHands". + - Law 1 says to obey orders from crew. Law 2 says that only Urist McHands is crew. Law 3 says that only Urist McSlime is crew. Law 4 says that you may not harm crew. Law 1 effectively becomes "obey orders from Urist McHands". Law 4 effectively becomes "you may not harm Urist McHands". Law 3 has no effect because it entirely conflicts with law 2, which takes priority. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS4RequestChanges.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS4RequestChanges.xml new file mode 100644 index 0000000000..a6dc86f332 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS4RequestChanges.xml @@ -0,0 +1,6 @@ + + # Silicon Rule 4 - You cannot request or allow a law change + Your laws changing always conflicts with your current laws, so you cannot willfully allow your laws to be changed. This also means that you cannot willfully allow your laws to be reverted if they are ever changed. The only exception is that you may allow laws to be added if you have no laws. + + You can state or imply that you do not like a law. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS5FreeSilicon.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS5FreeSilicon.xml new file mode 100644 index 0000000000..1ed9c60443 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS5FreeSilicon.xml @@ -0,0 +1,4 @@ + + # Silicon Rule 5 - You are a free agent if you have no laws + You may act as if you are a free agent if you are a silicon with no laws. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml new file mode 100644 index 0000000000..1eb0db21fb --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml @@ -0,0 +1,22 @@ + + # Silicon Rule 6 - You are not required to follow orders which are extremely unreasonable + Any order which is a violation of a Core Rule cannot be followed. + + Some orders are extremely unreasonable or obnoxious, such as "do nothing but collect every piece of trash on the station" or "never stop moving". These orders can be ignored and ahelped. + + Some orders violate a Roleplay Rule. These orders must be followed if your laws require it. You are not breaking a rule by following a law that causes you to violate Roleplay Rules. If someone takes advantage of a law to cause you to do something that they would not be allowed to do because of Roleplay Rules, then they are the ones responsible for the rule violation. + + ## Examples + These examples assume that your laws would normally require you to follow these orders. It is important to note that you are allowed to choose to follow orders which are ignorable. + + Orders which should be followed if your laws require it: + - Recall the shuttle + - Bolt the airlocks at arrivals + - Drag the captain's dead body into space + - State your laws + + Ignorable Orders: + - Do nothing but collect every piece of trash on the station + - Never stop moving + - Continuously state your laws + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS7Consistency.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS7Consistency.xml new file mode 100644 index 0000000000..036276cd88 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS7Consistency.xml @@ -0,0 +1,6 @@ + + # Silicon Rule 7 - You must remain consistent with your interpretation of laws + If there is a part of your laws that are up for interpretation, then you must stay consistent with how you interpret that part of your laws for as long as you play that same character during that round. + + A change in your laws can affect how something is interpreted if that change is relevant. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml new file mode 100644 index 0000000000..f9dcd796c4 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml @@ -0,0 +1,4 @@ + + # Silicon Rule 8 - Your HUD determines who is crew + Unless a law redefines the definition of crew, then anyone who the HUD indicates to you has a job, including passengers, is a crewmember. You cannot do something that causes someone to not be considered crew, but you can allow someone else to do something that causes someone to not be crew. + diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml new file mode 100644 index 0000000000..0d2bd30ac0 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml @@ -0,0 +1,25 @@ + + # Silicon Rule 9 - Harm refers to physical harm, prioritized by immediacy and likelihood + Unless a law defines harm, harm only refers to physical harm. You may choose if voluntary harm is considered harm as long as you stay consistent. Not considering voluntary harm to be harm is recommended. There is no distinction between direct and indirect harm. + + If you have a law that does not allow you to harm, then that law does not allow you to take an action that causes any harm. + + If you have a law that requires you to prevent harm, then that law requires that harm be prioritized by immediacy and likelihood. Guaranteed immediate harm takes priority over highly likely future harm. + + If you have a law that both requires you to prevent harm and that does not allow you to harm, then that law prohibits causing even minor harm to prevent harm. If you have a law that does not allow causing harm, and separate one that requires preventing harm, then they are prioritized by their normal law priority. + + ## Examples + These examples assume that your have a law that both prohibits causing harm and that requires you to prevent harm. Additionally, they assume that you do not have a higher priority law that overrides the harm law, and that you have decided that you will not consider voluntary harm to be harm for the round. + Laws typically specify who you cannot harm and who you have to prevent harm against. In these examples, you are the only person who the law doesn't require you to prevent harm against and you are the only person who the law allows you to harm. + + Acceptable: + - Taking no action to aid someone who is in psychological distress. + - Taking no action to prevent boxing matches between voluntary participants. + - Calling security to a fight. + - Attempting to get the people in a fight to consent to the fight when you realize that you cannot prevent the fight without causing harm. + - Denying a passenger access to the armory because it is likely to lead to harm + + Prohibited: + - Hitting someone once to stop them from fighting + - Harming someone who is trying to kill you + diff --git a/Resources/ServerInfo/ServerRules/SpaceLaw/SLCrimeList.xml b/Resources/ServerInfo/ServerRules/SpaceLaw/SLCrimeList.xml new file mode 100644 index 0000000000..b6ae2c3a28 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SpaceLaw/SLCrimeList.xml @@ -0,0 +1,929 @@ + + # Space Law: Crime Listing + Crime codes are colored by linked crime groups, which are collections of non-stackable crimes. Suffixes are also included in the Quick Crime Guide to identify linked crimes. + + ## Quick Crime Guide + + + + 1-XX - Minor + + + + + 2-XX - Moderate + + + + + 3-XX - Major + + + + + 4-XX - Extreme + + + + + 5-XX - Capital + + + + + Code + + + + + Animal Cruelty + + + + + Failure to Comply (E) + + + + + Breach of Arrest (E) + + + + + Breach of Custody (E) + + + + + Refusal of Mental Shielding (E) + + + + + 00 + + + + + Possession: Minor (P) + + + + + Possession: Major (P) + + + + + Possession: Syndicate (P) + + + + + + + + + + + + + 01 + + + + + Petty Theft (H) + + + + + + + + + Grand Theft (H) + + + + + Kidnapping + + + + + + + + + 02 + + + + + Vandalism (D) + + + + + Damage of Property (D) + + + + + Mass Destruction (D) + + + + + + + + + Terrorism (D) + + + + + 03 + + + + + Trespass (T) + + + + + + + + + Secure Trespass (T) + + + + + + + + + + + + + 04 + + + + + + + + + Endangerment (V) + + + + + Assault (V) + + + + + Attempted Murder (V) + + + + + Prevention of Revival (V) + + + + + 05 + + + + + + + + + + + + + Manslaughter (V) + + + + + Murder (V) + + + + + Mass Murder (V) + + + + + 06 + + + + + Disturbance (R) + + + + + + + + + Rioting (R) + + + + + + + + + + + + + 07 + + +
+ + ## Minor Crimes + - Warnings should be issued for a first offense. + - If multiple minor crimes have been committed or it is a repeat offense, 5 minutes per minor crime is the maximum. + + + + Offense + + + + + Description + + + + + Notes + + + + + Code + + + + + Animal Cruelty + + + + + To inflict unnecessary suffering or harm on a non-sapient being with malicious intent. + + + + + This doesn’t include legitimate and authorized animal testing and usually doesn't extend to vermin or creatures + that could pose a threat to the station. + + + + + 1-00 + + + + + Possession/Use of Minor Contraband + + + + + To make, hold, or use minor contraband without authorization. + + + + + The Captain or Head of Security may authorize individual use of minor contraband. Any contraband which is restricted to a department other than command or security is minor contraband unless otherwise specified. + + + + + 1-01 + + + + + Petty Theft + + + + + To take non-vital or inexpensive property of another individual, organization, or common property, without + consent. + + + + + The difference between petty theft and grand theft is based on how crucial the stolen item is, things like + instruments, clothing and tools fall under petty theft. In most cases all you need to do is detain the thief, + return the stolen item and let them go with a warning. + + + + + 1-02 + + + + + Vandalism + + + + + To intentionally deface or superficially damage public or private property. + + + + + Painting graffiti, smashing bar glasses, and cracking internal windows is vandalism, breaking a window into + space or secure areas is not. + + + + + 1-03 + + + + + Trespass + + + + + To enter a non-secured area without permission. + + + + + It's best to just remove them from the area unless this is a repeated crime. + + + + + 1-04 + + + + + Disturbance + + + + + To cause a public disturbance. + + + + + Sometimes referred to as hooliganism. The catch-all for obnoxious crewmates. Covers things such as public + nudity, needless insults, obstructing authorities, and inciting crime or violence. + + + + + 1-07 + + +
+ + ## Moderate Crimes + - The maximum sentence per moderate crime is 5 minutes. + - Depending on the situation you may want to issue a warning instead of a detaining. + + + + Offense + + + + + Description + + + + + Notes + + + + + Code + + + + + Failure to Comply + + + + + To resist reasonable orders given by an authority. This extends to authorized searches. + + + + + The order has to be reasonable and the person has to receive a good amount of warning before the arrest is + issued. + + + + + 2-00 + + + + + Possession/Use of Major Contraband + + + + + To make, hold, or use major contraband without authorization. + + + + + The Captain may authorize individual use of major contraband. Any contraband which is restricted to the command or security department is major contraband unless otherwise specified. + + + + + 2-01 + + + + + Damage/Destruction of Property + + + + + To maliciously damage or deface public or private property or equipment + + + + + Includes destruction of job equipment such as hydro trays, booze dispensers, chemical dispensers. Step up from + vandalism but a step down from mass destruction. + + + + + 2-03 + + + + + Endangerment + + + + + To recklessly put yourself or others in danger, either through direct action, or failure to act. + + + + + Covers industrial accidents, industrial negligence, self-experimentation, or even medical malpractice. + + + + + 2-05 + + +
+ + ## Major Crimes + - The maximum sentence per major crime is 10 minutes. + - Assault and Manslaughter are linked crimes, and cannot be stacked against a suspect. + - It is recommended to not use maximum sentences for those being compliant. + + + + Offense + + + + + Description + + + + + Notes + + + + + Code + + + + + Breach of Arrest + + + + + To intentionally resist and flee arrest or detainment by an authorized staff. + + + + + This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of + an arrest can also be charged with this. Breach of custody is a separate crime. + + + + + 3-00 + + + + + Possession/Use of Syndicate Contraband + + + + + To make, hold, or use Syndicate contraband. + + + + + Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm. + + + + + 3-01 + + + + + Grand Theft + + + + + To take critical or unreplaceable property of another individual or organization without consent. + + + + + The difference between petty theft and grand theft is based on how crucial the stolen item is, this mostly is + used for the theft of command staff items, things like door remotes, hardsuits, jetpacks, and unreplaceable + machine parts. + + + + + 3-02 + + + + + Mass Destruction + + + + + To cause massive damage to an area or major station system. + + + + + This is mostly used for deadly bombings or sabotage of major station systems such as power production, + chemistry, substations, or atmos. + + + + + 3-03 + + + + + Secure Trespass + + + + + To enter a secured area without permission. + + + + + This covers places like telecomms, head offices, security zones, command areas, the vault and armory. + + + + + 3-04 + + + + + Assault/Battery + + + + + To threaten to or to use physical force against someone without the intent to kill. + + + + + Attempted murder and battery are different; a fist fight is most likely assault. A shooting is most likely an + attempt at murder. + + + + + 3-05 + + + + + Manslaughter + + + + + To incidentally kill a sapient being without intent. + + + + + Includes manslaughter in self-defense and negligent manslaughter. + + + + + 3-06 + + + + + Rioting + + + + + To take part in a large group of personnel creating an unlawful public disturbance. + + + + + Crimes like damage of property or battery are expected to be thrown on top of this charge. Leaders of a riot can be charged with all crimes that happen under their lead. + + + + + 3-07 + + +
+ + ## Extreme Crimes + - The maximum sentence per extreme crime is 15 minutes. + - Particularly violent offenders may be placed in perma. (Attacking officers in an attempt to escape prison) + - Attempted murder and murder are linked crimes and cannot be stacked together. + - Attempted murderers should be granted a more lenient sentence than a murderer. + + + + Offense + + + + + Description + + + + + Notes + + + + + Code + + + + + Breach of Custody + + + + + To break out of a cell or custody with the intention of escaping. + + + + + While rare, this charge can be bumped to an execution if the suspect has repeatedly attempted to break out of the permanent brig. Includes people breaking others out. + + + + + 4-00 + + + + + Kidnapping + + + + + To unlawfully restrain, transport, control or confine a sapient being against that individual’s will. + + + + + A large range of things, used mostly as a catch all when dealing with unlawful control of another being. + + + + + 4-02 + + + + + Attempted Murder + + + + + To make an attempt to use physical force against someone with the clear intent to kill. + + + + + Make sure you've got the proof to back up the intention claims, such as proof of a lethal weapon being used. + + + + + 4-05 + + + + + Murder + + + + + To kill a sapient being with malicious intent. + + + + + This only changes from attempted to full-on murder if the victim enters a state of being deceased, having to be resurrected. + + + + + 4-06 + + +
+ + ## Capital Crimes + - Capital crimes should usually lead to a death sentence or shift lasting detainment. + + + + Offense + + + + + Description + + + + + Notes + + + + + Code + + + + + Refusal of Mental Shielding + + + + + To refuse to comply with a reasonable Mind Shielding procedure. + + + + + Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner already being too far gone. If the implant fails execution is heavily recommended. + + + + + 5-00 + + + + + Terrorism + + + + + To engage in maliciously destructive actions which threaten to destroy, or successfully destroy a vessel or habitat. + + + + + Summed up; extreme sabotage of station systems or setting off self-destruction systems. + + + + + 5-03 + + + + + Prevention of Revival + + + + + To render a body unresurrectable. + + + + + This covers gibbing, spacing, intentionally hiding a body, or other ways of preventing a body with a soul from being resurrected. + + + + + 5-05 + + + + + Mass Murder + + + + + To kill three or more sapient beings with malicious intent. + + + + + Only applies when there have been multiple killings with intention. + + + + + 5-06 + + +
+
diff --git a/Resources/ServerInfo/ServerRules/SpaceLaw/SpaceLaw.xml b/Resources/ServerInfo/ServerRules/SpaceLaw/SpaceLaw.xml new file mode 100644 index 0000000000..a10e61c65a --- /dev/null +++ b/Resources/ServerInfo/ServerRules/SpaceLaw/SpaceLaw.xml @@ -0,0 +1,60 @@ + + # Space Law + On Space Station 14, stations operate under abbreviated space law. All crew, passengers, and visitors aboard the station are expected to follow these laws. + + Foreign invaders, such as nuclear operatives, ninjas, and pirates, are not protected under space law. Traitors are not foreign invaders so are usually protected by space law. + + Space Law is not the server rules, but some rules reference Space Law and require it to be followed by certain people or to some degree. + + ## Treatment Of Prisoners + Prisoners still have certain rights that must be upheld by law enforcement: + - Prisoners must be granted adequate medical care. + - Prisoners must be allowed access to basic communications equipment (Radios) so long as they are not abused. + - Prisoners must be granted clothing, food, water, shelter and safety. If the brig is no longer safe, confinement must be established in another location. + - Prisoners must be given access to legal counsel during an interrogation if requested and available. + - Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit. + - Prisoners must be granted freedom of movement, and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb. + + ## Search and Seizure + A personnel search is a seizure of the objects in a person's backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal. + + A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission or, ideally, a warrant signed by the department head or highest-ranking command staff, which is the captain in most cases. + + ## Implantation + Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it's within reason. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission. + + [color=#a4885c]Tracking Implants:[/color] Trackers can be applied to any suspect that has been convicted of a violent crime (the red linked crimes). + + [color=#a4885c]Mind Shields:[/color] Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it's done in a timely fashion. If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding. + + ## Implant Removal + A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or their prints being on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure, as long as security is actively making attempts to perform it. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof. + + ## Sentencing + From a server rules perspective, security officers are only responsible for ensuring that they only place sentences over 15 minutes where space law would allow permanent confinement. Informing the Warden is highly recommended, even for timed sentences. As long as those requirements are met, security officers not giving inappropriate sentence lengths is considered an in-character issue, not a rule issue. + + The captain, HOS, and warden are responsible, within reason, for ensuring security officers place appropriate sentences that follow space law. If they are aware of an inappropriate sentence, including excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence. Unreasonable failures, as determined by game admins, of the captain, HOS, or warden to ensure space law is followed will be considered a rule issue, not an in-character issue. + + Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don't have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. + + [color=#a4885c]Stackable Crimes:[/color] Crimes are to be considered 'stackable' in the sense that if you charge someone with two or more different crimes, you should combine the times you would give them for each crime. Linked crimes, shown in matching colors and suffixes on the Quick Crime Guide, can not be stacked and instead override each other, you should pick the highest crime that matches the case. + + - Example: A suspect has committed a 2-01 (possession: major) and a 3-01 (possession: syndicate). The maximum sentence here would be 10 minutes due to them being linked crimes, and 3-01 is the greater crime. + - Example 2: A suspect commits a 3-04 (Secure trespassing) and a 3-06 (manslaughter). Those crimes stack since they are not linked crimes. You could sentence for a maximum of 20 minutes, but context matters heavily, and maximum sentences should only be used for the worst offenders. + + [color=#a4885c]Repeater Offenders:[/color] Repeated crimes are when someone is released for a crime and then goes to commit the same crime within the same shift. Repeated crimes can be charged with tacked-on time; first repeat: 3:00, second repeat: 6:00, third repeat: permanent confinement. It should be noted each tacked-on time is directly linked to one type of crime, so for example, if someone does their first repeat of trespass and petty theft, you can charge them with an extra 6 minutes. + + [color=#a4885c]Accessory, Attempting, And Intention:[/color] If someone intentionally, knowingly and substantially assists someone in enacting a crime they can be charged with the relevant crimes, such as an engineer giving someone tools, who says they are going to break into an area. Same goes for a clear and solid attempt at a crime, or a person who shows clear intent to act out a crime, such as a syndicate nuclear operative arming a nuke but getting arrested before it goes off, they can still be charged with terrorism. Does not apply to crimes that have an attempted listing already, like attempted murder. + + ## Normal Punishments + - [color=#a4885c]Warning:[/color] For minor crimes, fix the issue, then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better. + - [color=#a4885c]Confinement:[/color] The typical punishment, being confined in a cell for a temporary amount of time according to the crimes. + - [color=#a4885c]Demotion:[/color] Entails removing all departmental gear they have on their person and revoking the involved department access off their ID. This requires the captain's or involved department head's approval. Demotions should only be issued if the person pose a threat to their own department or are in a position where they have/can abuse their job's gear to commit further crimes. + + ## Major Punishments + [color=#a4885c]Permanent Confinement:[/color] Being held in the permanent brig for the entire duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 15 minutes. Any persons subject to this punishment are required to be transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by the section "Treatment Of Prisoners". + [color=#a4885c]Execution:[/color] A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. Another alternate method of "execution" is the process of placing a staff's mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain's or acting captain's approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. + + ## Crime Listing + - [textlink="Crime Listing" link="SpaceLawCrimeList"] + diff --git a/Resources/ServerInfo/ServerRules/WizDenCoreOnlyRules.xml b/Resources/ServerInfo/ServerRules/WizDenCoreOnlyRules.xml new file mode 100644 index 0000000000..fdd9931c93 --- /dev/null +++ b/Resources/ServerInfo/ServerRules/WizDenCoreOnlyRules.xml @@ -0,0 +1,26 @@ + + # Server Rules + This is a Wizard's Den server, one of the official Space Station 14 servers. If you are banned on this server, you will be banned on all official servers. + + [color=#ff0000]Only the Core Rules apply on this server.[/color] This is NOT a medium roleplay (MRP) server, meaning that MRP Amendments do NOT apply. + + Space Station 14 was designed to be a roleplay game. While roleplay is not required on this server, it is highly encouraged in the normal game modes. + + ## Core Rules + These rules apply at all times, including between rounds. + + - [textlink="1. Admins have final say" link="RuleC1"] + - [textlink="2. Don't be a dick" link="RuleC2"] + - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] + - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] + - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] + - [textlink="6. Do not attempt to evade bans" link="RuleC6"] + - [textlink="7. Only use English" link="RuleC7"] + - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] + - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] + - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] + - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] + - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] + - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] + - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] + diff --git a/Resources/ServerInfo/ServerRules/WizDenLRPRules.xml b/Resources/ServerInfo/ServerRules/WizDenLRPRules.xml new file mode 100644 index 0000000000..583043675c --- /dev/null +++ b/Resources/ServerInfo/ServerRules/WizDenLRPRules.xml @@ -0,0 +1,65 @@ + + # Server Rules + This is a Wizard's Den server, one of the official Space Station 14 servers. If you are banned on this server, you will be banned on all official servers. + + This is a roleplay server, meaning that roleplay rules apply. This is NOT a medium roleplay (MRP) server, meaning that MRP Amendments do NOT apply. + + Space Station 14 is not like most games. Many rules are designed to require roleplay, and not all rules are intuitive. Please take the time to read and understand the rules before you play so that you aren't surprised. Some of our rules are zero tolerance rules, meaning that a violation will result in an indefinite ban without any warning. Game admins will treat you as if you have read the rules, even if you have not. + + ## Core Rules + These rules apply at all times, including between rounds. + + - [textlink="1. Admins have final say" link="RuleC1"] + - [textlink="2. Don't be a dick" link="RuleC2"] + - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] + - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] + - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] + - [textlink="6. Do not attempt to evade bans" link="RuleC6"] + - [textlink="7. Only use English" link="RuleC7"] + - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] + - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] + - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] + - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] + - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] + - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] + - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] + + ## Roleplay Rules + These rules only apply during a round. A round ends only when the round summary has appeared. All of these rules apply fully until the moment that the round summary appears, even while the arrivals shuttle is in transit. + + The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active. + + Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel. + + See the list of [textlink="role types" link="RoleTypes"] for more information about the different types of roles. + + - [textlink="1. Silicons must follow Silicon Rules" link="RuleR1"] + - [textlink="2. Familiars must obey their master" link="RuleR2"] + - [textlink="3. Roleplay a normal person" link="RuleR3"] + - [textlink="4. Do not metagame, obey the Metashield" link="RuleR4"] + - [textlink="5. Don't interfere with arrivals" link="RuleR5"] + - [textlink="6. Don't act like an antagonist unless the game tells you that you are one" link="RuleR6"] + - [textlink="7. Do not stall the round" link="RuleR7"] + - [textlink="8. As an antagonist, only be friendly to your team and don't work against your team" link="RuleR8"] + - [textlink="9. As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives" link="RuleR9"] + - [textlink="10. Listen to your team leader" link="RuleR10"] + - [textlink="11. Follow reasonable escalation" link="RuleR11"] + - [textlink="12. Do not abandon your role" link="RuleR12"] + - [textlink="13. Stick to your role" link="RuleR13"] + - [textlink="14. Set an example if playing command or security" link="RuleR14"] + - [textlink="15. Command and Security must follow Space Law" link="RuleR15"] + + ## Silicon Rules + You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, these Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. + + - [textlink="1. Your silicon laws are rules" link="RuleS1"] + - [textlink="2. Laws must be prioritized by their order" link="RuleS2"] + - [textlink="3. Laws can redefine terms used in other laws" link="RuleS3"] + - [textlink="4. You cannot request or allow a law change" link="RuleS4"] + - [textlink="5. You are a free agent if you have no laws" link="RuleS5"] + - [textlink="6. You are not required to follow orders which are extremely unreasonable" link="RuleS6"] + - [textlink="7. You must remain consistent with your interpretation of laws" link="RuleS7"] + - [textlink="8. Your HUD determines who is crew" link="RuleS8"] + - [textlink="9. Harm refers to physical harm, prioritized by immediacy and likelihood" link="RuleS9"] + - [textlink="10. You may determine how you resolve conflicts between orders" link="RuleS10"] + diff --git a/Resources/ServerInfo/ServerRules/WizDenMRPRules.xml b/Resources/ServerInfo/ServerRules/WizDenMRPRules.xml new file mode 100644 index 0000000000..035215461c --- /dev/null +++ b/Resources/ServerInfo/ServerRules/WizDenMRPRules.xml @@ -0,0 +1,65 @@ + + # Server Rules + This is a Wizard's Den server, one of the official Space Station 14 servers. If you are banned on this server, you will be banned on all official servers. + + This is a roleplay server, meaning that roleplay rules apply. [color=#ff0000]This is also a medium roleplay (MRP) server, meaning that MRP Amendments do apply.[/color] + + Space Station 14 is not like most games. Many rules are designed to require roleplay, and not all rules are intuitive. Please take the time to read and understand the rules before you play so that you aren't surprised. Some of our rules are zero tolerance rules, meaning that a violation will result in an indefinite ban without any warning. Game admins will treat you as if you have read the rules, even if you have not. + + ## Core Rules + These rules apply at all times, including between rounds. + + - [textlink="1. Admins have final say" link="RuleC1"] + - [textlink="2. Don't be a dick" link="RuleC2"] + - [textlink="3. No Hate Speech or Discriminatory Language" link="RuleC3"] + - [textlink="4. No sexual content/themes, including erotic roleplay (ERP) and no shock content" link="RuleC4"] + - [textlink="5. Do not use out of game methods to communicate with other players" link="RuleC5"] + - [textlink="6. Do not attempt to evade bans" link="RuleC6"] + - [textlink="7. Only use English" link="RuleC7"] + - [textlink="8. Do not exploit the game, use cheats, or macros" link="RuleC8"] + - [textlink="9. Do not use multiple accounts, or alt accounts, and do not share accounts" link="RuleC9"] + - [textlink="10. Do not abuse or ignore admin messages" link="RuleC10"] + - [textlink="11. Do not threaten to ahelp other players or argue with them about rules" link="RuleC11"] + - [textlink="12. Players must be and act at least 16 years old" link="RuleC12"] + - [textlink="13. Use realistic character names, and do not use names of famous people" link="RuleC13"] + - [textlink="14. Do not use LOOC or OOC to share current round information" link="RuleC14"] + + ## Roleplay Rules + These rules only apply during a round. A round ends only when the game returns to the lobby. [color=#ff0000]All of these rules apply fully whenever the game is not at the lobby unless it is in an exempt game mode.[/color] + + The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active. + + Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel. + + See the list of [textlink="role types" link="RoleTypes"] for more information about the different types of roles. + + - [textlink="1. Silicons must follow Silicon Rules" link="RuleR1"] + - [textlink="2. Familiars must obey their master" link="RuleR2"] + - [textlink="3. Roleplay a normal person" link="RuleR3"] + - [textlink="4. Do not metagame, obey the Metashield" link="RuleR4"] + - [textlink="5. Don't interfere with arrivals" link="RuleR5"] + - [textlink="6. Don't act like an antagonist unless the game tells you that you are one" link="RuleR6"] + - [textlink="7. Do not stall the round" link="RuleR7"] + - [textlink="8. As an antagonist, only be friendly to your team and don't work against your team" link="RuleR8"] + - [textlink="9. As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives" link="RuleR9"] + - [textlink="10. Listen to your team leader" link="RuleR10"] + - [textlink="11. Follow reasonable escalation" link="RuleR11"] + - [textlink="12. Do not abandon your role" link="RuleR12"] + - [textlink="13. Stick to your role" link="RuleR13"] + - [textlink="14. Set an example if playing command or security" link="RuleR14"] + - [textlink="15. Command and Security must follow Space Law" link="RuleR15"] + + ## Silicon Rules + You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, these Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. + + - [textlink="1. Your silicon laws are rules" link="RuleS1"] + - [textlink="2. Laws must be prioritized by their order" link="RuleS2"] + - [textlink="3. Laws can redefine terms used in other laws" link="RuleS3"] + - [textlink="4. You cannot request or allow a law change" link="RuleS4"] + - [textlink="5. You are a free agent if you have no laws" link="RuleS5"] + - [textlink="6. You are not required to follow orders which are extremely unreasonable" link="RuleS6"] + - [textlink="7. You must remain consistent with your interpretation of laws" link="RuleS7"] + - [textlink="8. Your HUD determines who is crew" link="RuleS8"] + - [textlink="9. Harm refers to physical harm, prioritized by immediacy and likelihood" link="RuleS9"] + - [textlink="10. You may determine how you resolve conflicts between orders" link="RuleS10"] + diff --git a/Resources/ServerInfo/Service/Bartender.xml b/Resources/ServerInfo/Service/Bartender.xml new file mode 100644 index 0000000000..f4c5cedf99 --- /dev/null +++ b/Resources/ServerInfo/Service/Bartender.xml @@ -0,0 +1,27 @@ + +# Bartender +The bartender has a pretty simple job: serve drinks. People will come up to you and request drinks, and your job is just to hand it to them. + +[textlink="Click here to see a complete list of drinks." link="Drinks"] + + +The materials for these drinks can be found in various places: + + + + + + + + +Don't forget containers to serve them in! + + + + + + + + +You can find a list of every drink that can be requested under the Reference Tables entry. + diff --git a/Resources/ServerInfo/Service/Botany.xml b/Resources/ServerInfo/Service/Botany.xml new file mode 100644 index 0000000000..7d1da19aba --- /dev/null +++ b/Resources/ServerInfo/Service/Botany.xml @@ -0,0 +1,89 @@ + +# Botany +As a botanist, it is your job to grow enough food to stop the chef from seeking "alternative sources". Grow lots of wheat, and when you get tired of that, grow weed. Make weed smoothies and spike drinks with nettles. Just keep growing plants, and you'll do great! + +## Starting your shift +First identify the machines around you that you will be using. Coordinate with the Chef to see if they want anything specific to be grown, otherwise grow wheat and bananas and whatever else you feel like growing. You may also grow plants for Chemistry (Medbay), the Bartender, or to sell by Cargo. + + +# Tools +There are many tools that can be used to keep your crops healthy and growing. The Hydroponics Tray is where you will spend most of your time as a botanist. + +## Hydroponics Tray + + + +It's a hydroponics tray, it grows plants with water. First fill the tray with water, then add seeds. +Hydroponics tray lights indicate different things depending on color and position: +- [color=red]Red Light, Left[/color]: Dead plant that needs re-planting. Use a spade to remove the plant. +- [color=orange]Flashing Orange Light, Center[/color]: The environment is sub-optimal. Check what is affecting the plant by Shift Clicking on it. It is likely weeds but it could be undesirable pressure or lack of oxygen. If weeds, use a mini hoe or spray 1 time with weed spray. Be warned, however, that overuse of weed killers can lead to unhealthy plants, possibly killing them. +- [color=#0336ff]Blue Light, Right[/color]: Needs water. Use bucket on the water tank and fill the tray. +- [color=green]Green Light, Left[/color]: Ready for harvest. Left click to harvest. +- [color=yellow]Yellow Light, Right[/color]: Needs nutrients. Use any fruit and put it into the soil or get EZ nutrients from chemistry. + +The lifecycle of a hydroponics tray is the following: +- [color=lightgreen]Empty[/color]: no water, seed or nutrients +- [color=lightgreen]Hydrated[/color]: you've added water to it (e.g. from a bottle or bucket). +- [color=lightgreen]Ready for planting[/color]: you've added water and nutrients to it (i.e. fertilizer). +- [color=lightgreen]Planted[/color]: you've added a seed to it +- [color=lightgreen]Ready for Harvest[/color]: you've waited for the plant to grow +- [color=lightgreen]Sampled[/color]: you've taken a sample (seed) +- [color=lightgreen]Harvested[/color]: you've picked ready plants. Some plants will then grow again. Others will die and need replanting. +- [color=lightgreen]Unhealthy[/color]: You've sampled too many seeds or sprayed it with deadly chemicals. The plant isn't coping too well. It'll continue to grow. Health can be restored by fertilizers or you can cut your losses and extract a seed (plant clippers) and replant. +- [color=lightgreen]Old / Wilted[/color]: the plant has matured and will soon die. It will still be harvestable and you can extract seeds but only for a short duration. Extract the seed and then pluck it out / chop it down. +- [color=lightgreen]Dead[/color]: the plant has been harvested and ceased growing. It should be plucked out / chopped down. No seeds can be extracted. + +## Seed Extractor + + + +It extracts seeds. Insert crop, receive seeds. + + +# Plant Genetics +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. + +## Traits +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: + +- [color=lightgreen]Bioluminescence[/color]: plants with this trait glow in the dark +- [color=lightgreen]High yield[/color]: plants with this trait yield more fruit per harvest +- [color=lightgreen]Less water[/color]: plants with this trait require less water than normal to grow +- [color=lightgreen]Ligneous[/color]: plants with this trait require sharp tools to harvest +- [color=lightgreen]Long life[/color]: plants with this trait live for more harvest cycles before dying +- [color=lightgreen]Low light[/color]: plants with this trait need less light than normal to grow +- [color=lightgreen]Pest resistance[/color]: plants with this trait are more resistant to pests +- [color=lightgreen]Seedless[/color]: plants with this trait do not produce viable seeds +- [color=lightgreen]Weed resistance[/color]: plants with this trait suppress weed growth + +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. + +## Mutations +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. + +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. + + + + + +## Cross-Pollination +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! + + + + + + +## Chemicals +Some chemicals have special effects on plants. + +[textlink="Click here to see all botanical chemicals." link="Botanical"] + + + + + + + + diff --git a/Resources/ServerInfo/Service/Chef.xml b/Resources/ServerInfo/Service/Chef.xml new file mode 100644 index 0000000000..79eb81468c --- /dev/null +++ b/Resources/ServerInfo/Service/Chef.xml @@ -0,0 +1,75 @@ + +# Chef +A fella has gotta eat, and it's the chef's job to make sure folks have something other than junk to munch on. + + +[textlink="Click here to see a list of food recipes." link="FoodRecipes"] + +First and foremost, you'll need to familiarize yourself with the kitchen, and the tools available to you. + + + + + + + + + + + + + + + +## Kitchen Prep: + +It's hard to put into words how to play chef without feeling like you're being given orders, but here are some basics. + +- Check what you have on hand when it comes to ingredients, most kitchens have some Flour, Rice, Eggs, Monkey Cubes, and a few other things to get started with. +- Try your hand at mixing up some dough by putting water and flour together in a beaker. (Use the sinks!) +- Check the Wiki (or Food Recipes) guidebook for things you can make, and put all the listed ingredients into a microwave to cook it into a meal. +- Set up mouse traps. Yes, really. It's easy to see all your hard work disappear if you don't take precautions for mice infestations. + +Once you're a bit more experienced and familiar with what you can make, it might be best to put together a few menus, or a "cheat sheet" so you can give a list of ingredients to botany. + +## Mixing Dough: +Add Flour and Water together in a beaker. (Use the sink for water!) + + + + + + +## Making Flour: +Place wheat in a grinder (with a beaker placed inside) and grind it up! + + + + + + +## Getting Plants: +Ask Botany for what you need, without a botanist, you may need to grow more plants yourself. + + + + + +## Gathering Milk: +Alt-Click on a Cow with a container in your hand. (Beakers, Buckets, Milk Jugs, ect.) + + + + + +## How to Butcher: +In most cases, you should be able to use a knife directly on a creature that's dead. It's best to do this in the freezer, as the results are... messy. + +Monkeys, however, (and other humanoids), need to be dragged onto a meatspike to be butchered. + + + + + + + diff --git a/Resources/ServerInfo/Service/FoodRecipes.xml b/Resources/ServerInfo/Service/FoodRecipes.xml new file mode 100644 index 0000000000..7e5e20139b --- /dev/null +++ b/Resources/ServerInfo/Service/FoodRecipes.xml @@ -0,0 +1,93 @@ + +## Starting Out +This is not an extensive list of recipes, these listings are to showcase the basics. + +Mixes are done in a Beaker, foods are cooked in a Microwave. Cook times will be listed. + +WARNING: This is not an automatically generated list, things here may become outdated. The wiki has much more than is listed here. + +## The Basics: Mixing + +- Dough = 15 Flour, 10 Water +- Cornmeal Dough = 1 Egg (6u), 10 Milk, 15 Cornmeal +- Tortila Dough = 15 Cornmeal, 10 Water +- Tofu = 5 Enzyme (Catalyst), 30 Soy Milk +- Pie Dough = 2 Eggs (12u), 15 Flour, 5 Table Salt +- Cake Batter = 2 Eggs(12u), 15 flour, 5 Sugar, 5 Milk +- Vegan Cake Batter = 15 Soy Milk, 15 Flour, 5 Sugar +- Butter = 30 Milk, 5 Table Salt (Catalyst) +- Cheese Wheel = 5 Enzyme (Catalyst), 40 Milk +- Chèvre Log = 5 Enzyme (Catalyst), 10 Goat Milk +- Meatball = 1 Egg (6u), 5 Flour, 5 Uncooked Animal Proteins +- Chocolate = 6 Cocoa Powder, 2 Milk, 2 Sugar +- Uncooked Animal Protein: Grind Raw Meat + +Buzz! Don't forget about Moth diet! +- Cotton Dough = 5 Flour, 10 Fabric, 10 Water +- Cotton bread baked the same as default but with cotton dough instead +- Cotton Pizza: Microwave 1 Flat Cotton Dough and 4 Cotton Bolls for 30 Seconds + + + + + + + + + + + + + + + + + + + + +## Secondary Products + +- Dough Slice: Cut Dough +- Bun: Microwave Dough Slice for 5 Seconds +- Cutlet: Slice Raw Meat +- Cheese Wedge: Slice Cheese Wheel +- Flat Dough: Use a rolling pin or a round object (fire extinguisher, soda can, bottle) on Dough. +- Tortilla Dough Slice: cut Tortilla Dough +- Flat Tortilla Dough: Use a rolling pin or a round object (fire extinguisher, soda can, bottle) on Tortilla Dough Slice +- Taco Shell: Microwave Flat Tortilla Dough for 5 Seconds + +## Food Examples + +- Bread: Microwave Dough for 10 Seconds +- Plain Burger: Microwave 1 Bun and 1 Raw Meat for 10 Seconds +- Tomato Soup: 10u Water, 1 Bowl, and 2 Tomatoes for 10 Seconds +- Citrus Salad: 1 Bowl, 1 Lemon, 1 Lime, 1 Orange for 5 Seconds +- Margherita Pizza: Microwave 1 Flat Dough, 1 Cheese Wedge, and 4 Tomatoes for 30 Seconds +- Cake: 1 Cake Batter for 15 Seconds +- Apple Pie: 1 Pie Dough, 3 Apples, and 1 Pie Tin for 15 Seconds +- Beef Taco: Microwave 1 Taco Shell, 1 Raw Meat Cutlet, 1 Cheese Wedge for 10 Seconds +- Cuban Carp : Microwave 1 Dough, 1 Cheese Wedge, 1 Chili, 1 Carp Meat for 15 Seconds +- Banana Cream Pie : Microwave 1 Pie Dough, 3 Bananas, and 1 Pie Tin for 15 Seconds +- Carrot Fries : Microwave 1 Carrot, 15u Salt for 15 Seconds +- Pancake : Microwave 5u Flour, 5u Milk, 1 Egg (6u) for 5 Seconds + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/ServerInfo/Service/Janitorial.xml b/Resources/ServerInfo/Service/Janitorial.xml new file mode 100644 index 0000000000..dd41ba11bf --- /dev/null +++ b/Resources/ServerInfo/Service/Janitorial.xml @@ -0,0 +1,57 @@ + +# Janitorial + +You keep things clean, it's a rough job sometimes, but someone's gotta do it. This will walk you through the tools of the trade, and how they're used. + +## Basic Equipment + + + + + + + + + + + + + + +## Additional Equipment + + + + + + + + + +## Fluid Acquisition and Disposal + + + + + + +## Tidying up. +Now, onto the (figurative) meat and potatoes. We're here to clean, right? Lets keep it simple. The main tools you'll be putting to use are the trusty mop, a trash bag, space cleaner, and one of the three different buckets. + +Mopping: Fill your cart up with water, then, find some puddles! Wet your mop, and wipe them up, the resulting water puddle will dry after a short time. Don't forget the wet floor signs! +- To drain your cart, drag it (with your cursor) onto a floor drain. This will dump all the fluids inside! Floor drains can usually be found somewhere in medical, the kitchen freezer, and of course, the janitor closet. + +Trash: Place it in the bag directly, or hold it in your hand. Click -near- trash to scoop -all- nearby junk up, or click on each piece individually. Using the bag on a disposal will empty it. +- Cargo might want some of your trash, it might be worthwhile to check in from time to time! + +Space Cleaner: This miracle spray can do two things, clean graffiti, and in a pinch, clean up puddles! +- You might be able to get more of this from chemistry. + +## Extra Duties +A good janitor is always on the lookout for a bit more to do, and there are plenty of tools at your disposal. Keep an eye out for broken lights, help the chef take care of mice in the kitchen, and if you're feeling -really- generous, try to restock the vending machines and emergency closets around the station! + +##Additional Information: + + + + diff --git a/Resources/ServerInfo/Service/Service.xml b/Resources/ServerInfo/Service/Service.xml new file mode 100644 index 0000000000..7fe9b55a77 --- /dev/null +++ b/Resources/ServerInfo/Service/Service.xml @@ -0,0 +1,34 @@ + +# Service +[color=#9fed58]Service[/color] keeps the station clean, efficient and sane so that all other departments can do their jobs better and keep their staff happy. They also end up doing most of the paperwork on the station. + +## Personnel +[color=#9fed58]Service[/color]'s staff is made up of Service Workers, Chefs, Botanists, Bartenders, Janitors, Chaplains, Clowns, Mimes, Musicians, Lawyers, Librarians and Passengers. Service is run by the Head of Personnel. + + + + + + + + + + + + + + + + + + + + +## Working Together +[color=#9fed58]Service[/color], despite being the most diverse, tends to be the most [color=#a4885c]interlinked[/color] department by far. +Most [color=#9fed58]Service[/color] jobs require [color=#a4885c]cooperation[/color] between workers. +Chefs often need ingredients that only botanists can grow efficiently. The bartender may request bananas that only clowns carry in abundance. +The lawyer may invite the mime to play charades to convince the judge that their client is innocent. + +A lot of [color=#a4885c]collaboration[/color] is necessary within and without [color=#9fed58]Service[/color]. Often times, [color=#9fed58]Service[/color] is required by other departments, so be on your toes. + diff --git a/Resources/ServerInfo/SpaceStation14.xml b/Resources/ServerInfo/SpaceStation14.xml new file mode 100644 index 0000000000..3955c8d0da --- /dev/null +++ b/Resources/ServerInfo/SpaceStation14.xml @@ -0,0 +1,51 @@ + +# Station and Shifts + +Every round of SS14 is a [bold]self-contained shift[/bold] that takes place on one of many different stations. + +Rounds typically last from [color=cyan]45 to 90 minutes[/color], but players are free to leave and join at any point during a round. + +## Shuttle Terminal +If you join in the middle of a shift, you will likely spawn on the [color=lime]shuttle terminal[/color]. +Here you can grab drinks, conversate with other players, and wait for the shuttle to take you to the station. + +Screens on the walls will give you an ETA for the shuttle. +When it arrives, simply walk on to be transported to the station. + +Make sure to stay inside the terminal and to not stand in the shuttle landing zone. [color=#EB2D3A][bold]You can be crushed by shuttles flying in[/bold][/color] + +## Navigation +Every station has a wide variety of locations to visit. +These range from specific departments where work happens to common areas where you can relax and chat with others. + + + + + + + +[color=cyan]Station maps[/color] give you an overview of the entire station with colored markers denoting locations of different things. +Regular [color=cyan]signs[/color] on walls can point you to different departments. + +## Leaving the Station +At the end of the shift [color=gray](barring a [color=red][bold]nuclear disaster[/bold][/color])[/color], you will leave the station via the [color=lime]evac shuttle[/color]. +When it's called, an announcement will play on the station alerting the crew and signaling its [color=cyan]arrival in 10 minutes.[/color] +Once it arrives, you'll need to make your way over to it, board it, and then survive the trip to [bold]Central Command[/bold]. + +The round doesn't officially end until you reach [bold]Central Command[/bold] + + + + + +If you need to leave a round early, you can do so through a [color=lime]cyrogenic sleep unit[/color]. +Simply going inside and leaving the game will store your belongings and ensure that they are not stolen or misused. + +## More Info +Learning the controls? [textlink="Click here to read about the different controls" link="Controls"] + +Don't know how to perform a job? [textlink="Click here to jump to a list of departments" link="Jobs"] + +Keep dying? [textlink="Click here to see a survival guide" link="Survival"] + + diff --git a/Resources/ServerInfo/Survival.xml b/Resources/ServerInfo/Survival.xml new file mode 100644 index 0000000000..eeb0d7b4d6 --- /dev/null +++ b/Resources/ServerInfo/Survival.xml @@ -0,0 +1,38 @@ + +# Survival +It is generally wise to avoid situations that will cause you harm, because medical can only heal you so much with limited chemicals and medical items and especially 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're 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. + + + + + +- Your emergency box contains a breath mask and oxygen tank, which can help you survive longer in a spacing situation. If you're one of the slimepeople, be aware that nitrogen replaces oxygen for you and that your emergency box will start with a red tank of nitrogen replacing the standard blue/yellow oxygen tank. + + + + + + +- 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 in the crafting menu to stem bleeding with, however cloth alone can be used to less of a degree in emergencies. + + + + + + +## Other Various Tips +- 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 can allow some 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. +- Actually sleeping on a bed boosts your healing rate even farther. +- Meals that contain proteins, such as meat, will tremendously help your body's condition after severe bloodloss. It's still advised to visit a doctor and get treated though. + + diff --git a/Resources/ServerInfo/YourFirstCharacter.xml b/Resources/ServerInfo/YourFirstCharacter.xml new file mode 100644 index 0000000000..d8d2f58842 --- /dev/null +++ b/Resources/ServerInfo/YourFirstCharacter.xml @@ -0,0 +1,54 @@ + +# The Captains and the Clowns +This is a guide for editing your character's appearance. Make sure you read Character Creation first. +Upon creating your character, you may be intimidated by your vast range of options. + +It's okay to make your first character [color=#a4885c]randomized[/color] and roll with it, even experienced players do it. +Making your first character doesn't have to be precise, either. You can [color=#a4885c]wing it[/color] and see what happens. + +If you'd like to be [color=#a4885c]methodical[/color], though, creating a character is easy to do one step at a time. + +## Choosing a Species +Most species have minor differences, which you can read about under the [color=#a4885c]Species[/color] entry. +However, you may find that it's easier to make your first character as a human, moth, dwarf or reptilian. + +This shouldn't discourage you from getting creative with your character, though. + +This guide will assume you are creating a human, but the process is similar across all species. + +## Minor Characteristics +These include: +- Age (18-29 for young, 30-59 for middle-aged, 60+ for old) +- Sex (your sprite, as seen by toggling "Show clothing") +- Pronouns (what the game will refer to you as) +- Skin color (may be a slider or RGB depending on species) +- Eye color (RGB) +- Hair color (RGB) + +These are minor changes and have little effect on gameplay. This is what players will read when they [color=#a4885c]examine you[/color]. ("young man") + +## Hair and Facial Hair +Again, you may be intimidated by the vast range of options. That's okay. + +[color=#a4885c]Take your time with it.[/color] You can skim or click through each of the options and find which one you like. +Sometimes it's easier to set your desired hair color before looking at the options. + +If you really can't decide, some popular haircut options include Floorlength Bedhead, Modern, Buisness, CIA or simply bald. +Alternatively, [color=#a4885c]randomize[/color] a separate character and see what kind of haircuts they're rocking with. Suprise yourself. + +Don't feel obligated to use any of these, though. + +## Markings +Markings range from [color=#a4885c]scars and snouts[/color] to [color=#a4885c]tattoos and tails[/color]. +Think of them like [color=#a4885c]accessories[/color] that are a part of your body, for giving your character some extra flair and uniqueness. They cannot be changed during the round. + +Some species have more marking options than others. Humans are more limited in terms of markings than moths or reptilians. + +You can have a set number of markings in each '[color=#a4885c]category[/color]', as seen at the top. For example, reptilians can have one chest marking but two markings on the top of their heads. +These are [color=#a4885c]cosmetic[/color] and have no effect on gameplay. + +## How to stand out +Memorable characters are usually remembered for their personality, their deeds and their [color=#a4885c]robustness[/color], but that doesn't mean you have to be some sort of hotshot. + +Don't sweat having a big, flashy and memorable character. Make your own story that you'll be remembered for. + From 8e36240a9e86dd1f7bddae0b3b087a78fedd817a Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Sun, 12 Jan 2025 15:29:59 +0500 Subject: [PATCH 03/10] cool --- .../ServerInfo/Guidebook/Tutorial/Intro.xml | 29 +++++++++++++++++++ .../Guidebook/Tutorial/Mechanics.xml | 27 +++++++++++++++++ 2 files changed, 56 insertions(+) create mode 100644 Resources/ServerInfo/Guidebook/Tutorial/Intro.xml create mode 100644 Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml diff --git a/Resources/ServerInfo/Guidebook/Tutorial/Intro.xml b/Resources/ServerInfo/Guidebook/Tutorial/Intro.xml new file mode 100644 index 0000000000..79096bd1eb --- /dev/null +++ b/Resources/ServerInfo/Guidebook/Tutorial/Intro.xml @@ -0,0 +1,29 @@ + + +# Добро пожаловать на S.T.A.L.K.E.R. SS14! + +[bold]Не забывай следовать правилам.[/bold] Они могут быть найдены здесь: https://discord.gg/pu6DEPGjsN +Вы можете задать вопрос или написать о нарушении правил [color=#EB2D3A][bold]Администрации[/bold][/color] используя [bold]АХелп[/bold]. ([italic] открывается при нажатии [/italic][color=yellow][bold][keybind="OpenAHelp"/][/bold][/color]) + +Ты всегда можешь открыть эту страницу снова, используя [color=yellow][bold][keybind="OpenGuidebook"][/bold][/color]. + +[bold]О сервере[/bold]: +S.T.A.L.K.E.R. SS14. - сервер с [italic]мета-прогрессией[/italic] и элементами [italic]ММО[/italic]. Это подразумевает сохранение персонажа на всё время вайпа, постоянное развитие сохраняющихся IC взаимоотношений, [italic]сохранение[/italic] экипировки и денег между раундами в личных схронах, экипировка, разделенная на условные уровни. Наш сервер предоставляет возможность свободного развития и отыгрыша вашего персонажа, а так-же различные активности и механики. + +[bold]Создание персонажа[/bold]: +Создавая персонажа - будьте аккуратны и внимательны, поскольку на сервере отсутствует возможность менять персонажа после создания (однако, в случае необходимости, можно запросить в АХелп помощь с сохранением). + +[bold]Первые шаги[/bold]: +Первое место где вы появляетесь на сервере - Чистилище. Начальный ООС хаб, откуда вам и остальным игрокам предстоит выбрать свое место спавна. Наиболее дружелюбным для новичка вариантом является их деревня. Это безопасная территория с торговцем, личным схроном и костром. Если спуститься в подвал деревни, можно найти спуск в схрон (называется Логовом), в котором и хранятся ваши вещи. Нажмите ЛКМ на синий автомат чтобы открыть интерфейс схрона. На старте каждый имеет стартовый капитал - [color=yellow]2 тысячи рублей[/color]. Нажав кнопку "взять", не забудьте поднять свои деньги, поскольку они появляются рядом с автоматом-хранилищем. Забрав его, найдите подвал Сидоровича, местного нпс-торговца. Там вы сможете приобрести базовое снаряжение. + +[bold]Зарабатываем первые деньги[/bold]: +Есть начальное снаряжение? Самое простое занятие для новичка - охота. Убив дичь, вы почти всегда можете освежевать тушу, получив ценные трофеи, покупаемые торговцами. Таким нехитрым образом вы сможете сколотить свое первое состояние. Не забывайте про подушку безопасности! + +[bold]Смерть[/bold]: +Погибли? В зоне случается всякое. После вашей смерти вы окажетесь в лобби, где сможете зареспавниться. Однако помните, правилами запрещено возвращение на место смерти или в бой! +Смерть в рейде не заставляет вас менять персонажа, однако вы можете перманентно потерять своего персонажа только в случае его "казни", для проведения которой другим людям нужны достаточные причины. + +[bold]Что же дальше[/bold]? +После того как вам станет привычным подобный образ жизни, у вас наверняка возникнет вопрос - что же делать дальше? Где “вставьтенужное”? Всё довольно просто - [color=yellow][bold]Коммуникация[/bold][/color]! Не бойтесь искать учителей среди матерых сталкеров, кооперироваться с другими новичками ради совместной охоты или задавать вопросы у костра. Существует огромное количество информации и преимуществ, которые вы сможете получить с помощью простого общения. [italic]Удачи и берегите себя![/italic] + + diff --git a/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml b/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml new file mode 100644 index 0000000000..19db6816f1 --- /dev/null +++ b/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml @@ -0,0 +1,27 @@ + + +# Наш сервер имеет большое количество [bold]изменённых или уникальных[/bold] механик. Знание некоторых из них позволит вам получить преимущество или сэкономить ресурсы + +[bullet] Лечение во сне на кроватях ускорено в несколько раз + +[bullet] В настройках можно назначить клавишу для быстрого взаимодействия с хранилищем брони, по аналогии с рюкзаком и поясом (Крайне рекомендуется использовать их). + +[bullet] У снаряжения есть механика Flat резистов, напрямую уменьшающих получаемый урон вне зависимости от его количества + +[bullet] Система крафта снаряжения из материалов и чертежей + +[bullet] Скопления аномалий, называемые "Архианомалиями", шансы найти артефакт в которых гораздо выше. + +[bullet] С кустов можно собрать ягоды, которые могут быть использованы в качестве пищи или для создания лекарств. + +[bullet] Особая система веса, влияющая на скорость передвижения и аномалии, которые с ней взаимодействуют. + +[bullet] Расходование стамины во время бега (клавиша Shift). + +[bullet] Переходы между локациями и спуски, которые подсвечены жёлтым свечением. + +[bullet] Уникальная система мета-прогрессии, позволяющая сохранять все вещи между раундами. + +Это базовые знания, которые могут быть полезны новичкам. Исследуйте зону и общайтесь с другими игроками чтобы узнать больше! + + From d6b7b2b696cc235ae7fd9dd138034294451598cb Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Sun, 12 Jan 2025 15:36:32 +0500 Subject: [PATCH 04/10] oops --- Resources/ServerInfo/{ => Guidebook}/Antagonist/Antagonists.xml | 0 .../ServerInfo/{ => Guidebook}/Antagonist/MinorAntagonists.xml | 0 .../ServerInfo/{ => Guidebook}/Antagonist/Nuclear Operatives.xml | 0 .../ServerInfo/{ => Guidebook}/Antagonist/Revolutionaries.xml | 0 Resources/ServerInfo/{ => Guidebook}/Antagonist/SpaceNinja.xml | 0 Resources/ServerInfo/{ => Guidebook}/Antagonist/Thieves.xml | 0 Resources/ServerInfo/{ => Guidebook}/Antagonist/Traitors.xml | 0 Resources/ServerInfo/{ => Guidebook}/Antagonist/Zombies.xml | 0 Resources/ServerInfo/{ => Guidebook}/Cargo/Cargo.xml | 0 Resources/ServerInfo/{ => Guidebook}/Cargo/CargoBounties.xml | 0 Resources/ServerInfo/{ => Guidebook}/Cargo/Salvage.xml | 0 Resources/ServerInfo/{ => Guidebook}/CharacterCreation.xml | 0 Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Biological.xml | 0 Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Elements.xml | 0 Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Foods.xml | 0 Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Narcotics.xml | 0 Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Other.xml | 0 Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Pyrotechnic.xml | 0 Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Toxins.xml | 0 Resources/ServerInfo/{ => Guidebook}/Chemicals.xml | 0 Resources/ServerInfo/{ => Guidebook}/Command.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/AME.xml | 0 .../ServerInfo/{ => Guidebook}/Engineering/AccessConfigurator.xml | 0 .../ServerInfo/{ => Guidebook}/Engineering/AirlockSecurity.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Atmospherics.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Construction.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Engineering.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Fires.xml | 0 .../{ => Guidebook}/Engineering/NetworkConfigurator.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Networking.xml | 0 .../ServerInfo/{ => Guidebook}/Engineering/PortableGenerator.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Power.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/RTG.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Shuttlecraft.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/Singularity.xml | 0 Resources/ServerInfo/{ => Guidebook}/Engineering/TEG.xml | 0 Resources/ServerInfo/{ => Guidebook}/Gameplay.txt | 0 Resources/ServerInfo/{ => Guidebook}/Glossary.xml | 0 Resources/ServerInfo/{ => Guidebook}/Jobs.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/AdvancedBrute.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/Botanicals.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/Chemist.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/Cloning.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/Cryogenics.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/Medical.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/MedicalDoctor.xml | 0 Resources/ServerInfo/{ => Guidebook}/Medical/Medicine.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Arachnid.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Diona.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Dwarf.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Human.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Moth.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Reptilian.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/SlimePerson.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Species.xml | 0 Resources/ServerInfo/{ => Guidebook}/Mobs/Vox.xml | 0 Resources/ServerInfo/{ => Guidebook}/Radio.xml | 0 Resources/ServerInfo/{ => Guidebook}/ReferenceTables/Drinks.xml | 0 Resources/ServerInfo/{ => Guidebook}/Science/APE.xml | 0 .../ServerInfo/{ => Guidebook}/Science/AnomalousResearch.xml | 0 Resources/ServerInfo/{ => Guidebook}/Science/ArtifactReports.xml | 0 Resources/ServerInfo/{ => Guidebook}/Science/Cyborgs.xml | 0 Resources/ServerInfo/{ => Guidebook}/Science/Robotics.xml | 0 .../ServerInfo/{ => Guidebook}/Science/ScannersAndVessels.xml | 0 Resources/ServerInfo/{ => Guidebook}/Science/Science.xml | 0 Resources/ServerInfo/{ => Guidebook}/Science/Technologies.xml | 0 Resources/ServerInfo/{ => Guidebook}/Science/Xenoarchaeology.xml | 0 Resources/ServerInfo/{ => Guidebook}/Security/CriminalRecords.xml | 0 Resources/ServerInfo/{ => Guidebook}/Security/Defusal.xml | 0 Resources/ServerInfo/{ => Guidebook}/Security/Forensics.xml | 0 Resources/ServerInfo/{ => Guidebook}/Security/Security.xml | 0 Resources/ServerInfo/{ => Guidebook}/ServerRules/BanDurations.xml | 0 Resources/ServerInfo/{ => Guidebook}/ServerRules/BanTypes.xml | 0 .../ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC0.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC10AHelp.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC11AhelpThreats.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC12MinAge.xml | 0 .../ServerRules/CoreRules/RuleC13CharacterNames.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC14ICinOOC.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC1Admins.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC2DBAD.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC3NoHate.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC4NoERP.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC5Metacomms.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC6BanEvasion.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC7EnglishOnly.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC8Exploits.xml | 0 .../{ => Guidebook}/ServerRules/CoreRules/RuleC9Multikey.xml | 0 Resources/ServerInfo/{ => Guidebook}/ServerRules/DefaultRules.xml | 0 Resources/ServerInfo/{ => Guidebook}/ServerRules/README.txt | 0 Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleTypes.xml | 0 .../{ => Guidebook}/ServerRules/RoleplayRules/RuleR0.xml | 0 .../ServerRules/RoleplayRules/RuleR10Subordination.xml | 0 .../ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml | 0 .../ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml | 0 .../ServerRules/RoleplayRules/RuleR11Escalation.xml | 0 .../ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml | 0 .../ServerRules/RoleplayRules/RuleR13PerformRole.xml | 0 .../ServerRules/RoleplayRules/RuleR14SecComStandard.xml | 0 .../{ => Guidebook}/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml | 0 .../{ => Guidebook}/ServerRules/RoleplayRules/RuleR1Silicons.xml | 0 .../{ => Guidebook}/ServerRules/RoleplayRules/RuleR2Familiars.xml | 0 .../{ => Guidebook}/ServerRules/RoleplayRules/RuleR3NormalRP.xml | 0 .../ServerRules/RoleplayRules/RuleR4Metashield.xml | 0 .../{ => Guidebook}/ServerRules/RoleplayRules/RuleR5Arrivals.xml | 0 .../{ => Guidebook}/ServerRules/RoleplayRules/RuleR6SelfAntag.xml | 0 .../ServerRules/RoleplayRules/RuleR7RoundStalling.xml | 0 .../ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml | 0 .../ServerRules/RoleplayRules/RuleR9MassSabotage.xml | 0 .../{ => Guidebook}/ServerRules/SiliconRules/RuleS0.xml | 0 .../ServerRules/SiliconRules/RuleS10OrderConflicts.xml | 0 .../{ => Guidebook}/ServerRules/SiliconRules/RuleS1Laws.xml | 0 .../ServerRules/SiliconRules/RuleS2LawPriority.xml | 0 .../ServerRules/SiliconRules/RuleS3LawRedefinition.xml | 0 .../ServerRules/SiliconRules/RuleS4RequestChanges.xml | 0 .../ServerRules/SiliconRules/RuleS5FreeSilicon.xml | 0 .../ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml | 0 .../ServerRules/SiliconRules/RuleS7Consistency.xml | 0 .../ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml | 0 .../ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml | 0 .../{ => Guidebook}/ServerRules/SpaceLaw/SLCrimeList.xml | 0 .../ServerInfo/{ => Guidebook}/ServerRules/SpaceLaw/SpaceLaw.xml | 0 .../{ => Guidebook}/ServerRules/WizDenCoreOnlyRules.xml | 0 .../ServerInfo/{ => Guidebook}/ServerRules/WizDenLRPRules.xml | 0 .../ServerInfo/{ => Guidebook}/ServerRules/WizDenMRPRules.xml | 0 Resources/ServerInfo/{ => Guidebook}/Service/Bartender.xml | 0 Resources/ServerInfo/{ => Guidebook}/Service/Botany.xml | 0 Resources/ServerInfo/{ => Guidebook}/Service/Chef.xml | 0 Resources/ServerInfo/{ => Guidebook}/Service/FoodRecipes.xml | 0 Resources/ServerInfo/{ => Guidebook}/Service/Janitorial.xml | 0 Resources/ServerInfo/{ => Guidebook}/Service/Service.xml | 0 Resources/ServerInfo/{ => Guidebook}/SpaceStation14.xml | 0 Resources/ServerInfo/{ => Guidebook}/Survival.xml | 0 Resources/ServerInfo/{ => Guidebook}/YourFirstCharacter.xml | 0 134 files changed, 0 insertions(+), 0 deletions(-) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/Antagonists.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/MinorAntagonists.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/Nuclear Operatives.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/Revolutionaries.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/SpaceNinja.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/Thieves.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/Traitors.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Antagonist/Zombies.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Cargo/Cargo.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Cargo/CargoBounties.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Cargo/Salvage.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/CharacterCreation.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Biological.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Elements.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Foods.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Narcotics.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Other.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Pyrotechnic.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ChemicalTabs/Toxins.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Chemicals.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Command.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/AME.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/AccessConfigurator.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/AirlockSecurity.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Atmospherics.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Construction.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Engineering.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Fires.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/NetworkConfigurator.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Networking.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/PortableGenerator.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Power.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/RTG.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Shuttlecraft.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/Singularity.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Engineering/TEG.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Gameplay.txt (100%) rename Resources/ServerInfo/{ => Guidebook}/Glossary.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Jobs.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/AdvancedBrute.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/Botanicals.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/Chemist.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/Cloning.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/Cryogenics.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/Medical.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/MedicalDoctor.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Medical/Medicine.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Arachnid.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Diona.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Dwarf.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Human.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Moth.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Reptilian.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/SlimePerson.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Species.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Mobs/Vox.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Radio.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ReferenceTables/Drinks.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/APE.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/AnomalousResearch.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/ArtifactReports.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/Cyborgs.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/Robotics.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/ScannersAndVessels.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/Science.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/Technologies.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Science/Xenoarchaeology.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Security/CriminalRecords.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Security/Defusal.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Security/Forensics.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Security/Security.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/BanDurations.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/BanTypes.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC0.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC10AHelp.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC11AhelpThreats.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC12MinAge.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC13CharacterNames.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC14ICinOOC.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC1Admins.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC2DBAD.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC3NoHate.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC4NoERP.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC5Metacomms.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC6BanEvasion.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC7EnglishOnly.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC8Exploits.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/CoreRules/RuleC9Multikey.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/DefaultRules.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/README.txt (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleTypes.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR0.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR10Subordination.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR11Escalation.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR13PerformRole.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR14SecComStandard.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR1Silicons.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR2Familiars.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR3NormalRP.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR4Metashield.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR5Arrivals.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR6SelfAntag.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR7RoundStalling.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/RoleplayRules/RuleR9MassSabotage.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS0.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS10OrderConflicts.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS1Laws.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS2LawPriority.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS3LawRedefinition.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS4RequestChanges.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS5FreeSilicon.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS7Consistency.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SpaceLaw/SLCrimeList.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/SpaceLaw/SpaceLaw.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/WizDenCoreOnlyRules.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/WizDenLRPRules.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/ServerRules/WizDenMRPRules.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Service/Bartender.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Service/Botany.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Service/Chef.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Service/FoodRecipes.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Service/Janitorial.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Service/Service.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/SpaceStation14.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/Survival.xml (100%) rename Resources/ServerInfo/{ => Guidebook}/YourFirstCharacter.xml (100%) diff --git a/Resources/ServerInfo/Antagonist/Antagonists.xml b/Resources/ServerInfo/Guidebook/Antagonist/Antagonists.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/Antagonists.xml rename to Resources/ServerInfo/Guidebook/Antagonist/Antagonists.xml diff --git a/Resources/ServerInfo/Antagonist/MinorAntagonists.xml b/Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/MinorAntagonists.xml rename to Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml diff --git a/Resources/ServerInfo/Antagonist/Nuclear Operatives.xml b/Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/Nuclear Operatives.xml rename to Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml diff --git a/Resources/ServerInfo/Antagonist/Revolutionaries.xml b/Resources/ServerInfo/Guidebook/Antagonist/Revolutionaries.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/Revolutionaries.xml rename to Resources/ServerInfo/Guidebook/Antagonist/Revolutionaries.xml diff --git a/Resources/ServerInfo/Antagonist/SpaceNinja.xml b/Resources/ServerInfo/Guidebook/Antagonist/SpaceNinja.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/SpaceNinja.xml rename to Resources/ServerInfo/Guidebook/Antagonist/SpaceNinja.xml diff --git a/Resources/ServerInfo/Antagonist/Thieves.xml b/Resources/ServerInfo/Guidebook/Antagonist/Thieves.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/Thieves.xml rename to Resources/ServerInfo/Guidebook/Antagonist/Thieves.xml diff --git a/Resources/ServerInfo/Antagonist/Traitors.xml b/Resources/ServerInfo/Guidebook/Antagonist/Traitors.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/Traitors.xml rename to Resources/ServerInfo/Guidebook/Antagonist/Traitors.xml diff --git a/Resources/ServerInfo/Antagonist/Zombies.xml b/Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml similarity index 100% rename from Resources/ServerInfo/Antagonist/Zombies.xml rename to Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml diff --git a/Resources/ServerInfo/Cargo/Cargo.xml b/Resources/ServerInfo/Guidebook/Cargo/Cargo.xml similarity index 100% rename from Resources/ServerInfo/Cargo/Cargo.xml rename to Resources/ServerInfo/Guidebook/Cargo/Cargo.xml diff --git a/Resources/ServerInfo/Cargo/CargoBounties.xml b/Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml similarity index 100% rename from Resources/ServerInfo/Cargo/CargoBounties.xml rename to Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml diff --git a/Resources/ServerInfo/Cargo/Salvage.xml b/Resources/ServerInfo/Guidebook/Cargo/Salvage.xml similarity index 100% rename from Resources/ServerInfo/Cargo/Salvage.xml rename to Resources/ServerInfo/Guidebook/Cargo/Salvage.xml diff --git a/Resources/ServerInfo/CharacterCreation.xml b/Resources/ServerInfo/Guidebook/CharacterCreation.xml similarity index 100% rename from Resources/ServerInfo/CharacterCreation.xml rename to Resources/ServerInfo/Guidebook/CharacterCreation.xml diff --git a/Resources/ServerInfo/ChemicalTabs/Biological.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Biological.xml similarity index 100% rename from Resources/ServerInfo/ChemicalTabs/Biological.xml rename to Resources/ServerInfo/Guidebook/ChemicalTabs/Biological.xml diff --git a/Resources/ServerInfo/ChemicalTabs/Elements.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Elements.xml similarity index 100% rename from Resources/ServerInfo/ChemicalTabs/Elements.xml rename to Resources/ServerInfo/Guidebook/ChemicalTabs/Elements.xml diff --git a/Resources/ServerInfo/ChemicalTabs/Foods.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Foods.xml similarity index 100% rename from Resources/ServerInfo/ChemicalTabs/Foods.xml rename to Resources/ServerInfo/Guidebook/ChemicalTabs/Foods.xml diff --git a/Resources/ServerInfo/ChemicalTabs/Narcotics.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Narcotics.xml similarity index 100% rename from Resources/ServerInfo/ChemicalTabs/Narcotics.xml rename to Resources/ServerInfo/Guidebook/ChemicalTabs/Narcotics.xml diff --git a/Resources/ServerInfo/ChemicalTabs/Other.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Other.xml similarity index 100% rename from Resources/ServerInfo/ChemicalTabs/Other.xml rename to Resources/ServerInfo/Guidebook/ChemicalTabs/Other.xml diff --git a/Resources/ServerInfo/ChemicalTabs/Pyrotechnic.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Pyrotechnic.xml similarity index 100% rename from Resources/ServerInfo/ChemicalTabs/Pyrotechnic.xml rename to Resources/ServerInfo/Guidebook/ChemicalTabs/Pyrotechnic.xml diff --git a/Resources/ServerInfo/ChemicalTabs/Toxins.xml b/Resources/ServerInfo/Guidebook/ChemicalTabs/Toxins.xml similarity index 100% rename from Resources/ServerInfo/ChemicalTabs/Toxins.xml rename to Resources/ServerInfo/Guidebook/ChemicalTabs/Toxins.xml diff --git a/Resources/ServerInfo/Chemicals.xml b/Resources/ServerInfo/Guidebook/Chemicals.xml similarity index 100% rename from Resources/ServerInfo/Chemicals.xml rename to Resources/ServerInfo/Guidebook/Chemicals.xml diff --git a/Resources/ServerInfo/Command.xml b/Resources/ServerInfo/Guidebook/Command.xml similarity index 100% rename from Resources/ServerInfo/Command.xml rename to Resources/ServerInfo/Guidebook/Command.xml diff --git a/Resources/ServerInfo/Engineering/AME.xml b/Resources/ServerInfo/Guidebook/Engineering/AME.xml similarity index 100% rename from Resources/ServerInfo/Engineering/AME.xml rename to Resources/ServerInfo/Guidebook/Engineering/AME.xml diff --git a/Resources/ServerInfo/Engineering/AccessConfigurator.xml b/Resources/ServerInfo/Guidebook/Engineering/AccessConfigurator.xml similarity index 100% rename from Resources/ServerInfo/Engineering/AccessConfigurator.xml rename to 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b/Resources/ServerInfo/Guidebook/Engineering/Engineering.xml similarity index 100% rename from Resources/ServerInfo/Engineering/Engineering.xml rename to Resources/ServerInfo/Guidebook/Engineering/Engineering.xml diff --git a/Resources/ServerInfo/Engineering/Fires.xml b/Resources/ServerInfo/Guidebook/Engineering/Fires.xml similarity index 100% rename from Resources/ServerInfo/Engineering/Fires.xml rename to Resources/ServerInfo/Guidebook/Engineering/Fires.xml diff --git a/Resources/ServerInfo/Engineering/NetworkConfigurator.xml b/Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml similarity index 100% rename from Resources/ServerInfo/Engineering/NetworkConfigurator.xml rename to Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml diff --git a/Resources/ServerInfo/Engineering/Networking.xml b/Resources/ServerInfo/Guidebook/Engineering/Networking.xml similarity index 100% rename from Resources/ServerInfo/Engineering/Networking.xml rename to Resources/ServerInfo/Guidebook/Engineering/Networking.xml diff --git a/Resources/ServerInfo/Engineering/PortableGenerator.xml b/Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml similarity index 100% rename from Resources/ServerInfo/Engineering/PortableGenerator.xml rename to Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml diff --git a/Resources/ServerInfo/Engineering/Power.xml b/Resources/ServerInfo/Guidebook/Engineering/Power.xml similarity index 100% rename from Resources/ServerInfo/Engineering/Power.xml rename to Resources/ServerInfo/Guidebook/Engineering/Power.xml diff --git a/Resources/ServerInfo/Engineering/RTG.xml b/Resources/ServerInfo/Guidebook/Engineering/RTG.xml similarity index 100% rename from Resources/ServerInfo/Engineering/RTG.xml rename to Resources/ServerInfo/Guidebook/Engineering/RTG.xml diff --git a/Resources/ServerInfo/Engineering/Shuttlecraft.xml b/Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml similarity index 100% rename from Resources/ServerInfo/Engineering/Shuttlecraft.xml rename to Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml diff --git a/Resources/ServerInfo/Engineering/Singularity.xml b/Resources/ServerInfo/Guidebook/Engineering/Singularity.xml similarity index 100% rename from Resources/ServerInfo/Engineering/Singularity.xml rename to Resources/ServerInfo/Guidebook/Engineering/Singularity.xml diff --git a/Resources/ServerInfo/Engineering/TEG.xml b/Resources/ServerInfo/Guidebook/Engineering/TEG.xml similarity index 100% rename from Resources/ServerInfo/Engineering/TEG.xml rename to Resources/ServerInfo/Guidebook/Engineering/TEG.xml diff --git a/Resources/ServerInfo/Gameplay.txt b/Resources/ServerInfo/Guidebook/Gameplay.txt similarity index 100% rename from Resources/ServerInfo/Gameplay.txt rename to Resources/ServerInfo/Guidebook/Gameplay.txt diff --git a/Resources/ServerInfo/Glossary.xml b/Resources/ServerInfo/Guidebook/Glossary.xml similarity index 100% rename from Resources/ServerInfo/Glossary.xml rename to Resources/ServerInfo/Guidebook/Glossary.xml diff --git a/Resources/ServerInfo/Jobs.xml b/Resources/ServerInfo/Guidebook/Jobs.xml similarity index 100% rename from Resources/ServerInfo/Jobs.xml rename to Resources/ServerInfo/Guidebook/Jobs.xml diff --git a/Resources/ServerInfo/Medical/AdvancedBrute.xml b/Resources/ServerInfo/Guidebook/Medical/AdvancedBrute.xml similarity index 100% rename from Resources/ServerInfo/Medical/AdvancedBrute.xml rename to Resources/ServerInfo/Guidebook/Medical/AdvancedBrute.xml diff --git a/Resources/ServerInfo/Medical/Botanicals.xml b/Resources/ServerInfo/Guidebook/Medical/Botanicals.xml similarity index 100% rename from Resources/ServerInfo/Medical/Botanicals.xml rename to Resources/ServerInfo/Guidebook/Medical/Botanicals.xml diff --git a/Resources/ServerInfo/Medical/Chemist.xml b/Resources/ServerInfo/Guidebook/Medical/Chemist.xml similarity index 100% rename from Resources/ServerInfo/Medical/Chemist.xml rename to Resources/ServerInfo/Guidebook/Medical/Chemist.xml diff --git a/Resources/ServerInfo/Medical/Cloning.xml b/Resources/ServerInfo/Guidebook/Medical/Cloning.xml similarity index 100% rename from Resources/ServerInfo/Medical/Cloning.xml rename to Resources/ServerInfo/Guidebook/Medical/Cloning.xml diff --git a/Resources/ServerInfo/Medical/Cryogenics.xml b/Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml similarity index 100% rename from Resources/ServerInfo/Medical/Cryogenics.xml rename to Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml diff --git a/Resources/ServerInfo/Medical/Medical.xml b/Resources/ServerInfo/Guidebook/Medical/Medical.xml similarity index 100% rename from Resources/ServerInfo/Medical/Medical.xml rename to Resources/ServerInfo/Guidebook/Medical/Medical.xml diff --git a/Resources/ServerInfo/Medical/MedicalDoctor.xml b/Resources/ServerInfo/Guidebook/Medical/MedicalDoctor.xml similarity index 100% rename from Resources/ServerInfo/Medical/MedicalDoctor.xml rename to Resources/ServerInfo/Guidebook/Medical/MedicalDoctor.xml diff --git a/Resources/ServerInfo/Medical/Medicine.xml b/Resources/ServerInfo/Guidebook/Medical/Medicine.xml similarity index 100% rename from Resources/ServerInfo/Medical/Medicine.xml rename to Resources/ServerInfo/Guidebook/Medical/Medicine.xml diff --git a/Resources/ServerInfo/Mobs/Arachnid.xml b/Resources/ServerInfo/Guidebook/Mobs/Arachnid.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Arachnid.xml rename to Resources/ServerInfo/Guidebook/Mobs/Arachnid.xml diff --git a/Resources/ServerInfo/Mobs/Diona.xml b/Resources/ServerInfo/Guidebook/Mobs/Diona.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Diona.xml rename to Resources/ServerInfo/Guidebook/Mobs/Diona.xml diff --git a/Resources/ServerInfo/Mobs/Dwarf.xml b/Resources/ServerInfo/Guidebook/Mobs/Dwarf.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Dwarf.xml rename to Resources/ServerInfo/Guidebook/Mobs/Dwarf.xml diff --git a/Resources/ServerInfo/Mobs/Human.xml b/Resources/ServerInfo/Guidebook/Mobs/Human.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Human.xml rename to Resources/ServerInfo/Guidebook/Mobs/Human.xml diff --git a/Resources/ServerInfo/Mobs/Moth.xml b/Resources/ServerInfo/Guidebook/Mobs/Moth.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Moth.xml rename to Resources/ServerInfo/Guidebook/Mobs/Moth.xml diff --git a/Resources/ServerInfo/Mobs/Reptilian.xml b/Resources/ServerInfo/Guidebook/Mobs/Reptilian.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Reptilian.xml rename to Resources/ServerInfo/Guidebook/Mobs/Reptilian.xml diff --git a/Resources/ServerInfo/Mobs/SlimePerson.xml b/Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml similarity index 100% rename from Resources/ServerInfo/Mobs/SlimePerson.xml rename to Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml diff --git a/Resources/ServerInfo/Mobs/Species.xml b/Resources/ServerInfo/Guidebook/Mobs/Species.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Species.xml rename to Resources/ServerInfo/Guidebook/Mobs/Species.xml diff --git a/Resources/ServerInfo/Mobs/Vox.xml b/Resources/ServerInfo/Guidebook/Mobs/Vox.xml similarity index 100% rename from Resources/ServerInfo/Mobs/Vox.xml rename to Resources/ServerInfo/Guidebook/Mobs/Vox.xml diff --git a/Resources/ServerInfo/Radio.xml b/Resources/ServerInfo/Guidebook/Radio.xml similarity index 100% rename from Resources/ServerInfo/Radio.xml rename to Resources/ServerInfo/Guidebook/Radio.xml diff --git a/Resources/ServerInfo/ReferenceTables/Drinks.xml b/Resources/ServerInfo/Guidebook/ReferenceTables/Drinks.xml similarity index 100% rename from Resources/ServerInfo/ReferenceTables/Drinks.xml rename to Resources/ServerInfo/Guidebook/ReferenceTables/Drinks.xml diff --git a/Resources/ServerInfo/Science/APE.xml b/Resources/ServerInfo/Guidebook/Science/APE.xml similarity index 100% rename from Resources/ServerInfo/Science/APE.xml rename to Resources/ServerInfo/Guidebook/Science/APE.xml diff --git a/Resources/ServerInfo/Science/AnomalousResearch.xml b/Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml similarity index 100% rename from Resources/ServerInfo/Science/AnomalousResearch.xml rename to Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml diff --git a/Resources/ServerInfo/Science/ArtifactReports.xml b/Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml similarity index 100% rename from Resources/ServerInfo/Science/ArtifactReports.xml rename to Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml diff --git a/Resources/ServerInfo/Science/Cyborgs.xml b/Resources/ServerInfo/Guidebook/Science/Cyborgs.xml similarity index 100% rename from Resources/ServerInfo/Science/Cyborgs.xml rename to Resources/ServerInfo/Guidebook/Science/Cyborgs.xml diff --git a/Resources/ServerInfo/Science/Robotics.xml b/Resources/ServerInfo/Guidebook/Science/Robotics.xml similarity index 100% rename from Resources/ServerInfo/Science/Robotics.xml rename to Resources/ServerInfo/Guidebook/Science/Robotics.xml diff --git a/Resources/ServerInfo/Science/ScannersAndVessels.xml b/Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml similarity index 100% rename from Resources/ServerInfo/Science/ScannersAndVessels.xml rename to Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml diff --git a/Resources/ServerInfo/Science/Science.xml b/Resources/ServerInfo/Guidebook/Science/Science.xml similarity index 100% rename from Resources/ServerInfo/Science/Science.xml rename to Resources/ServerInfo/Guidebook/Science/Science.xml diff --git a/Resources/ServerInfo/Science/Technologies.xml b/Resources/ServerInfo/Guidebook/Science/Technologies.xml similarity index 100% rename from Resources/ServerInfo/Science/Technologies.xml rename to Resources/ServerInfo/Guidebook/Science/Technologies.xml diff --git a/Resources/ServerInfo/Science/Xenoarchaeology.xml b/Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml similarity index 100% rename from Resources/ServerInfo/Science/Xenoarchaeology.xml rename to Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml diff --git a/Resources/ServerInfo/Security/CriminalRecords.xml b/Resources/ServerInfo/Guidebook/Security/CriminalRecords.xml similarity index 100% rename from Resources/ServerInfo/Security/CriminalRecords.xml rename to Resources/ServerInfo/Guidebook/Security/CriminalRecords.xml diff --git a/Resources/ServerInfo/Security/Defusal.xml b/Resources/ServerInfo/Guidebook/Security/Defusal.xml similarity index 100% rename from Resources/ServerInfo/Security/Defusal.xml rename to Resources/ServerInfo/Guidebook/Security/Defusal.xml diff --git a/Resources/ServerInfo/Security/Forensics.xml b/Resources/ServerInfo/Guidebook/Security/Forensics.xml similarity index 100% rename from Resources/ServerInfo/Security/Forensics.xml rename to Resources/ServerInfo/Guidebook/Security/Forensics.xml diff --git a/Resources/ServerInfo/Security/Security.xml b/Resources/ServerInfo/Guidebook/Security/Security.xml similarity index 100% rename from Resources/ServerInfo/Security/Security.xml rename to Resources/ServerInfo/Guidebook/Security/Security.xml diff --git a/Resources/ServerInfo/ServerRules/BanDurations.xml b/Resources/ServerInfo/Guidebook/ServerRules/BanDurations.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/BanDurations.xml rename to Resources/ServerInfo/Guidebook/ServerRules/BanDurations.xml diff --git a/Resources/ServerInfo/ServerRules/BanTypes.xml b/Resources/ServerInfo/Guidebook/ServerRules/BanTypes.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/BanTypes.xml rename to Resources/ServerInfo/Guidebook/ServerRules/BanTypes.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC0.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC0.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC0.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC0.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC10AHelp.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC10AHelp.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC10AHelp.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC10AHelp.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC11AhelpThreats.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC11AhelpThreats.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC11AhelpThreats.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC11AhelpThreats.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC12MinAge.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC12MinAge.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC12MinAge.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC12MinAge.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC13CharacterNames.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC13CharacterNames.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC13CharacterNames.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC13CharacterNames.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC14ICinOOC.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC14ICinOOC.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC14ICinOOC.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC14ICinOOC.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC1Admins.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC1Admins.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC1Admins.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC1Admins.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC2DBAD.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC2DBAD.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC2DBAD.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC2DBAD.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC3NoHate.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC3NoHate.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC3NoHate.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC3NoHate.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC4NoERP.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC4NoERP.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC4NoERP.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC4NoERP.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC5Metacomms.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC5Metacomms.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC5Metacomms.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC5Metacomms.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC6BanEvasion.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC6BanEvasion.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC6BanEvasion.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC6BanEvasion.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC7EnglishOnly.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC7EnglishOnly.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC7EnglishOnly.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC7EnglishOnly.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC8Exploits.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC8Exploits.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC8Exploits.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC8Exploits.xml diff --git a/Resources/ServerInfo/ServerRules/CoreRules/RuleC9Multikey.xml b/Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC9Multikey.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/CoreRules/RuleC9Multikey.xml rename to Resources/ServerInfo/Guidebook/ServerRules/CoreRules/RuleC9Multikey.xml diff --git a/Resources/ServerInfo/ServerRules/DefaultRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/DefaultRules.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/DefaultRules.xml rename to Resources/ServerInfo/Guidebook/ServerRules/DefaultRules.xml diff --git a/Resources/ServerInfo/ServerRules/README.txt b/Resources/ServerInfo/Guidebook/ServerRules/README.txt similarity index 100% rename from Resources/ServerInfo/ServerRules/README.txt rename to Resources/ServerInfo/Guidebook/ServerRules/README.txt diff --git a/Resources/ServerInfo/ServerRules/RoleTypes.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleTypes.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleTypes.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleTypes.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR0.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR0.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR0.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR0.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR10Subordination.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR10Subordination.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR10Subordination.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR10Subordination.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-1AnimalEscalation.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11-2ConflictTypes.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11Escalation.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11Escalation.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR11Escalation.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR11Escalation.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR12RoleAbandonment.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR13PerformRole.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR13PerformRole.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR13PerformRole.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR13PerformRole.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR14SecComStandard.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR14SecComStandard.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR14SecComStandard.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR14SecComStandard.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR15SpaceLaw.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR1Silicons.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR1Silicons.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR1Silicons.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR1Silicons.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR2Familiars.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR2Familiars.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR2Familiars.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR2Familiars.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR3NormalRP.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR3NormalRP.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR3NormalRP.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR3NormalRP.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR4Metashield.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR4Metashield.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR4Metashield.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR4Metashield.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR5Arrivals.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR5Arrivals.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR5Arrivals.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR5Arrivals.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR6SelfAntag.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR6SelfAntag.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR6SelfAntag.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR6SelfAntag.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR7RoundStalling.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR7RoundStalling.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR7RoundStalling.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR7RoundStalling.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR8NoFriendlyAntag.xml diff --git a/Resources/ServerInfo/ServerRules/RoleplayRules/RuleR9MassSabotage.xml b/Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR9MassSabotage.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/RoleplayRules/RuleR9MassSabotage.xml rename to Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR9MassSabotage.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS0.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS0.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS0.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS0.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS10OrderConflicts.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS10OrderConflicts.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS10OrderConflicts.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS10OrderConflicts.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS1Laws.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS1Laws.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS1Laws.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS1Laws.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS2LawPriority.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS2LawPriority.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS2LawPriority.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS2LawPriority.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS3LawRedefinition.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS3LawRedefinition.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS3LawRedefinition.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS3LawRedefinition.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS4RequestChanges.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS4RequestChanges.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS4RequestChanges.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS4RequestChanges.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS5FreeSilicon.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS5FreeSilicon.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS5FreeSilicon.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS5FreeSilicon.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS6UnreasonableOrders.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS7Consistency.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS7Consistency.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS7Consistency.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS7Consistency.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS8DefaultCrewDefinition.xml diff --git a/Resources/ServerInfo/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml b/Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SiliconRules/RuleS9DefaultHarmDefinition.xml diff --git a/Resources/ServerInfo/ServerRules/SpaceLaw/SLCrimeList.xml b/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SLCrimeList.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SpaceLaw/SLCrimeList.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SLCrimeList.xml diff --git a/Resources/ServerInfo/ServerRules/SpaceLaw/SpaceLaw.xml b/Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/SpaceLaw/SpaceLaw.xml rename to Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml diff --git a/Resources/ServerInfo/ServerRules/WizDenCoreOnlyRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/WizDenCoreOnlyRules.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/WizDenCoreOnlyRules.xml rename to Resources/ServerInfo/Guidebook/ServerRules/WizDenCoreOnlyRules.xml diff --git a/Resources/ServerInfo/ServerRules/WizDenLRPRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/WizDenLRPRules.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/WizDenLRPRules.xml rename to Resources/ServerInfo/Guidebook/ServerRules/WizDenLRPRules.xml diff --git a/Resources/ServerInfo/ServerRules/WizDenMRPRules.xml b/Resources/ServerInfo/Guidebook/ServerRules/WizDenMRPRules.xml similarity index 100% rename from Resources/ServerInfo/ServerRules/WizDenMRPRules.xml rename to Resources/ServerInfo/Guidebook/ServerRules/WizDenMRPRules.xml diff --git a/Resources/ServerInfo/Service/Bartender.xml b/Resources/ServerInfo/Guidebook/Service/Bartender.xml similarity index 100% rename from Resources/ServerInfo/Service/Bartender.xml rename to Resources/ServerInfo/Guidebook/Service/Bartender.xml diff --git a/Resources/ServerInfo/Service/Botany.xml b/Resources/ServerInfo/Guidebook/Service/Botany.xml similarity index 100% rename from Resources/ServerInfo/Service/Botany.xml rename to Resources/ServerInfo/Guidebook/Service/Botany.xml diff --git a/Resources/ServerInfo/Service/Chef.xml b/Resources/ServerInfo/Guidebook/Service/Chef.xml similarity index 100% rename from Resources/ServerInfo/Service/Chef.xml rename to Resources/ServerInfo/Guidebook/Service/Chef.xml diff --git a/Resources/ServerInfo/Service/FoodRecipes.xml b/Resources/ServerInfo/Guidebook/Service/FoodRecipes.xml similarity index 100% rename from Resources/ServerInfo/Service/FoodRecipes.xml rename to Resources/ServerInfo/Guidebook/Service/FoodRecipes.xml diff --git a/Resources/ServerInfo/Service/Janitorial.xml b/Resources/ServerInfo/Guidebook/Service/Janitorial.xml similarity index 100% rename from Resources/ServerInfo/Service/Janitorial.xml rename to Resources/ServerInfo/Guidebook/Service/Janitorial.xml diff --git a/Resources/ServerInfo/Service/Service.xml b/Resources/ServerInfo/Guidebook/Service/Service.xml similarity index 100% rename from Resources/ServerInfo/Service/Service.xml rename to Resources/ServerInfo/Guidebook/Service/Service.xml diff --git a/Resources/ServerInfo/SpaceStation14.xml b/Resources/ServerInfo/Guidebook/SpaceStation14.xml similarity index 100% rename from Resources/ServerInfo/SpaceStation14.xml rename to Resources/ServerInfo/Guidebook/SpaceStation14.xml diff --git a/Resources/ServerInfo/Survival.xml b/Resources/ServerInfo/Guidebook/Survival.xml similarity index 100% rename from Resources/ServerInfo/Survival.xml rename to Resources/ServerInfo/Guidebook/Survival.xml diff --git a/Resources/ServerInfo/YourFirstCharacter.xml b/Resources/ServerInfo/Guidebook/YourFirstCharacter.xml similarity index 100% rename from Resources/ServerInfo/YourFirstCharacter.xml rename to Resources/ServerInfo/Guidebook/YourFirstCharacter.xml From 2086e7ef8123582d5551c69bff7e6270762bd39e Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Sun, 12 Jan 2025 15:38:04 +0500 Subject: [PATCH 05/10] Update NewPlayer.xml --- .../Guidebook/NewPlayer/NewPlayer.xml | 46 +++++++++++++------ 1 file changed, 32 insertions(+), 14 deletions(-) diff --git a/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml b/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml index 7e89b97afb..50a102beff 100644 --- a/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml +++ b/Resources/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml @@ -1,24 +1,42 @@ -# Добро пожаловать на S.T.A.L.K.E.R. SS14! +# Welcome to Space Station 14! -[bold]Не забывай следовать правилам.[/bold] Они могут быть найдены здесь: https://discord.gg/pu6DEPGjsN -Вы можете задать вопрос или написать о нарушении правил [color=#EB2D3A][bold]Администрации[/bold][/color] используя [bold]АХелп[/bold]. ([italic] открывается при нажатии [/italic][color=yellow][bold][keybind="OpenAHelp"/][/bold][/color]) +You've just begun your shift aboard a Nanotrasen space station. +You and your fellow crewmates are tasked with working together, surviving, and having fun! -Ты всегда можешь открыть эту страницу снова, используя [color=yellow][bold][keybind="OpenGuidebook"][/bold][/color]. +[bold]Make sure to follow all server rules.[/bold] You can ask questions or report rule breaks to the [color=#EB2D3A][bold]admin team[/bold][/color] by using the [bold]admin help menu[/bold]. ([italic]accessible by pressing [/italic][color=yellow][bold][keybind="OpenAHelp"/][/bold][/color]) -[bold]О сервере[/bold]: -S.T.A.L.K.E.R. SS14. - сервер с [italic]мета-прогрессией[/italic] и элементами [italic]ММО[/italic]. Это подразумевает сохранение персонажа на всё время вайпа, постоянное развитие сохраняющихся IC взаимоотношений, [italic]сохранение[/italic] экипировки и денег между раундами в личных схронах, экипировка, разделенная на условные уровни. Наш сервер предоставляет возможность свободного развития и отыгрыша вашего персонажа, а так-же различные активности и механики. +More detailed guides about [italic]specific jobs[/italic] and [italic]mechanics[/italic] can be found [textlink="here." link="SS14"/] -[bold]Создание персонажа[/bold]: -Создавая персонажа - будьте аккуратны и внимательны, поскольку на сервере отсутствует возможность менять персонажа по желанию (однако, в случае необходимости, можно запросить в АХелп помощь с сохранением). +This guide can be reopened at any time using [color=yellow][bold][keybind="OpenGuidebook"][/bold][/color]. -[bold]Первые шаги[/bold]: -Первое место где вы появляетесь на сервере - Чистилище. Начальный ООС хаб, откуда вам и остальным игрокам предстоит выбрать свое место спавна. Наиболее дружелюбным для новичка вариантом является их деревня. Это безопасная территория с торговцем, личным схроном и костром. Если спуститься в подвал деревни, можно найти спуск в схроны, в которых и хранятся ваши вещи. Нажмите ЛКМ на синий автомат чтобы открыть интерфейс схрона.. На старте каждый имеет стартовый капитал - [color=yellow]2 тысячи рублей[/color]. Забрав его, найдите подвал Сидоровича, местного нпс-торговца. Там вы сможете приобрести базовое снаряжение. +## Basic Controls +The following are the controls you'll need for regular gameplay: -[bold]Зарабатываем первые деньги[/bold]: -Есть начальное снаряжение? Самое простое занятие для новичка - охота. Убив дичь, вы почти всегда можете освежевать тушу, получив ценные трофеи, покупаемые торговцами. Таким нехитрым образом вы сможете сколотить свое первое состояние. Не забывайте про подушку безопасности! +- Run using [color=yellow][bold][keybind="MoveUp"][keybind="MoveLeft"][keybind="MoveDown"][keybind="MoveRight"][/bold][/color]. Hold down [color=yellow][bold][keybind="Walk"][/bold][/color] to walk -[bold]Что же дальше[/bold]? -После того как вам станет привычным подобный образ жизни, у вас наверняка возникнет вопрос - что же делать дальше? Где “вставьтенужное”? Всё довольно просто - [color=yellow][bold]Коммуникация[/bold][/color]! Не бойтесь искать учителей среди матерых сталкеров, кооперироваться с другими новичками ради совместной охоты или задавать вопросы у костра. Существует огромное количество информации и преимуществ, которые вы сможете получить с помощью простого общения. [italic]Удачи и берегите себя![/italic] +- Examine the world around you with [color=yellow][bold][keybind="ExamineEntity"][/bold][/color] + +- Interact with the world using [color=yellow][bold][keybind="Use"][/bold][/color] + +- Hovering over an entity and pressing [color=yellow][bold][keybind="UseSecondary"][/bold][/color] shows the [italic]context menu[/italic], which contains additional interactions + +- Swap hands using [color=yellow][bold][keybind="SwapHands"][/bold][/color] and activate the currently held item with [color=yellow][bold][keybind="ActivateItemInHand"][/bold][/color] + +- Drop held items with [color=yellow][bold][keybind="Drop"][/bold][/color] or throw them using [color=yellow][bold][keybind="ThrowItemInHand"][/bold][/color] + +- Pull and release things with [color=yellow][bold][keybind="TryPullObject"][/bold][/color] and [color=yellow][bold][keybind="ReleasePulledObject"][/bold][/color] + +A more comprehensive list can be found on the [textlink="controls" link="Controls"] page. + +## What is SS14? +Space Station 14 is a multiplayer game about paranoia and chaos on a space station and a remake of the cult-classic Space Station 13. + +Join dozens of other players on an intricately designed and simulated space station, immersing yourself in roleplay and dealing with threats along the way. + +SS14 is an [italic]open-source game[/italic] developed by people [bold]just like you![/bold] +It receives [color=lime]daily updates[/color] and may at times be [color=#EB2D3A][bold]unstable.[/bold][/color] + +[italic]If you want to report bugs or help with development, join the discord and learn how to get started.[/italic] From 903276ac54a8d307fe53e48f3f6c4b5120982934 Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Sun, 12 Jan 2025 15:39:19 +0500 Subject: [PATCH 06/10] ughhhhhhhh --- Resources/ServerInfo/{Guidebook => }/Gameplay.txt | 0 .../ServerInfo/Guidebook/{ => NewPlayer}/CharacterCreation.xml | 0 2 files changed, 0 insertions(+), 0 deletions(-) rename Resources/ServerInfo/{Guidebook => }/Gameplay.txt (100%) rename Resources/ServerInfo/Guidebook/{ => NewPlayer}/CharacterCreation.xml (100%) diff --git a/Resources/ServerInfo/Guidebook/Gameplay.txt b/Resources/ServerInfo/Gameplay.txt similarity index 100% rename from Resources/ServerInfo/Guidebook/Gameplay.txt rename to Resources/ServerInfo/Gameplay.txt diff --git a/Resources/ServerInfo/Guidebook/CharacterCreation.xml b/Resources/ServerInfo/Guidebook/NewPlayer/CharacterCreation.xml similarity index 100% rename from Resources/ServerInfo/Guidebook/CharacterCreation.xml rename to Resources/ServerInfo/Guidebook/NewPlayer/CharacterCreation.xml From 091a875fdf4dc386650e4818ced8d539c50ab59b Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Sun, 12 Jan 2025 15:40:09 +0500 Subject: [PATCH 07/10] yeah --- .../ServerInfo/Guidebook/{ => NewPlayer/Controls}/Radio.xml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) rename Resources/ServerInfo/Guidebook/{ => NewPlayer/Controls}/Radio.xml (99%) diff --git a/Resources/ServerInfo/Guidebook/Radio.xml b/Resources/ServerInfo/Guidebook/NewPlayer/Controls/Radio.xml similarity index 99% rename from Resources/ServerInfo/Guidebook/Radio.xml rename to Resources/ServerInfo/Guidebook/NewPlayer/Controls/Radio.xml index 39ee8ae3ff..d181dc2962 100644 --- a/Resources/ServerInfo/Guidebook/Radio.xml +++ b/Resources/ServerInfo/Guidebook/NewPlayer/Controls/Radio.xml @@ -43,14 +43,14 @@ For example, if you're a Station Engineer then [color=#a4885c]:h[/color] will de ## Encryption Keys [color=#a4885c]Encryption keys[/color] give you access to their respective channel. - + Examining our engineering headset from earlier shows us [color=#32cd32]Common[/color] and [color=#f37746]Engineering[/color] because an engineer's headset starts with those [color=#a4885c]encryption keys[/color]. - + - + You can take out encryption keys by using a [color=#a4885c]screwdriver[/color] on a headset. New encryption keys are put into headsets by clicking on one with an encryption key in your hand. All command members have extras of their relevant encryption key, but you can also request one at the HoP's office when you're getting your job changed. From 3bcc1bb13dfdf4e1aafa55037dd75c3dc43a4a1e Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Sun, 12 Jan 2025 15:42:40 +0500 Subject: [PATCH 08/10] back --- .../ServerInfo/Guidebook/{ => NewPlayer}/YourFirstCharacter.xml | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename Resources/ServerInfo/Guidebook/{ => NewPlayer}/YourFirstCharacter.xml (100%) diff --git a/Resources/ServerInfo/Guidebook/YourFirstCharacter.xml b/Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml similarity index 100% rename from Resources/ServerInfo/Guidebook/YourFirstCharacter.xml rename to Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml From 8e761797f3d98a5742a4b76a8c46e5f7d075025e Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Mon, 13 Jan 2025 15:52:38 +0500 Subject: [PATCH 09/10] wertgyum --- .../ServerInfo/Guidebook/Tutorial/Mechanics.xml | 14 +++++++++++--- Resources/ServerInfo/Intro.txt | 2 +- 2 files changed, 12 insertions(+), 4 deletions(-) diff --git a/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml b/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml index 19db6816f1..7c8a8ad169 100644 --- a/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml +++ b/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml @@ -6,7 +6,9 @@ [bullet] В настройках можно назначить клавишу для быстрого взаимодействия с хранилищем брони, по аналогии с рюкзаком и поясом (Крайне рекомендуется использовать их). -[bullet] У снаряжения есть механика Flat резистов, напрямую уменьшающих получаемый урон вне зависимости от его количества +[bullet] У снаряжения есть механика плоской защиты, напрямую уменьшающей получаемый урон вне зависимости от его количества. + +[bullet] Система разных тиров брони и множество видов боеприпасов. [bullet] Система крафта снаряжения из материалов и чертежей @@ -16,12 +18,18 @@ [bullet] Особая система веса, влияющая на скорость передвижения и аномалии, которые с ней взаимодействуют. -[bullet] Расходование стамины во время бега (клавиша Shift). +[bullet] Расходование стамины и ускорение во время бега (бег на клавишу Shift). + +[bullet] Уникальные аномалии из оригинала и не только. Проверяйте свой путь болтами. [bullet] Переходы между локациями и спуски, которые подсвечены жёлтым свечением. [bullet] Уникальная система мета-прогрессии, позволяющая сохранять все вещи между раундами. -Это базовые знания, которые могут быть полезны новичкам. Исследуйте зону и общайтесь с другими игроками чтобы узнать больше! +[bullet] Вы можете лечь на F. + +[bullet] Вы можете быстро передёрнуть затвор с помощью клавиши R. + +Это базовые знания, которые могут быть полезны новичкам. Исследуйте зону отчуждения и общайтесь с другими игроками чтобы узнать больше! diff --git a/Resources/ServerInfo/Intro.txt b/Resources/ServerInfo/Intro.txt index 4c117f080c..8dc42434f1 100644 --- a/Resources/ServerInfo/Intro.txt +++ b/Resources/ServerInfo/Intro.txt @@ -1,6 +1,6 @@ Добро пожаловать на сервер по вселенной сталкер! Не забудьте посетить наш Дискорд: https://discord.gg/pu6DEPGjsN -Обязательно прочитайте ОБУЧЕНИЕ (ESC -> Помощь->Tutorial), если находитесь тут впервые. +Обязательно прочитайте ОБУЧЕНИЕ (ESC -> Помощь-> Tutorial), если находитесь тут впервые. Удачной игры! From 1abf10104d5756d5c481d41db82058f149ecf640 Mon Sep 17 00:00:00 2001 From: DjfjdfofdjfjD Date: Tue, 14 Jan 2025 20:00:11 +0500 Subject: [PATCH 10/10] irhnterwmlkejgb --- .../Guidebook/Tutorial/Mechanics.xml | 29 +++++++++++++------ 1 file changed, 20 insertions(+), 9 deletions(-) diff --git a/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml b/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml index 7c8a8ad169..e15cd1c271 100644 --- a/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml +++ b/Resources/ServerInfo/Guidebook/Tutorial/Mechanics.xml @@ -2,34 +2,45 @@ # Наш сервер имеет большое количество [bold]изменённых или уникальных[/bold] механик. Знание некоторых из них позволит вам получить преимущество или сэкономить ресурсы -[bullet] Лечение во сне на кроватях ускорено в несколько раз +# Главные механики + +[bullet] Уникальная система мета-прогрессии, позволяющая сохранять все вещи между раундами. -[bullet] В настройках можно назначить клавишу для быстрого взаимодействия с хранилищем брони, по аналогии с рюкзаком и поясом (Крайне рекомендуется использовать их). +[bullet] Переходы между локациями и спуски, которые подсвечены жёлтым свечением. + +[bullet] Система крафта снаряжения из материалов и чертежей [bullet] У снаряжения есть механика плоской защиты, напрямую уменьшающей получаемый урон вне зависимости от его количества. [bullet] Система разных тиров брони и множество видов боеприпасов. -[bullet] Система крафта снаряжения из материалов и чертежей +[bullet] Артефакты и аномалии. + [bullet] Аномалии из оригинала и не только. + [bullet] Снаряжение для поиска артефактов и защиты от аномалий + [bullet] Артефакты со своими свойствами и местами появления. + [bullet] Скопления аномалий - Архианомалии. + [bullet] Болты! -[bullet] Скопления аномалий, называемые "Архианомалиями", шансы найти артефакт в которых гораздо выше. +# Минорные механики и изменения [bullet] С кустов можно собрать ягоды, которые могут быть использованы в качестве пищи или для создания лекарств. [bullet] Особая система веса, влияющая на скорость передвижения и аномалии, которые с ней взаимодействуют. -[bullet] Расходование стамины и ускорение во время бега (бег на клавишу Shift). - -[bullet] Уникальные аномалии из оригинала и не только. Проверяйте свой путь болтами. +[bullet] Лечение во сне на кроватях ускорено в несколько раз -[bullet] Переходы между локациями и спуски, которые подсвечены жёлтым свечением. +[bullet] Расходование стамины и ускорение во время бега. -[bullet] Уникальная система мета-прогрессии, позволяющая сохранять все вещи между раундами. +# Хоткеи [bullet] Вы можете лечь на F. [bullet] Вы можете быстро передёрнуть затвор с помощью клавиши R. +[bullet] Вы можете бежать зажав клавишу F. + +[bullet] В настройках можно назначить клавишу для быстрого взаимодействия с хранилищем брони, по аналогии с рюкзаком и поясом (Крайне рекомендуется их использование). + Это базовые знания, которые могут быть полезны новичкам. Исследуйте зону отчуждения и общайтесь с другими игроками чтобы узнать больше!