Guidebook Updates for the Amateur Spessman (#28603)

* Created NewPlayer.xml

* Created NewPlayer.yml and added it to guides.ftl

* shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later

* switched some stuff between the New? entry and the Space Station 14 entry

* Made everything so nice!!!!!!!!!!!!!!

* fixed formatting inconsistencies

* added a How to use this guidebook section

* build correction and guidebook clarification for other servers

* wrote character creation ig probs fo shizzle

* added new terms to the glossary and alphabetized it

* meh this seems important enough to add

* okay no more shitsec bad idea

* I HATED Roleplaying.xml ANYWAY!!!

* I REALLY REALLY HATED IT ACTUALLYLLL

* Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete

* Separated the character creation bits that are just cosmetic from the ones that matter

* also put all the related new player xml files in their own folder

* expanded Radio.xml, kinda fixed survival.xml

* removed the line that mighta maybe sorta possibly could encourage self antag

* thought about this randomly but ICK OCK

* talking is no longer a key part of this game

* moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around

* ah probably should make sure this works first also me when i lie on the internet

* don't be such a grammar nukie

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* okay nevermind that's justified

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* prepare. it is coming. the great reorganization...

* yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP.

* rename that real quick

* step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete.

* update shiftandcrew.yml to only have departments as children also fuck it alphabetization

* consolidated salvage into cargo

* made a new entry for command

* gave salvage a home and service an existence

* made some XML files to be filled out later

* quick rename...

* took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml

* The Great Writing about Departments (25XX, black and white)

* added a bunch of links everywhere

* biochemical is no longer a thing

* service formatinaaaaaaa

* shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,,

* let's get that fixed

* second time i made a typo there as well

* we hate fun around here

* grammar?!???/

* various fixes and more linkings

* oops

* wewlad lol!!

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
This commit is contained in:
UBlueberry 2024-06-08 19:00:43 -04:00 committed by deltanedas
parent 7bdcab6eb1
commit 2d52250d03
40 changed files with 728 additions and 282 deletions

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@ -20,3 +20,5 @@ guide-entry-alert-levels = Alert Levels
guide-entry-justice = Justice
guide-entry-glimmer-creatures = Glimmer Creatures
guide-entry-trade-station = Trade Station

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@ -1,10 +1,10 @@
guidebook-window-title = Guidebook
guidebook-placeholder-text = Select an entry.
guidebook-placeholder-text-2 = If you're new, select the topmost entry to get started.
guidebook-placeholder-text-2 = If you're new, head over to "New? Start here!"
guidebook-filter-placeholder-text = Filter items
guidebook-parser-error = Parser Error
guidebook-error-message = Error Message
guidebook-monkey-unspin = Unspin Monkey
guidebook-monkey-disco = Disco Monkey
guidebook-monkey-disco = Disco Monkey

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@ -0,0 +1,4 @@
- type: guideEntry
id: TradeStation
name: guide-entry-trade-station
text: "/ServerInfo/Guidebook/DeltaV/Logistics/TradeStation.xml"

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@ -1,4 +0,0 @@
- type: guideEntry
id: Botany
name: guide-entry-botany
text: "/ServerInfo/Guidebook/Service/Botany.xml"

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@ -4,8 +4,15 @@
text: "/ServerInfo/Guidebook/Cargo/Cargo.xml"
children:
- CargoBounties
- Salvage
- TradeStation # DeltaV
- type: guideEntry
id: CargoBounties
name: guide-entry-cargo-bounties
text: "/ServerInfo/Guidebook/Cargo/CargoBounties.xml"
- type: guideEntry
id: Salvage
name: guide-entry-salvage
text: "/ServerInfo/Guidebook/Cargo/Salvage.xml"

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@ -0,0 +1,4 @@
- type: guideEntry
id: Command
name: guide-entry-command
text: "/ServerInfo/Guidebook/Command.xml"

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@ -1,6 +0,0 @@
- type: guideEntry
id: Controls
name: guide-entry-controls
text: "/ServerInfo/Guidebook/Controls/Controls.xml"
children:
- Radio

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@ -0,0 +1,32 @@
- type: guideEntry
id: NewPlayer
name: guide-entry-newplayer
text: "/ServerInfo/Guidebook/NewPlayer/NewPlayer.xml"
children:
- Controls
- CharacterCreation
- type: guideEntry
id: Controls
name: guide-entry-controls
text: "/ServerInfo/Guidebook/NewPlayer/Controls/Controls.xml"
children:
- Radio
- type: guideEntry
id: Radio
name: guide-entry-radio
text: "/ServerInfo/Guidebook/NewPlayer/Controls/Radio.xml"
- type: guideEntry
id: CharacterCreation
name: guide-entry-charactercreation
text: "/ServerInfo/Guidebook/NewPlayer/CharacterCreation.xml"
children:
- YourFirstCharacter
- Species
- type: guideEntry
id: YourFirstCharacter
name: guide-entry-yourfirstcharacter
text: "/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml"

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@ -1,4 +0,0 @@
- type: guideEntry
id: Radio
name: guide-entry-radio
text: "/ServerInfo/Guidebook/Controls/Radio.xml"

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@ -0,0 +1,26 @@
- type: guideEntry
id: References
name: guide-entry-references
text: "/ServerInfo/Guidebook/References.xml"
children:
- Chemicals
- Drinks
- FoodRecipes
- Writing
- type: guideEntry
id: Drinks
name: guide-entry-drinks
text: "/ServerInfo/Guidebook/ReferenceTables/Drinks.xml"
- type: guideEntry
id: FoodRecipes
name: guide-entry-foodrecipes
text: "/ServerInfo/Guidebook/Service/FoodRecipes.xml"
- type: guideEntry
id: Writing
name: guide-entry-writing
text: "/ServerInfo/Guidebook/Writing.xml"

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@ -1,4 +0,0 @@
- type: guideEntry
id: Salvage
name: guide-entry-salvage
text: "/ServerInfo/Guidebook/Cargo/Salvage.xml"

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@ -0,0 +1,31 @@
- type: guideEntry
id: Service
name: guide-entry-service
text: "/ServerInfo/Guidebook/Service/Service.xml"
filterEnabled: True
children:
- Bartender
- Botany
- Chef
- Janitorial
- type: guideEntry
id: Bartender
name: guide-entry-bartender
text: "/ServerInfo/Guidebook/Service/Bartender.xml"
filterEnabled: True
- type: guideEntry
id: Botany
name: guide-entry-botany
text: "/ServerInfo/Guidebook/Service/Botany.xml"
- type: guideEntry
id: Chef
name: guide-entry-chef
text: "/ServerInfo/Guidebook/Service/Chef.xml"
- type: guideEntry
id: Janitorial
name: guide-entry-janitorial
text: "/ServerInfo/Guidebook/Service/Janitorial.xml"

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@ -3,45 +3,11 @@
name: guide-entry-jobs
text: "/ServerInfo/Guidebook/Jobs.xml"
children:
- Bartender
- Chef
- Botany
- Cargo
- Command
- Engineering
- Medical
- Science
- Security
- Janitorial
- Cargo
- Salvage
- Medical
# DeltaV additions
- Justice
- type: guideEntry
id: Survival
name: guide-entry-survival
text: "/ServerInfo/Guidebook/Survival.xml"
children: # DeltaV
- AlertProcedure
- type: guideEntry
id: Janitorial
name: guide-entry-janitorial
text: "/ServerInfo/Guidebook/Service/Janitorial.xml"
- type: guideEntry
id: Bartender
name: guide-entry-bartender
text: "/ServerInfo/Guidebook/Service/Bartender.xml"
filterEnabled: True
- type: guideEntry
id: Chef
name: guide-entry-chef
text: "/ServerInfo/Guidebook/Service/Chef.xml"
children:
- FoodRecipes
- type: guideEntry
id: FoodRecipes
name: guide-entry-foodrecipes
text: "/ServerInfo/Guidebook/Service/FoodRecipes.xml"
- Service
- Justice # DeltaV

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@ -5,18 +5,17 @@
children:
- Jobs
- Survival
- Chemicals
- Antagonists
- Species
- Writing
- Glossary
- type: guideEntry
id: Writing
name: guide-entry-writing
text: "/ServerInfo/Guidebook/Writing.xml"
- type: guideEntry
id: Glossary
name: guide-entry-glossary
text: "/ServerInfo/Guidebook/Glossary.xml"
- type: guideEntry
id: Survival
name: guide-entry-survival
text: "/ServerInfo/Guidebook/Survival.xml"
children: # DeltaV
- AlertProcedure

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@ -1,30 +1,32 @@
<Document>
# Logistics
The supply department, more commonly known simply as Logistics, is in charge of keeping the station stocked up on necessary resources, such as fuel and raw materials. Though, they are not restricted to simple goods, and can order a wide variety of different items from off-station. The point is, it's Logistics' job to get the rest of the station what they need.
# Logistics
The [color=#b18644]Logistics[/color] department is in charge of keeping the station stocked up on necessary resources, such as fuel and raw materials. Though, they are not restricted to simple goods, and can order a wide variety of different items from off-station. The point is, it's [color=#b18644]Logistics[/color]' job to get the rest of the station what they need.
## Ordering
## Ordering
<Box>
<GuideEntityEmbed Entity="ComputerCargoOrders"/>
</Box>
Every transaction you make will begin at a [color=#a4885c]cargo request computer[/color], from which you can make orders for specific products. Making any order requires [color=#118C4F]spesos[/color], the currency of the station. To make an order, click the "request" button next to whatever you need, type an appropriate reason for why you're ordering it, and hit "approve" when it appears below the request list.
Every transaction you make will begin at a [color=#a4885c]cargo request computer[/color], from which you can make orders for specific products. Making any order requires [color=#118C4F]spesos[/color], the currency of the station. To make an order, click the "request" button next to whatever you need, type an appropriate reason for why you're ordering it, and hit "approve" when it appears below the request list.
## Piloting
Orders are shipped to the station via the [color=#a4885c]Trade Station[/color], and then transported with the cargo shuttle, a remotely piloted shuttle that logistics uses to transport goods back and forth from the trade station. In order to move the shuttle, you must first find the [color=#a4885c]cargo shuttle computer[/color] either on the station, or the shuttle itself.
## Piloting
Orders are shipped to the station via the [color=#a4885c]Trade Station[/color], and then transported with the cargo shuttle, a remotely piloted shuttle that logistics uses to transport goods back and forth from the trade station. In order to move the shuttle, you must first find the [color=#a4885c]cargo shuttle computer[/color] either on the station, or the shuttle itself.
<Box>
<GuideEntityEmbed Entity="ComputerCargoShuttle"/>
</Box>
After clicking the computer, you should see a radar view of the shuttle. Here are the steps for piloting the shuttle back and forth:
After clicking the computer, you should see a radar view of the shuttle. Here are the steps for piloting the shuttle back and forth:
- First, disconnect any airlocks that are connected to the dock.
- Then, you actually get to pilot the shuttle. The controls are fairly simple, with [color=#028ed9]"W"[/color] and [color=#028ed9]"S"[/color] being forward and backward, [color=#028ed9]"A"[/color] and [color=#028ed9]"D"[/color] being left and right, and [color=#028ed9]"Q"[/color] and [color=#028ed9]"E"[/color] being rotating left and right; and [color=#028ed9]"spacebar"[/color] being the brake and moving precicely by holding the [color=#028ed9]"spacebar"[/color] while doing other inputs.
- Then pilot the shuttle to the [textlink="Trade Station" link="TradeStation"].
- First, disconnect any airlocks that are connected to the dock.
- Then, you actually get to pilot the shuttle. The controls are fairly simple, with [color=#028ed9]"W"[/color] and [color=#028ed9]"S"[/color] being forward and backward, [color=#028ed9]"A"[/color] and [color=#028ed9]"D"[/color] being left and right, and [color=#028ed9]"Q"[/color] and [color=#028ed9]"E"[/color] being rotating left and right; and [color=#028ed9]"spacebar"[/color] being the brake and moving precicely by holding the [color=#028ed9]"spacebar"[/color] while doing other inputs.
- Then pilot the shuttle to the [textlink="Trade Station" link="TradeStation"].
## Selling
So, you want to order something, but don't have the money for it? You just need to sell something! Almost everything on the station has economic value, which an [color=#a4885c]appraisal tool[/color] can read out to you.
## Making Money
So, you want to order something, but don't have the money for it? You just need to sell something! Almost everything on the station has economic value, which an [color=#a4885c]appraisal tool[/color] can read out to you.
<Box>
<GuideEntityEmbed Entity="AppraisalTool"/>
<GuideEntityEmbed Entity="CargoPallet"/>
</Box>
After finding something worth selling, place it on the cargo shuttle, and then fly it to the [textlink="Trade Station" link="TradeStation"]. Then sell the item and collect the spesos from the terminal. You can also make even more money by completing [textlink="bounties" link="CargoBounties"] or selling valuable items from [textlink="salvage" link="Salvage"].
After finding something worth selling, place it on the cargo shuttle, and then fly it to the [textlink="Trade Station" link="TradeStation"]. Then sell the item and collect the spesos from the terminal. You can also make even more money by completing [textlink="bounties" link="CargoBounties"] or selling valuable items from [textlink="salvage" link="Salvage"].
[textlink="Still broke? Click here to learn about bounties, another source of income." link="CargoBounties"]
</Document>

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@ -1,29 +1,45 @@
<Document>
# Cargo Bounties
[textlink="Logistics" link="Cargo"] can always make money selling items whenever they feel like it. However, there are ways to make even more money by being more selective about what and when you're selling. One of these ways is [color=#a4885c]bounties[/color].
While [textlink="Logistics" 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
<Box>
<GuideEntityEmbed Entity="ComputerCargoBounty"/>
<GuideEntityEmbed Entity="PaperCargoBountyManifest"/>
</Box>
Every station has a fixed amount of bounties that are globally available. These can be checked at the [color=#a4885c]cargo bounty computer[/color], which shows the following information about them:
- What items are needed to fulfill the bounty
- How much money do you get for completing the bounty
- How much time is left before the bounty expires
Assuming that you are able to aquire all of the items for it in a time efficient and low-cost manner, you will be able to complete the bounty and get a significantly higher payout than you would be selling the items conventionally.
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. However, only the Logistics Officer and Captain can skip bounties so they shouldn't be stepping on anyone's toes.
## Fulfilling Bounties
## Completing Bounties
<Box>
<GuideEntityEmbed Entity="PaperCargoBountyManifest"/>
<GuideEntityEmbed Entity="CrateGenericSteel"/>
<GuideEntityEmbed Entity="CargoPallet"/>
<GuideEntityEmbed Entity="AppraisalTool"/>
</Box>
Once you have collected the items you need for a bounty, completing it is a simple process:
- Place all of the items inside of the crate and [bold]close it![/bold]
- Get the bounties manifest label by clicking the [color=#a4885c]print label[/color] button on corresponding entry on the cargo bounty computer.
- Place the label on the crate containing the items.
- Move the crate onto the cargo shuttle.
- Sell it.
And there you go! After you follow these steps, the bounty should disappear from the computer and a new one will take its place.
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
<Box>
<GuideEntityEmbed Entity="PaperCargoBountyManifest"/>
<GuideEntityEmbed Entity="CrateGenericSteel"/>
<GuideEntityEmbed Entity="CargoPalletSell"/>
</Box>
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.
</Document>

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@ -1,10 +0,0 @@
<Document>
# Trade Station
The Trade Station is seperate from the station, usually floating around in space visible on the scanner and shuttle computer. It is self maintaining, and self powered with solar pannels, so cargo doesn't need to do anything for it to work.
## Selling
Using the [color=#a4885c]cargo shuttle[/color], you are able to transport items and bounties to sell at the trade station by flying the shuttle (explained in [textlink="cargo" link="Cargo"]) and docking it to the trade station. Then you bring the objects to sell over the cargo pallets, go to the computer inbetween the 2 sets of pallets and sell what can be sold. Dont worry, you can't sell yourself! Then [color=#118C4F]Spessos[/color] should come out of the computer, and can be inserted into the Quartermasters Digiboard or the Cargo Computer to be added to the Bank.
## Collecting Orders
All cargo orders are sent to the [color=#a4885c]Trade Station[/color] to be [color=#a4885c]collected[/color], this includes items sent by centcom. To collect them you have to travel to the Trade station and they should be there on the cargo pallets in a crate, ready to be taken back to the station.
</Document>

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<Document>
# 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].
<Box>
<GuideEntityEmbed Entity="ToyFigurineCaptain" Caption="Captain"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ToyFigurineHeadOfPersonnel" Caption="HoP"/>
<GuideEntityEmbed Entity="ToyFigurineHeadOfSecurity" Caption="HoS"/>
<GuideEntityEmbed Entity="ToyFigurineChiefMedicalOfficer" Caption="CMO"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ToyFigurineChiefEngineer" Caption="CE"/>
<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="RD"/>
<GuideEntityEmbed Entity="ToyFigurineQuartermaster" Caption="QM"/>
</Box>
## 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].
<Box>
<GuideEntityEmbed Entity="LockerCaptain"/>
</Box>
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.
<Box>
<GuideEntityEmbed Entity="DoorRemoteCommand"/>
</Box>
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]
<Box>
<GuideEntityEmbed Entity="ClothingHeadsetCommand"/>
<GuideEntityEmbed Entity="EncryptionKeyStationMaster"/>
</Box>
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.
<Box>
<GuideEntityEmbed Entity="RubberStampCaptain"/>
</Box>
</Document>

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@ -1,28 +0,0 @@
<Document>
# Radio
Your radio allows you to communicate across the entire station and to your specific [color=#a4885c]department[/color].
<Box>
<GuideEntityEmbed Entity="ClothingHeadsetGrey"/>
</Box>
To send a station-wide message over the radio preface your text with [color=#a4885c]semi-colon (;)[/color].
## Departmental Radio
You are able to send messages over your departmental radio channels using [color=#a4885c]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.
<Box>
<GuideEntityEmbed Entity="ClothingHeadsetEngineering"/>
</Box>
Examining a default 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 an example if you're Captain, then [color=#a4885c]:h[/color] will default to [color=#a4885c]:c[/color]
</Document>

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<Document>
# Trade Station
The Trade Station is an independent vessel seperate from the station that you must use [bold]FTL travel[/bold] to reach. It is self maintaining, and powered by solar panels, so logistics doesn't need to do anything for it to work.
As an independent vessel, you may sometimes find crew from other NanoTrasen stations, or even other corporations, trading here on occasion. Treat them with the same respect that you'd expect from your fellow crewmembers!
## Selling
Using the [color=#a4885c]cargo shuttle[/color], you are able to transport items and bounties to sell at the trade station by flying the shuttle (explained in the [textlink="Logistics" link="Cargo"] guide) and docking it to the trade station. Then you bring the objects to sell over the green cargo pallets, go to the computer inbetween the 2 sets of pallets and sell what can be sold. Dont worry, you can't sell yourself! Then [color=#118C4F]Spesos[/color] will pop out of the computer, and can be inserted into the Logistics Officer's Digiboard or the Cargo Ordering Console to be added to the Bank.
## Collecting Orders
All cargo orders are sent to the [color=#a4885c]Trade Station[/color] to be [color=#a4885c]collected[/color], this includes items sent by CentComm. To collect them you have to travel to the Trade station and they should be there on the yellow cargo pallets, ready to be taken back to the station.
</Document>

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@ -1,22 +1,29 @@
<Document>
# Engineering
# 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
<Box>
<GuideEntityEmbed Entity="Wrench"/>
<GuideEntityEmbed Entity="Crowbar"/>
<GuideEntityEmbed Entity="Screwdriver"/>
<GuideEntityEmbed Entity="Wirecutter"/>
<GuideEntityEmbed Entity="ToyFigurineEngineer" Caption="Engineer"/>
<GuideEntityEmbed Entity="ToyFigurineAtmosTech" Caption="Atmosian"/>
<GuideEntityEmbed Entity="ToyFigurineChiefEngineer" Caption="CE"/>
</Box>
## Tools
<Box>
<GuideEntityEmbed Entity="Welder"/>
<GuideEntityEmbed Entity="Multitool"/>
<GuideEntityEmbed Entity="NetworkConfigurator"/>
<GuideEntityEmbed Entity="Wrench"/>
<GuideEntityEmbed Entity="Crowbar"/>
<GuideEntityEmbed Entity="Screwdriver"/>
<GuideEntityEmbed Entity="Wirecutter"/>
</Box>
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.
<Box>
<GuideEntityEmbed Entity="Welder"/>
<GuideEntityEmbed Entity="Multitool"/>
<GuideEntityEmbed Entity="NetworkConfigurator"/>
</Box>
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.
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.
</Document>

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@ -10,12 +10,21 @@ 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.
@ -28,11 +37,14 @@ Short for Captain.
## Cargonia
Reference to logistics declaring independance. 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.
## CE
Short for Chief Engineer, the head of the Engineering Department.
## CJ
Short for Chief Justice, the head of the Justice department.
## CMO
Short for Chief Medical Officer, the head of the Medical Department.
@ -40,6 +52,12 @@ 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.
@ -53,17 +71,32 @@ An IC term representing a Server Administrator. CentComm is also sometimes used
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.
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.
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.
@ -73,11 +106,20 @@ Short for Mystagogue, the head of the Epistemics Department.
## LO
Short for Logistics Officer, the head of the Logistics department.
## Nukie
A slang/shorthand term of a Nuclear Operative. May sometimes also appear as "Nuke Op".
## Robust
A word used to describe someone who is particularly adept in combat, or endured through a tough fight.
## Newkie
A portmanteau of "New" and "Nukie" used to refer to an inexperienced player in the role of a Nuclear Operative.
## 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.
@ -88,27 +130,27 @@ A shortening of the Singularity Engine. A Singulo can create infinite power for
## 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.
## Nanotrasen/NT
Nanotrasen is the company which owns the space station you inhabit.
## Spess
An intentional mis-spelling of "Space", sometimes used as a portmanteau of "space" and "mess". May also appear in words such as "Spessmen".
## Spacing
An event which causes an area to lose air pressure, i.e. a hull breach.
## 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.
@ -125,6 +167,8 @@ Short for Antagonists, which are specifically picked individuals designed to dri
## 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.
@ -138,7 +182,7 @@ Medium Roleplay. Servers marked MRP usually have a decent basis of roleplaying r
## 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
## 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

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@ -1,41 +1,49 @@
<Document>
<Document>
# Jobs
SS14 has a large number of jobs, divided into seven major departments:
## Service
This department includes the janitor, passengers, clown, mime, musician, chef, bartender, the head of personnel, and other jobs who exist to serve the station.
[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.
## Logistics
Logistics consists of the cargo technicians, salvage specialists, and the logistics officer. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.
[color=#b18644]Logistics[/color] consists of the cargo technicians, couriers, salvage specialists, and the logistics officer. 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
Security consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.
[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
Medical consists of the medical interns, chemists, medical doctors, and the chief medical officer. As a department it is responsible for taking care of the crew, treat and/or clone the wounded and dead, treat disease, and prevent everyone from dying a horrible, bloody death in a closet somewhere.
[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.
## Epistemics
Epistemics consists of research assistants, scientists, and the mystagogue. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices.
[color=#c96dbf]Epistemics[/color] consists of research assistants, scientists and the mystagogue. 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
Engineering consists of technical assistants, station engineers, atmospheric technicians, and the chief engineer. As a department it is responsible for keeping the station powered, its structure intact and its air supply working.
[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
Command consists of the captain, the head of personnel, the head of security, the chief engineer, the chief medical officer, the mystagogue, and the logistics officer. As a department it is responsible for keeping the station and its departments running efficiently.
[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.
For non-service jobs you will need to ask the specific department's head. To become a department head you will need to find that head's spare ID card, or ask the [color=#1b67a5]Captain[/color].
If there is no Captain, send a fax to Central Command requesting the emergency access biscuit to unlock the [color=#1b67a5]Spare ID Cabinetp/color], usually found in the Vault.
</Document>

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@ -1,24 +1,26 @@
<Document>
# 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.
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 section of the Guidebook.
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:
<Box>
<GuideEntityEmbed Entity="ChemDispenser"/>
<GuideEntityEmbed Entity="ChemBag"/>
<GuideEntityEmbed Entity="KitchenReagentGrinder"/>
<GuideEntityEmbed Entity="ChemMaster"/>
</Box>
<Box>
<GuideEntityEmbed Entity="LargeBeaker"/>
<GuideEntityEmbed Entity="ChemistryEmptyBottle01"/>
<GuideEntityEmbed Entity="HandLabeler"/>
<GuideEntityEmbed Entity="Syringe"/>
<GuideEntityEmbed Entity="PillCanister"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ChemDispenser"/>
<GuideEntityEmbed Entity="ChemBag"/>
<GuideEntityEmbed Entity="KitchenReagentGrinder"/>
<GuideEntityEmbed Entity="ChemMaster"/>
</Box>
<Box>
<GuideEntityEmbed Entity="LargeBeaker"/>
<GuideEntityEmbed Entity="ChemistryEmptyBottle01"/>
<GuideEntityEmbed Entity="HandLabeler"/>
<GuideEntityEmbed Entity="Syringe"/>
<GuideEntityEmbed Entity="PillCanister"/>
</Box>
## The Basics:
Chemistry is fairly straightforward once you know what to expect. Here's a simple, step-by-step process on how to begin.
@ -40,11 +42,10 @@ You can also use the hand labeler to organize individual bottles or bags without
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.
<Box>
<GuideEntityEmbed Entity="ModularGrenade"/>
<GuideEntityEmbed Entity="CableApcStack"/>
<GuideEntityEmbed Entity="ChemicalPayload"/>
<GuideEntityEmbed Entity="TimerTrigger"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ModularGrenade"/>
<GuideEntityEmbed Entity="CableApcStack"/>
<GuideEntityEmbed Entity="ChemicalPayload"/>
<GuideEntityEmbed Entity="TimerTrigger"/>
</Box>
</Document>

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@ -2,21 +2,31 @@
# 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.
<Box>
<GuideEntityEmbed Entity="ToyFigurineMedicalDoctor" Caption="Doctor"/>
<GuideEntityEmbed Entity="ToyFigurineParamedic" Caption="Paramedic"/>
<GuideEntityEmbed Entity="ToyFigurineChemist" Caption="Chemist"/>
<GuideEntityEmbed Entity="ToyFigurineChiefMedicalOfficer" Caption="CMO"/>
</Box>
Right now, medbay is divided into two different sets of care:
## Medical Treatment
<Box>
<GuideEntityEmbed Entity="Brutepack"/>
<GuideEntityEmbed Entity="Bloodpack"/>
<GuideEntityEmbed Entity="Ointment"/>
<GuideEntityEmbed Entity="Gauze"/>
<GuideEntityEmbed Entity="HandheldHealthAnalyzer"/>
</Box>
<Box>
<GuideEntityEmbed Entity="Brutepack"/>
<GuideEntityEmbed Entity="Bloodpack"/>
<GuideEntityEmbed Entity="Ointment"/>
<GuideEntityEmbed Entity="Gauze"/>
<GuideEntityEmbed Entity="HandheldHealthAnalyzer"/>
</Box>
## Chemical Production
<Box>
<GuideEntityEmbed Entity="ChemDispenser"/>
<GuideEntityEmbed Entity="LargeBeaker"/>
<GuideEntityEmbed Entity="PillCanister"/>
<GuideEntityEmbed Entity="ChemMaster"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ChemDispenser"/>
<GuideEntityEmbed Entity="LargeBeaker"/>
<GuideEntityEmbed Entity="PillCanister"/>
<GuideEntityEmbed Entity="ChemMaster"/>
</Box>
</Document>

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@ -7,7 +7,7 @@ This guide will give you a basic outline of the treatment options you have avail
## 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.
It's best to do both, if possible, as some things (such as poison, or radiation) don't show up on examination, while others (such as blood levels) don't show up on an analyzer.
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.
<Box>
<GuideEntityEmbed Entity="SignExamroom" Caption="examine patient"/>
<GuideEntityEmbed Entity="MedicalPDA"/>
@ -16,7 +16,7 @@ It's best to do both, if possible, as some things (such as poison, or radiation)
</Box>
## 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.
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.
@ -56,14 +56,17 @@ If possible, buckle them to a medical bed, if you need time to treat them, strap
<GuideEntityEmbed Entity="MedicalBed"/>
<GuideEntityEmbed Entity="StasisBed"/>
</Box>
## Death and Revival
You can't save them all, sometimes, death happens. Depending on the status of the body, if there's a soul present, and if the body has started rotting, there are a few things that can be done.
## 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, consider storing the body in a morgue tray, or using them for biomass.
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. 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.
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.
<Box>
<GuideEntityEmbed Entity="Brutepack"/>

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@ -0,0 +1,70 @@
<Document>
# 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)
</Document>

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<Document>
# 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].
<Box>
<GuideEntityEmbed Entity="ClothingHeadsetGrey"/>
</Box>
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.
<Box>
<GuideEntityEmbed Entity="ClothingHeadsetEngineering"/>
</Box>
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].
<Box>
<GuideEntityEmbed Entity="EncryptionKeyCommon"/>
<GuideEntityEmbed Entity="EncryptionKeyEngineering"/>
</Box>
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.
</Document>

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<Document>
# 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.
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<Document>
# Drinks
Knowing how to make a requested drink is important. Here are the different drinks in the game, including their recipes:
<GuideReagentGroupEmbed Group="Drinks"/>
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<Document>
# Reference Tables
This entry is made to contain information that you might have to come back to over and over again. Use as necessary.
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<Document>
# Epistemics
Epistemics, 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.
[color=#c96dbf]Epistemics[/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]Epistemics[/color]' staff is made up of Research Assistants, Scientists and the Psionic Mantis. [color=#c96dbf]Epistemics[/color] is run by the Mystagogue.
<Box>
<GuideEntityEmbed Entity="ToyFigurineScientist" Caption="Scientist"/>
<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="RD"/>
</Box>
## Technologies
<Box>
<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/>
<GuideEntityEmbed Entity="ResearchAndDevelopmentServer"/>
</Box>
The most important thing inside your department is the R&D server, which stores unlocked technologies, and the R&D computer, which allows you to unlock technologies.
<Box>
<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/>
<GuideEntityEmbed Entity="ResearchAndDevelopmentServer"/>
</Box>
The most important thing inside your department is the R&D server, which stores unlocked technologies, and the R&D computer, which allows you to unlock [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.
Information about the different technologies can be viewed [textlink="on the technology guidebook page" link="Technologies"].
[textlink="Click here to see a list of technologies." link="Technologies"].
## Disciplines
Technologies are spread over 4 different Disciplines:
@ -33,15 +41,15 @@ In order to progress further, you have to research up to [color=brown]75%[/color
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]Mystagogue[/color].
## Lathes
<Box>
<GuideEntityEmbed Entity="Protolathe"/>
<GuideEntityEmbed Entity="CircuitImprinter"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ExosuitFabricator"/>
<GuideEntityEmbed Entity="MedicalTechFab"/>
<GuideEntityEmbed Entity="SecurityTechFab"/>
</Box>
<Box>
<GuideEntityEmbed Entity="Protolathe"/>
<GuideEntityEmbed Entity="CircuitImprinter"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ExosuitFabricator"/>
<GuideEntityEmbed Entity="MedicalTechFab"/>
<GuideEntityEmbed Entity="SecurityTechFab"/>
</Box>
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 Logistics or Salvage.
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<Document>
# Security
Ensuring the safety of both station and crew is number one for Security. Be it Syndicate Agents, Nuclear Operatives, Infestations or just unruly staff. Security are on hand to maintain order and control crowds.
<Document>
# 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.
## 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.
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.
<Box>
<GuideEntityEmbed Entity="ToyFigurineSecurity" Caption="Secoff"/>
<GuideEntityEmbed Entity="ToyFigurineDetective" Caption="Detective"/>
<GuideEntityEmbed Entity="ToyFigurineWarden" Caption="Warden"/>
<GuideEntityEmbed Entity="ToyFigurineHeadOfSecurity" Caption="HoS"/>
</Box>
## Gear
First we have non-lethals a step above simply telling someone to cooperate with instructions. Both the stunbaton and disabler are capable of limiting the movement of an assailant, whereas handcuffs can be applied to deny a criminal free movement and access to their hands.
<Box>
<GuideEntityEmbed Entity="Stunbaton"/>
<GuideEntityEmbed Entity="Handcuffs"/>
<GuideEntityEmbed Entity="WeaponDisabler"/>
<GuideEntityEmbed Entity="WeaponDisabler"/>
</Box>
## Flashes
Flashes are an effective tool for dispersing crowds and apprehending particularly evasive targets, with a large area of effect blinding all those without protection.
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.
Security and [color=#a4885c]some[/color] other members of staff have eye protection from flashbangs and flashes.
## 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.
<Box>
<GuideEntityEmbed Entity="Flash"/>
<GuideEntityEmbed Entity="ClothingEyesGlassesSecurity"/>
<GuideEntityEmbed Entity="GrenadeFlashBang"/>
</Box>
## Lethals
Should the situation dictate, Security have access to laser rifles, shotguns, handguns and automatic rifles able to put down substancial fire against any who would stand against the station.
## 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.
<Box>
<GuideEntityEmbed Entity="WeaponLaserCarbine"/>
<GuideEntityEmbed Entity="WeaponShotgunKammerer"/>
<GuideEntityEmbed Entity="WeaponPistolMk58"/>
<GuideEntityEmbed Entity="WeaponRifleLecter"/>
<GuideEntityEmbed Entity="WeaponLaserCarbine"/>
<GuideEntityEmbed Entity="WeaponShotgunKammerer"/>
<GuideEntityEmbed Entity="WeaponPistolMk58"/>
<GuideEntityEmbed Entity="WeaponRifleLecter"/>
</Box>
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# 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"]
<Box>
The materials for these drinks can be found in various places:
</Box>
@ -21,8 +23,5 @@ Don't forget containers to serve them in!
<GuideEntityEmbed Entity="DrinkJigger"/>
</Box>
## Drinks
Knowing how to make a requested drink is important. Here are the different drinks in the game, including their recipes:
<GuideReagentGroupEmbed Group="Drinks"/>
You can find a list of every drink that can be requested under the Reference Tables entry.
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@ -78,10 +78,12 @@ You can use a [color=cyan]sterile swab[/color] to transfer pollen from one plant
## Chemicals
Some chemicals have special effects on plants.
[textlink="Click here to see all botanical chemicals." link="Botanical"]
<GuideReagentEmbed Reagent="Dylovene"/>
<GuideReagentEmbed Reagent="Cryoxadone"/>
<GuideReagentEmbed Reagent="Necrosol"/>
<GuideReagentEmbed Reagent="Phalanximine"/>
<GuideReagentGroupEmbed Group="Botanical"/>
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# 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.
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# 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.
<Box>
<GuideEntityEmbed Entity="ToyFigurineChef" Caption="Chef"/>
<GuideEntityEmbed Entity="ToyFigurineBotanist" Caption="Botanist"/>
<GuideEntityEmbed Entity="ToyFigurineBartender" Caption="Bartender"/>
<GuideEntityEmbed Entity="ToyFigurineJanitor" Caption="Janitor"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ToyFigurineChaplain" Caption="Chaplain"/>
<GuideEntityEmbed Entity="ToyFigurineClown" Caption="Clown"/>
<GuideEntityEmbed Entity="ToyFigurineMime" Caption="Mime"/>
<GuideEntityEmbed Entity="ToyFigurineMusician" Caption="Musician"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ToyFigurineLawyer" Caption="Lawyer"/>
<GuideEntityEmbed Entity="ToyFigurineLibrarian" Caption="Librarian"/>
<GuideEntityEmbed Entity="ToyFigurinePassenger" Caption="Passenger"/>
<GuideEntityEmbed Entity="ToyFigurineHeadOfPersonnel" Caption="HoP"/>
</Box>
## 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.
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<Document>
<Document>
# Space Station 14
Welcome to the pre-alpha of Space Station 14! We hope you enjoy the game, and this entry will serve to guide you on how to learn to play. There's quite a bit to read, but SS14 is in itself a very large and in-depth game, and hopefully these guides help you enjoy it to it's fullest.
This entry marks the beginning of the advanced guidebook entries. Most information found here only applies to offical Wizard's Den servers, or servers that are similar to it.
Other servers may have their own guidebooks that you should read for relevant information.
## What this is
Space Station 14 is a free (forever) open source remake of the infamous Space Station 13, hoping to provide an improved experience for both newcomers and old players alike. Space Station 14 is designed as a fully moddable experience that you can modify to your liking with custom servers, adding entire swaths of new content for people to explore.
If you're just here to play, that's great! The [color=#a4885c]Still new?[/color] section of this entry will help you out.
If you're just here to play, that's great! The [color=#a4885c]Where to start[/color] section of this entry will help you out, if you're looking to do a bit more with the game, you can join our discord and find our github page in the lobby.
## Still new?
[textlink="Completely lost? Click here to start at the beginning." link="NewPlayer"]
## Where to start
It's recommended to start with the [color=#a4885c]Controls[/color] guide, and then read the [color=#a4885c]Character Creation[/color], [color=#a4885c]Roleplaying[/color], and [color=#a4885c]Jobs[/color] guides. Not all jobs or concepts will have guides yet, and it's strongly encouraged to help us write them if you're an experienced player!
[textlink="Don't know how to perform a job? Click here to jump to a list of departments." link="Jobs"]
[textlink="Keep dying? Click here to see a survival guide." link="Survival"]
## Contributing
If you're looking to do a bit more with the game, you can join our [color=#5865f2]Discord[/color] server and find our [color=#627597]GitHub[/color] page in the lobby.
Not all jobs or concepts will have guides yet, so if you're an experienced player we strongly encourage you to [color=#a4885c]contribute[/color]!
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<Document>
# Survival
<Document>
# 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.
It is generally wise to avoid situations that will cause you harm, because medical can only heal you so much when there's nuclear operatives on your doorstep.
## Identifying your situation
Your PDA contains both a vessel name and list of crew currently active in your vessel, a reminder for your name if needed, and your assigned job for the shift, allowing you to quickly assess the situation.
## 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.
## 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.
<Box>
<GuideEntityEmbed Entity="EmergencyMedipen"/>
<GuideEntityEmbed Entity="SpaceMedipen"/>
<Box>
<GuideEntityEmbed Entity="EmergencyMedipen"/>
</Box>
- 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 you don't start with one of those in your emergency canister.
- If you need to cross a spaced area or have just been spaced, use the space medipen from your emergency box. It will keep you safe for a short time, but [bold]won't heal previous damage[/bold]. Using a spacepen on someone who isn't spaced often does more harm than good!
<Box>
<GuideEntityEmbed Entity="ClothingMaskBreath"/>
<GuideEntityEmbed Entity="EmergencyOxygenTankFilled"/>
<GuideEntityEmbed Entity="SpaceMedipen"/>
</Box>
- 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.
<Box>
<GuideEntityEmbed Entity="ClothingMaskBreath"/>
<GuideEntityEmbed Entity="EmergencyOxygenTankFilled"/>
</Box>
- If actively bleeding out, or simply wishing to prepare, it's possible to slice up cloth items with a knife or other sharp object and use the resulting cloth to create gauze in the crafting menu to stem bleeding with, however cloth alone can be used to less of a degree in emergencies.
<Box>
<GuideEntityEmbed Entity="Gauze"/>
<GuideEntityEmbed Entity="MaterialCloth"/>
</Box>
- In lieu of an actual health analyzer, simply examining yourself and using the detailed examine is a good way to figure out what wounds you have.
- If going blind, carrots are another way to treat the issue (as they contain Oculine, the chemistry drug used to treat blindness) should they be available.
- Well-made meals (cooked food not from a vending machine) is generally much better for your overall health and can help heal smaller wounds more quickly.
- Simple bed rest cures the majority of diseases and also allows wounds to close up on their own. Medical beds are best for this, providing a sterile surface and support for all damaged body parts, but any bed works. Even sitting down helps, if only a little.
- Actually sleeping on a bed boosts your healing rate even farther.
- Meals that contain beans, red meat, or otherwise are just full of protein - will tremendously help your body's condition after severe bloodloss. It's still advised to visit a doctor and get treated though.
</Document>
<Box>
<GuideEntityEmbed Entity="Gauze"/>
<GuideEntityEmbed Entity="MaterialCloth"/>
</Box>
## 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.
</Document>