Convert all config file line endings to unix style

This commit is contained in:
oranges
2015-07-12 19:24:32 +12:00
parent 312feafa83
commit a0331985ca
21 changed files with 5842 additions and 5842 deletions
+49 -49
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@@ -1,50 +1,50 @@
HOW TO CONVERT A MAP TO THE NEW (june 2008) ACCESS LEVEL SYSTEM
1. Open the .dmp file up in Notepad
2. Find all the "access = blahblah" attributes of doors.
3. Delete them.
4. Open the map up in Dream Maker. If you didn't get them all, it'll tell you so.
5. Assign the existing doors new access permissions using the method below.
HOW TO MAKE A MAP USING THE NEW (june 2008) ACCESS LEVEL SYSTEM
1. Make a map as normal
2. Select a door that you want to not be accessible to everybody
3. Right click on it and edit its attributes
4. Make the "req_access_txt" attribute be a semicolon-separated list of the permissions required to open the doors
5. Repeat for all doors.
For example, a brig door would have it be "2" while a door that requires you have toxins and teleporter access (for whatever reason) would have it be "9;20"
Here is a list of the permissions and their numbers (this may be out of date, see code/game/access.dm for an updated version):
access_security = 1
access_brig = 2
access_security_lockers = 3
access_forensics_lockers= 4
access_security_records = 5
access_medical_supplies = 6
access_medical_records = 7
access_morgue = 8
access_tox = 9
access_tox_storage = 10
access_medlab = 11
access_engine = 12
access_eject_engine = 13
access_maint_tunnels = 14
access_external_airlocks = 15
access_emergency_storage = 16
access_apcs = 17
access_change_ids = 18
access_ai_upload = 19
access_teleporter = 20
access_eva = 21
access_heads = 22
access_captain = 23
access_all_personal_lockers = 24
access_chapel_office = 25
access_tech_storage = 26
access_atmospherics = 27
access_bar = 28
access_janitor = 29
access_disposal_units = 30
access_hydroponics = 35
HOW TO CONVERT A MAP TO THE NEW (june 2008) ACCESS LEVEL SYSTEM
1. Open the .dmp file up in Notepad
2. Find all the "access = blahblah" attributes of doors.
3. Delete them.
4. Open the map up in Dream Maker. If you didn't get them all, it'll tell you so.
5. Assign the existing doors new access permissions using the method below.
HOW TO MAKE A MAP USING THE NEW (june 2008) ACCESS LEVEL SYSTEM
1. Make a map as normal
2. Select a door that you want to not be accessible to everybody
3. Right click on it and edit its attributes
4. Make the "req_access_txt" attribute be a semicolon-separated list of the permissions required to open the doors
5. Repeat for all doors.
For example, a brig door would have it be "2" while a door that requires you have toxins and teleporter access (for whatever reason) would have it be "9;20"
Here is a list of the permissions and their numbers (this may be out of date, see code/game/access.dm for an updated version):
access_security = 1
access_brig = 2
access_security_lockers = 3
access_forensics_lockers= 4
access_security_records = 5
access_medical_supplies = 6
access_medical_records = 7
access_morgue = 8
access_tox = 9
access_tox_storage = 10
access_medlab = 11
access_engine = 12
access_eject_engine = 13
access_maint_tunnels = 14
access_external_airlocks = 15
access_emergency_storage = 16
access_apcs = 17
access_change_ids = 18
access_ai_upload = 19
access_teleporter = 20
access_eva = 21
access_heads = 22
access_captain = 23
access_all_personal_lockers = 24
access_chapel_office = 25
access_tech_storage = 26
access_atmospherics = 27
access_bar = 28
access_janitor = 29
access_disposal_units = 30
access_hydroponics = 35
access_manufacturing = 36
+39 -39
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@@ -1,40 +1,40 @@
##############################################################################################################
# ADMIN RANK DEFINES #
# The format of this is very simple. Rank name goes first. #
# Rank is CASE-SENSITIVE, all punctuation save for '-', '_' and '@' will be stripped so spaces don't matter. #
# You can then define permissions for each rank by adding a '=' followed by keywords #
# These keywords represent groups of verbs and abilities. #
# keywords are preceded by either a '+' or a '-', + adds permissions, - takes them away. #
# +@ (or +prev) is a special shorthand which adds all the rights of the rank above it. #
# You can also specify verbs like so +/client/proc/some_added_verb or -/client/proc/some_restricted_verb #
# Ranks with no keywords will just be given the most basic verbs and abilities ~Carn #
##############################################################################################################
# PLEASE NOTE: depending on config options, some abilities will be unavailable regardless if you have permission to use them!
# KEYWORDS:
# +ADMIN = general admin tools, verbs etc
# +FUN = events, other event-orientated actions. Access to the fun secrets in the secrets panel.
# +BAN = the ability to ban, jobban and fullban
# +STEALTH = the ability to stealthmin (make yourself appear with a fake name to everyone but other admins
# +POSSESS = the ability to possess objects
# +REJUV (or +REJUVINATE) = the ability to heal, respawn, modify damage and use godmode
# +BUILD (or +BUILDMODE) = the ability to use buildmode
# +SERVER = higher-risk admin verbs and abilities, such as those which affect the server configuration.
# +DEBUG = debug tools used for diagnosing and fixing problems. It's useful to give this to coders so they can investigate problems on a live server.
# +VAREDIT = everyone may view viewvars/debugvars/whatever you call it. This keyword allows you to actually EDIT those variables.
# +RIGHTS (or +PERMISSIONS) = allows you to promote and/or demote people.
# +SOUND (or +SOUNDS) = allows you to upload and play sounds
# +SPAWN (or +CREATE) = mob transformations, spawning of most atoms including mobs (high-risk atoms, e.g. blackholes, will require the +FUN flag too)
# +EVERYTHING (or +HOST or +ALL) = Simply gives you everything without having to type every flag
Admin Observer
Moderator = +ADMIN
Admin Candidate = +@
Trial Admin = +@ +SPAWN +REJUV +VAREDIT +BAN
Badmin = +@ +POSSESS +BUILDMODE +SERVER +FUN
Game Admin = +@ +STEALTH +SOUNDS +DEBUG
Game Master = +EVERYTHING
Host = +EVERYTHING
##############################################################################################################
# ADMIN RANK DEFINES #
# The format of this is very simple. Rank name goes first. #
# Rank is CASE-SENSITIVE, all punctuation save for '-', '_' and '@' will be stripped so spaces don't matter. #
# You can then define permissions for each rank by adding a '=' followed by keywords #
# These keywords represent groups of verbs and abilities. #
# keywords are preceded by either a '+' or a '-', + adds permissions, - takes them away. #
# +@ (or +prev) is a special shorthand which adds all the rights of the rank above it. #
# You can also specify verbs like so +/client/proc/some_added_verb or -/client/proc/some_restricted_verb #
# Ranks with no keywords will just be given the most basic verbs and abilities ~Carn #
##############################################################################################################
# PLEASE NOTE: depending on config options, some abilities will be unavailable regardless if you have permission to use them!
# KEYWORDS:
# +ADMIN = general admin tools, verbs etc
# +FUN = events, other event-orientated actions. Access to the fun secrets in the secrets panel.
# +BAN = the ability to ban, jobban and fullban
# +STEALTH = the ability to stealthmin (make yourself appear with a fake name to everyone but other admins
# +POSSESS = the ability to possess objects
# +REJUV (or +REJUVINATE) = the ability to heal, respawn, modify damage and use godmode
# +BUILD (or +BUILDMODE) = the ability to use buildmode
# +SERVER = higher-risk admin verbs and abilities, such as those which affect the server configuration.
# +DEBUG = debug tools used for diagnosing and fixing problems. It's useful to give this to coders so they can investigate problems on a live server.
# +VAREDIT = everyone may view viewvars/debugvars/whatever you call it. This keyword allows you to actually EDIT those variables.
# +RIGHTS (or +PERMISSIONS) = allows you to promote and/or demote people.
# +SOUND (or +SOUNDS) = allows you to upload and play sounds
# +SPAWN (or +CREATE) = mob transformations, spawning of most atoms including mobs (high-risk atoms, e.g. blackholes, will require the +FUN flag too)
# +EVERYTHING (or +HOST or +ALL) = Simply gives you everything without having to type every flag
Admin Observer
Moderator = +ADMIN
Admin Candidate = +@
Trial Admin = +@ +SPAWN +REJUV +VAREDIT +BAN
Badmin = +@ +POSSESS +BUILDMODE +SERVER +FUN
Game Admin = +@ +STEALTH +SOUNDS +DEBUG
Game Master = +EVERYTHING
Host = +EVERYTHING
Coder = +DEBUG +VAREDIT +SERVER +SPAWN
+195 -195
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@@ -1,196 +1,196 @@
## Server name: This appears at the top of the screen in-game. Remove the # infront of SERVERNAME and replace 'tgstation' with the name of your choice
# SERVERNAME tgstation
## Station name: The name of the station as it is referred to in-game. If commented out, the game will generate a random name instead.
STATIONNAME Space Station 13
# Lobby time: This is the amount of time between rounds that players have to setup their characters and be ready.
LOBBY_COUNTDOWN 120
## Add a # infront of this if you want to use the SQL based admin system, the legacy system uses admins.txt. You need to set up your database to use the SQL based system.
ADMIN_LEGACY_SYSTEM
## Add a # infront of this if you want to use the SQL based banning system. The legacy systems use the files in the data folder. You need to set up your database to use the SQL based system.
BAN_LEGACY_SYSTEM
## Unhash this entry to have certain jobs require your account to be at least a certain number of days old to select. You can configure the exact age requirement for different jobs by editing
## the minimal_player_age variable in the files in folder /code/game/jobs/job/.. for the job you want to edit. Set minimal_player_age to 0 to disable age requirement for that job.
## REQUIRES the database set up to work. Keep it hashed if you don't have a database set up.
## NOTE: If you have just set-up the database keep this DISABLED, as player age is determined from the first time they connect to the server with the database up. If you just set it up, it means
## you have noone older than 0 days, since noone has been logged yet. Only turn this on once you have had the database up for 30 days.
#USE_AGE_RESTRICTION_FOR_JOBS
## log OOC channel
LOG_OOC
## log client Say
LOG_SAY
## log admin actions
LOG_ADMIN
## log client access (logon/logoff)
LOG_ACCESS
## log game actions (start of round, results, etc.)
LOG_GAME
## log player votes
LOG_VOTE
## log client Whisper
LOG_WHISPER
## log emotes
LOG_EMOTE
## log attack messages
LOG_ATTACK
## log pda messages
LOG_PDA
## log prayers
LOG_PRAYER
## log lawchanges
LOG_LAW
## log all Topic() calls (for use by coders in tracking down Topic issues)
# LOG_HREFS
## disconnect players who did nothing during 10 minutes
# KICK_INACTIVE
## Comment this out to stop admins being able to choose their personal ooccolor
ALLOW_ADMIN_OOCCOLOR
## If metadata is supported
ALLOW_METADATA
## allow players to initiate a restart vote
#ALLOW_VOTE_RESTART
## allow players to initate a mode-change start
#ALLOW_VOTE_MODE
## min delay (deciseconds) between voting sessions (default 10 minutes)
VOTE_DELAY 6000
## time period (deciseconds) which voting session will last (default 1 minute)
VOTE_PERIOD 600
## prevents dead players from voting or starting votes
# NO_DEAD_VOTE
## players' votes default to "No vote" (otherwise, default to "No change")
# DEFAULT_NO_VOTE
## disable abandon mob
NORESPAWN
## disables calling del(src) on newmobs if they logout before spawnin in
# DONT_DEL_NEWMOB
## set a hosted by name for unix platforms
HOSTEDBY Yournamehere
## Set to jobban "Guest-" accounts from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions.
## Set to 1 to jobban them from those positions, set to 0 to allow them.
# GUEST_JOBBAN
## Uncomment this to stop people connecting to your server without a registered ckey. (i.e. guest-* are all blocked from connecting)
GUEST_BAN
## Set to jobban everyone who's key is not listed in data/whitelist.txt from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions.
## Uncomment to 1 to jobban, leave commented out to allow these positions for everyone (but see GUEST_JOBBAN above and regular jobbans)
# USEWHITELIST
## set a server location for world reboot. Don't include the byond://, just give the address and port.
# Don't set this to the same server, BYOND will automatically restart players to the server when it has restarted.
# SERVER ss13.example.com:2506
## forum address
# FORUMURL http://tgstation13.org/phpBB/index.php
## Wiki address
# WIKIURL http://www.tgstation13.org/wiki
##Rules address
# RULESURL http://www.tgstation13.org/wiki/Rules
##Github address
# GITHUBURL https://www.github.com/tgstation/-tg-station
## Ban appeals URL - usually for a forum or wherever people should go to contact your admins.
# BANAPPEALS http://justanotherday.example.com
## In-game features
##Toggle for having jobs load up from the .txt
# LOAD_JOBS_FROM_TXT
##Remove the # mark infront of this to forbid admins from possessing the singularity.
#FORBID_SINGULO_POSSESSION
## Remove the # to show a popup 'reply to' window to every non-admin that recieves an adminPM.
## The intention is to make adminPMs more visible. (although I fnd popups annoying so this defaults to off)
#POPUP_ADMIN_PM
## Remove the # to allow special 'Easter-egg' events on special holidays such as seasonal holidays and stuff like 'Talk Like a Pirate Day' :3 YAARRR
ALLOW_HOLIDAYS
##Remove the # mark if you are going to use the SVN irc bot to relay adminhelps
#USEIRCBOT
##Defines the ticklag for the world. 0.9 is the normal one, 0.5 is smoother.
TICKLAG 0.9
## Defines if Tick Compensation is used. It results in a minor slowdown of movement of all mobs, but attempts to result in a level movement speed across all ticks. Recommended if tickrate is lowered.
TICKCOMP 0
## Comment this out to disable automuting
#AUTOMUTE_ON
## Communication key for receiving data through world/Topic(), you don't want to give this out
#COMMS_KEY default_pwd
## Uncomment this to let players see their own notes (they can still be set by admins only)
#SEE_OWN_NOTES
##Note: all population caps can be used with each other if desired.
## Uncomment for 'soft' population caps, players will be warned while joining if the living crew exceeds the listed number.
#SOFT_POPCAP 100
## Message for soft cap
SOFT_POPCAP_MESSAGE Be warned that the server is currently serving a high number of users, consider using alternative game servers.
## Uncomment for 'hard' population caps, players will not be allowed to spawn if the living crew exceeds the listed number, though they may still observe or wait for the living crew to decrease in size.
#HARD_POPCAP 150
## Message for hard cap
HARD_POPCAP_MESSAGE The server is currently serving a high number of users, You cannot currently join. You may wait for the number of living crew to decline, observe, or find alternative servers.
## Uncomment for 'extreme' population caps, players will not be allowed to join the server if living crew exceeds the listed number.
#EXTREME_POPCAP 200
## Message for extreme cap
EXTREME_POPCAP_MESSAGE The server is currently serving a high number of users, find alternative servers.
## Notify admins when a new player connects for the first x days a player's been around. (0 for first connection only, -1 for never)
## Requres database
NOTIFY_NEW_PLAYER_AGE 0
## Notify the irc channel when a new player makes their first connection
## Requres database
#IRC_FIRST_CONNECTION_ALERT
## Deny all new connections by ckeys we haven't seen before (exempts admins and only denies the connection if the database is enabled and connected)
## Requires database
#PANIC_BUNKER
## Uncomment to have the changelog file automatically open when a user connects and hasn't seen the latest changelog
#AGGRESSIVE_CHANGELOG
## Uncomment to have the game log runtimes to the log folder. (Note: this disables normal output in dd/ds, so it should be left off for testing.
## Server name: This appears at the top of the screen in-game. Remove the # infront of SERVERNAME and replace 'tgstation' with the name of your choice
# SERVERNAME tgstation
## Station name: The name of the station as it is referred to in-game. If commented out, the game will generate a random name instead.
STATIONNAME Space Station 13
# Lobby time: This is the amount of time between rounds that players have to setup their characters and be ready.
LOBBY_COUNTDOWN 120
## Add a # infront of this if you want to use the SQL based admin system, the legacy system uses admins.txt. You need to set up your database to use the SQL based system.
ADMIN_LEGACY_SYSTEM
## Add a # infront of this if you want to use the SQL based banning system. The legacy systems use the files in the data folder. You need to set up your database to use the SQL based system.
BAN_LEGACY_SYSTEM
## Unhash this entry to have certain jobs require your account to be at least a certain number of days old to select. You can configure the exact age requirement for different jobs by editing
## the minimal_player_age variable in the files in folder /code/game/jobs/job/.. for the job you want to edit. Set minimal_player_age to 0 to disable age requirement for that job.
## REQUIRES the database set up to work. Keep it hashed if you don't have a database set up.
## NOTE: If you have just set-up the database keep this DISABLED, as player age is determined from the first time they connect to the server with the database up. If you just set it up, it means
## you have noone older than 0 days, since noone has been logged yet. Only turn this on once you have had the database up for 30 days.
#USE_AGE_RESTRICTION_FOR_JOBS
## log OOC channel
LOG_OOC
## log client Say
LOG_SAY
## log admin actions
LOG_ADMIN
## log client access (logon/logoff)
LOG_ACCESS
## log game actions (start of round, results, etc.)
LOG_GAME
## log player votes
LOG_VOTE
## log client Whisper
LOG_WHISPER
## log emotes
LOG_EMOTE
## log attack messages
LOG_ATTACK
## log pda messages
LOG_PDA
## log prayers
LOG_PRAYER
## log lawchanges
LOG_LAW
## log all Topic() calls (for use by coders in tracking down Topic issues)
# LOG_HREFS
## disconnect players who did nothing during 10 minutes
# KICK_INACTIVE
## Comment this out to stop admins being able to choose their personal ooccolor
ALLOW_ADMIN_OOCCOLOR
## If metadata is supported
ALLOW_METADATA
## allow players to initiate a restart vote
#ALLOW_VOTE_RESTART
## allow players to initate a mode-change start
#ALLOW_VOTE_MODE
## min delay (deciseconds) between voting sessions (default 10 minutes)
VOTE_DELAY 6000
## time period (deciseconds) which voting session will last (default 1 minute)
VOTE_PERIOD 600
## prevents dead players from voting or starting votes
# NO_DEAD_VOTE
## players' votes default to "No vote" (otherwise, default to "No change")
# DEFAULT_NO_VOTE
## disable abandon mob
NORESPAWN
## disables calling del(src) on newmobs if they logout before spawnin in
# DONT_DEL_NEWMOB
## set a hosted by name for unix platforms
HOSTEDBY Yournamehere
## Set to jobban "Guest-" accounts from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions.
## Set to 1 to jobban them from those positions, set to 0 to allow them.
# GUEST_JOBBAN
## Uncomment this to stop people connecting to your server without a registered ckey. (i.e. guest-* are all blocked from connecting)
GUEST_BAN
## Set to jobban everyone who's key is not listed in data/whitelist.txt from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions.
## Uncomment to 1 to jobban, leave commented out to allow these positions for everyone (but see GUEST_JOBBAN above and regular jobbans)
# USEWHITELIST
## set a server location for world reboot. Don't include the byond://, just give the address and port.
# Don't set this to the same server, BYOND will automatically restart players to the server when it has restarted.
# SERVER ss13.example.com:2506
## forum address
# FORUMURL http://tgstation13.org/phpBB/index.php
## Wiki address
# WIKIURL http://www.tgstation13.org/wiki
##Rules address
# RULESURL http://www.tgstation13.org/wiki/Rules
##Github address
# GITHUBURL https://www.github.com/tgstation/-tg-station
## Ban appeals URL - usually for a forum or wherever people should go to contact your admins.
# BANAPPEALS http://justanotherday.example.com
## In-game features
##Toggle for having jobs load up from the .txt
# LOAD_JOBS_FROM_TXT
##Remove the # mark infront of this to forbid admins from possessing the singularity.
#FORBID_SINGULO_POSSESSION
## Remove the # to show a popup 'reply to' window to every non-admin that recieves an adminPM.
## The intention is to make adminPMs more visible. (although I fnd popups annoying so this defaults to off)
#POPUP_ADMIN_PM
## Remove the # to allow special 'Easter-egg' events on special holidays such as seasonal holidays and stuff like 'Talk Like a Pirate Day' :3 YAARRR
ALLOW_HOLIDAYS
##Remove the # mark if you are going to use the SVN irc bot to relay adminhelps
#USEIRCBOT
##Defines the ticklag for the world. 0.9 is the normal one, 0.5 is smoother.
TICKLAG 0.9
## Defines if Tick Compensation is used. It results in a minor slowdown of movement of all mobs, but attempts to result in a level movement speed across all ticks. Recommended if tickrate is lowered.
TICKCOMP 0
## Comment this out to disable automuting
#AUTOMUTE_ON
## Communication key for receiving data through world/Topic(), you don't want to give this out
#COMMS_KEY default_pwd
## Uncomment this to let players see their own notes (they can still be set by admins only)
#SEE_OWN_NOTES
##Note: all population caps can be used with each other if desired.
## Uncomment for 'soft' population caps, players will be warned while joining if the living crew exceeds the listed number.
#SOFT_POPCAP 100
## Message for soft cap
SOFT_POPCAP_MESSAGE Be warned that the server is currently serving a high number of users, consider using alternative game servers.
## Uncomment for 'hard' population caps, players will not be allowed to spawn if the living crew exceeds the listed number, though they may still observe or wait for the living crew to decrease in size.
#HARD_POPCAP 150
## Message for hard cap
HARD_POPCAP_MESSAGE The server is currently serving a high number of users, You cannot currently join. You may wait for the number of living crew to decline, observe, or find alternative servers.
## Uncomment for 'extreme' population caps, players will not be allowed to join the server if living crew exceeds the listed number.
#EXTREME_POPCAP 200
## Message for extreme cap
EXTREME_POPCAP_MESSAGE The server is currently serving a high number of users, find alternative servers.
## Notify admins when a new player connects for the first x days a player's been around. (0 for first connection only, -1 for never)
## Requres database
NOTIFY_NEW_PLAYER_AGE 0
## Notify the irc channel when a new player makes their first connection
## Requres database
#IRC_FIRST_CONNECTION_ALERT
## Deny all new connections by ckeys we haven't seen before (exempts admins and only denies the connection if the database is enabled and connected)
## Requires database
#PANIC_BUNKER
## Uncomment to have the changelog file automatically open when a user connects and hasn't seen the latest changelog
#AGGRESSIVE_CHANGELOG
## Uncomment to have the game log runtimes to the log folder. (Note: this disables normal output in dd/ds, so it should be left off for testing.
#LOG_RUNTIMES
+32 -32
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@@ -1,33 +1,33 @@
## MySQL Connection Configuration
## This is used for stats, feedback gathering,
## administration, and the in game library.
## Should SQL be enabled? Uncomment to enable.
#SQL_ENABLED
## Server the MySQL database can be found at.
# Examples: localhost, 200.135.5.43, www.mysqldb.com, etc.
ADDRESS localhost
## MySQL server port (default is 3306).
PORT 3306
## Database for all SQL functions, not just feedback.
FEEDBACK_DATABASE feedback
## Prefix to be added to the name of every table, older databases will require this be set to erro_
## if left out defaults to erro_ for legacy reasons, if you want no table prefix, give a blank prefix rather then comment out
## Note, this does not change the table names in the database, you will have to do that yourself.
##IE:
## FEEDBACK_TABLEPREFIX erro_
## FEEDBACK_TABLEPREFIX
## FEEDBACK_TABLEPREFIX SS13_
##
## Leave as is if you are using the standard schema file.
FEEDBACK_TABLEPREFIX
## Username/Login used to access the database.
FEEDBACK_LOGIN username
## Password used to access the database.
## MySQL Connection Configuration
## This is used for stats, feedback gathering,
## administration, and the in game library.
## Should SQL be enabled? Uncomment to enable.
#SQL_ENABLED
## Server the MySQL database can be found at.
# Examples: localhost, 200.135.5.43, www.mysqldb.com, etc.
ADDRESS localhost
## MySQL server port (default is 3306).
PORT 3306
## Database for all SQL functions, not just feedback.
FEEDBACK_DATABASE feedback
## Prefix to be added to the name of every table, older databases will require this be set to erro_
## if left out defaults to erro_ for legacy reasons, if you want no table prefix, give a blank prefix rather then comment out
## Note, this does not change the table names in the database, you will have to do that yourself.
##IE:
## FEEDBACK_TABLEPREFIX erro_
## FEEDBACK_TABLEPREFIX
## FEEDBACK_TABLEPREFIX SS13_
##
## Leave as is if you are using the standard schema file.
FEEDBACK_TABLEPREFIX
## Username/Login used to access the database.
FEEDBACK_LOGIN username
## Password used to access the database.
FEEDBACK_PASSWORD password
+300 -300
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@@ -1,300 +1,300 @@
### HEALTH ###
# level of health at which a mob becomes unconscious (crit)
HEALTH_THRESHOLD_CRIT 0
# level of health at which a mob becomes dead
HEALTH_THRESHOLD_DEAD -100
### REVIVAL ###
# whether pod plants work or not
REVIVAL_POD_PLANTS 1
# whether cloning tubes work or not
REVIVAL_CLONING 1
# amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1
### RENAMING ###
#Uncomment to allow cyborgs to rename themselves at roundstart. Has no effect on roboticists renaming cyborgs the normal way.
#RENAME_CYBORG
### OOC DURING ROUND ###
#Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
OOC_DURING_ROUND
### EMOJI ###
#Comment this out if you want to disable emojis
EMOJIS
### MOB MOVEMENT ###
## We suggest editing these variables ingame to find a good speed for your server.
## To do this you must be a high level admin. Open the 'debug' tab ingame.
## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
## These values get directly added to values and totals ingame.
## To speed things up make the number negative, to slow things down, make the number positive.
## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_DELAY 1
WALK_DELAY 4
## The variables below affect the movement of specific mob types.
HUMAN_DELAY 0
ROBOT_DELAY 0
MONKEY_DELAY 0
ALIEN_DELAY 0
SLIME_DELAY 0
ANIMAL_DELAY 0
### NAMES ###
## If uncommented this adds a random surname to a player's name if they only specify one name.
#HUMANS_NEED_SURNAMES
## If uncommented, this forces all players to use random names !and appearances!.
#FORCE_RANDOM_NAMES
### ALERT LEVELS ###
ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
ALERT_BLUE_UPTO The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted.
ALERT_BLUE_DOWNTO The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed.
ALERT_RED_UPTO There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised.
ALERT_RED_DOWNTO The station's destruction has been averted. There is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised.
ALERT_DELTA Destruction of the station is imminent. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill.
### GAME MODES ###
## Probablities for game modes chosen in 'secret' and 'random' modes.
## Default probablity is 1, increase to make that mode more likely to be picked.
## Set to 0 to disable that mode.
PROBABILITY TRAITOR 5
PROBABILITY TRAITORCHAN 4
PROBABILITY DOUBLE_AGENTS 3
PROBABILITY NUCLEAR 2
PROBABILITY REVOLUTION 2
PROBABILITY SHADOWLING 2
PROBABILITY GANG 2
PROBABILITY CULT 2
PROBABILITY CHANGELING 2
PROBABILITY WIZARD 4
PROBABILITY MALFUNCTION 1
PROBABILITY BLOB 2
PROBABILITY RAGINMAGES 2
PROBABILITY MONKEY 0
PROBABILITY METEOR 0
PROBABILITY EXTENDED 0
## You probably want to keep sandbox off by default for secret and random.
PROBABILITY SANDBOX 0
## Toggles for continuous modes.
## Modes that aren't continuous will end the instant all antagonists are dead.
CONTINUOUS TRAITOR
CONTINUOUS TRAITORCHAN
CONTINUOUS DOUBLE_AGENTS
#CONTINUOUS NUCLEAR
#CONTINUOUS REVOLUTION
#CONTINUOUS SHADOWLING
CONTINUOUS GANG
CONTINUOUS CULT
CONTINUOUS CHANGELING
CONTINUOUS WIZARD
CONTINUOUS MALFUNCTION
CONTINUOUS BLOB
#CONTINUOUS RAGINMAGES
#CONTINUOUS MONKEY
##Note: do not toggle continuous off for these modes, as they have no antagonists and would thus end immediately!
CONTINUOUS METEOR
CONTINUOUS EXTENDED
## Toggles for allowing midround antagonists (aka mulligan antagonists).
## In modes that are continuous, if all antagonists should die then a new set of antagonists will be created.
MIDROUND_ANTAG TRAITOR
MIDROUND_ANTAG TRAITORCHAN
MIDROUND_ANTAG DOUBLE_AGENTS
#MIDROUND_ANTAG NUCLEAR
#MIDROUND_ANTAG REVOLUTION
#MIDROUND_ANTAG SHADOWLING
#MIDROUND_ANTAG GANG
MIDROUND_ANTAG CULT
MIDROUND_ANTAG CHANGELING
MIDROUND_ANTAG WIZARD
MIDROUND_ANTAG MALFUNCTION
MIDROUND_ANTAG BLOB
#MIDROUND_ANTAG RAGINMAGES
#MIDROUND_ANTAG MONKEY
## The amount of time it takes for the emergency shuttle to be called, from round start.
SHUTTLE_REFUEL_DELAY 12000
## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
CHANGELING_SCALING_COEFF 6
## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
SECURITY_SCALING_COEFF 8
# The number of objectives traitors get.
# Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
#PROTECT_ROLES_FROM_ANTAGONIST
## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST
## If non-human species are barred from joining as a head of staff
#ENFORCE_HUMAN_AUTHORITY
## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS
## Uncomment to allow players to see the set odds of different rounds in secret/random in the get server revision screen. This will NOT tell the current roundtype.
#SHOW_GAME_TYPE_ODDS
### RANDOM EVENTS ###
## Comment this to disable random events during the round.
ALLOW_RANDOM_EVENTS
### AI ###
## Allow the AI job to be picked.
ALLOW_AI
### AWAY MISSIONS ###
## How long the delay is before the Away Mission gate opens. Default is half an hour.
## 600 is one minute.
GATEWAY_DELAY 18000
### ACCESS ###
## If the number of players ready at round starts exceeds this threshold, JOBS_HAVE_MINIMAL_ACCESS will automatically be enabled. Otherwise, it will be disabled.
## This is useful for accomodating both low and high population rounds on the same server.
## Comment out or set to 0 to disable this automatic toggle.
MINIMAL_ACCESS_THRESHOLD 20
## Comment this out if you wish to use the setup where jobs have more access.
## This is intended for servers with low populations - where there are not enough
## players to fill all roles, so players need to do more than just one job.
## This option is ignored if MINIMAL_ACCESS_THRESHOLD is used.
#JOBS_HAVE_MINIMAL_ACCESS
## Uncomment to give assistants maint access.
#ASSISTANTS_HAVE_MAINT_ACCESS
## Uncoment to give security maint access. Note that if you comment JOBS_HAVE_MINIMAL_ACCESS security already gets maint from that.
#SECURITY_HAS_MAINT_ACCESS
## Uncomment to give everyone maint access.
#EVERYONE_HAS_MAINT_ACCESS
## Comment this to make security officers spawn in departmental security posts
SEC_START_BRIG
### GHOST INTERACTION ###
## Uncomment to let ghosts spin chairs. You may be wondering why this is a config option. Don't ask.
#GHOST_INTERACTION
### NON-VOCAL SILICONS ###
## Uncomment to stop the AI, or cyborgs, from having vocal communication.
#SILENT_AI
#SILENT_BORG
### SANDBOX PANEL AUTOCLOSE ###
## The sandbox panel's item spawning dialog now stays open even after you click an option.
## If you find that your players are abusing the sandbox panel, this option may slow them down
## without preventing people from using it properly.
## Only functions in sandbox game mode.
#SANDBOX_AUTOCLOSE
### ROUNDSTART SILICON LAWS ###
## This controls what the AI's laws are at the start of the round.
## Set to 0/commented for "off", silicons will just start with Asimov.
## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm.
DEFAULT_LAWS 1
### SILICON LAW MAX AMOUNT ###
## The maximum number of laws a silicon can have
## Attempting to upload laws past this point will fail unless the AI is reset
SILICON_MAX_LAW_AMOUNT 12
## Uncomment to give players the choice of their species before they join the game
#JOIN_WITH_MUTANT_RACE
## Uncomment to give players the choice of joining as a human with mutant bodyparts before they join the game
#JOIN_WITH_MUTANT_HUMANS
## Assistant slot cap. Set to -1 for unlimited.
ASSISTANT_CAP -1
## Starlight for exterior walls and breaches. Uncomment for starlight!
STARLIGHT
## Uncomment to bring back old grey suit assistants instead of the now default rainbow colored assistants.
#GREY_ASSISTANTS
### Midround Antag (aka Mulligan antag) config options ###
## A time, in minutes, after which the midround antag system stops attempting to run and continuous rounds end immediately upon completion.
MIDROUND_ANTAG_TIME_CHECK 60
## A ratio of living to total crew members, the lower this is, the more people will have to die in order for midround antag to be skipped
MIDROUND_ANTAG_LIFE_CHECK 0.7
###Limit Spell Choices##
## Uncomment to disallow wizards from using certain spells that may be too chaotic/fun for your playerbase
#NO_SUMMON_GUNS
#NO_SUMMON_MAGIC
#NO_SUMMON_EVENTS
//Comment for "normal" explosions, which ignore obstacles
//Uncomment for explosions that react to doors and walls
REACTIONARY_EXPLOSIONS
### Configure the bomb cap
## This caps all explosions to the specified range. Used for both balance reasons and to prevent overloading the server and lagging the game out.
## This is given as the 3rd number(light damage) in the standard (1,2,3) explosion notation. The other numbers are derived by dividing by 2 and 4.
## eg: If you give the number 20. The bomb cap will be 5,10,20.
## Can be any number between 4 and 128, some examples are provided below.
## Default (3,7,14)
BOMBCAP 14
## One 'step' up (4,8,16) (recommended if you enable REACTIONARY_EXPLOSIONS above)
#BOMBCAP 16
## LagHell (7,14,28)
#BOMBCAP 28
### HEALTH ###
# level of health at which a mob becomes unconscious (crit)
HEALTH_THRESHOLD_CRIT 0
# level of health at which a mob becomes dead
HEALTH_THRESHOLD_DEAD -100
### REVIVAL ###
# whether pod plants work or not
REVIVAL_POD_PLANTS 1
# whether cloning tubes work or not
REVIVAL_CLONING 1
# amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1
### RENAMING ###
#Uncomment to allow cyborgs to rename themselves at roundstart. Has no effect on roboticists renaming cyborgs the normal way.
#RENAME_CYBORG
### OOC DURING ROUND ###
#Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
OOC_DURING_ROUND
### EMOJI ###
#Comment this out if you want to disable emojis
EMOJIS
### MOB MOVEMENT ###
## We suggest editing these variables ingame to find a good speed for your server.
## To do this you must be a high level admin. Open the 'debug' tab ingame.
## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
## These values get directly added to values and totals ingame.
## To speed things up make the number negative, to slow things down, make the number positive.
## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_DELAY 1
WALK_DELAY 4
## The variables below affect the movement of specific mob types.
HUMAN_DELAY 0
ROBOT_DELAY 0
MONKEY_DELAY 0
ALIEN_DELAY 0
SLIME_DELAY 0
ANIMAL_DELAY 0
### NAMES ###
## If uncommented this adds a random surname to a player's name if they only specify one name.
#HUMANS_NEED_SURNAMES
## If uncommented, this forces all players to use random names !and appearances!.
#FORCE_RANDOM_NAMES
### ALERT LEVELS ###
ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
ALERT_BLUE_UPTO The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted.
ALERT_BLUE_DOWNTO The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed.
ALERT_RED_UPTO There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised.
ALERT_RED_DOWNTO The station's destruction has been averted. There is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised.
ALERT_DELTA Destruction of the station is imminent. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill.
### GAME MODES ###
## Probablities for game modes chosen in 'secret' and 'random' modes.
## Default probablity is 1, increase to make that mode more likely to be picked.
## Set to 0 to disable that mode.
PROBABILITY TRAITOR 5
PROBABILITY TRAITORCHAN 4
PROBABILITY DOUBLE_AGENTS 3
PROBABILITY NUCLEAR 2
PROBABILITY REVOLUTION 2
PROBABILITY SHADOWLING 2
PROBABILITY GANG 2
PROBABILITY CULT 2
PROBABILITY CHANGELING 2
PROBABILITY WIZARD 4
PROBABILITY MALFUNCTION 1
PROBABILITY BLOB 2
PROBABILITY RAGINMAGES 2
PROBABILITY MONKEY 0
PROBABILITY METEOR 0
PROBABILITY EXTENDED 0
## You probably want to keep sandbox off by default for secret and random.
PROBABILITY SANDBOX 0
## Toggles for continuous modes.
## Modes that aren't continuous will end the instant all antagonists are dead.
CONTINUOUS TRAITOR
CONTINUOUS TRAITORCHAN
CONTINUOUS DOUBLE_AGENTS
#CONTINUOUS NUCLEAR
#CONTINUOUS REVOLUTION
#CONTINUOUS SHADOWLING
CONTINUOUS GANG
CONTINUOUS CULT
CONTINUOUS CHANGELING
CONTINUOUS WIZARD
CONTINUOUS MALFUNCTION
CONTINUOUS BLOB
#CONTINUOUS RAGINMAGES
#CONTINUOUS MONKEY
##Note: do not toggle continuous off for these modes, as they have no antagonists and would thus end immediately!
CONTINUOUS METEOR
CONTINUOUS EXTENDED
## Toggles for allowing midround antagonists (aka mulligan antagonists).
## In modes that are continuous, if all antagonists should die then a new set of antagonists will be created.
MIDROUND_ANTAG TRAITOR
MIDROUND_ANTAG TRAITORCHAN
MIDROUND_ANTAG DOUBLE_AGENTS
#MIDROUND_ANTAG NUCLEAR
#MIDROUND_ANTAG REVOLUTION
#MIDROUND_ANTAG SHADOWLING
#MIDROUND_ANTAG GANG
MIDROUND_ANTAG CULT
MIDROUND_ANTAG CHANGELING
MIDROUND_ANTAG WIZARD
MIDROUND_ANTAG MALFUNCTION
MIDROUND_ANTAG BLOB
#MIDROUND_ANTAG RAGINMAGES
#MIDROUND_ANTAG MONKEY
## The amount of time it takes for the emergency shuttle to be called, from round start.
SHUTTLE_REFUEL_DELAY 12000
## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
CHANGELING_SCALING_COEFF 6
## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
SECURITY_SCALING_COEFF 8
# The number of objectives traitors get.
# Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
#PROTECT_ROLES_FROM_ANTAGONIST
## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST
## If non-human species are barred from joining as a head of staff
#ENFORCE_HUMAN_AUTHORITY
## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS
## Uncomment to allow players to see the set odds of different rounds in secret/random in the get server revision screen. This will NOT tell the current roundtype.
#SHOW_GAME_TYPE_ODDS
### RANDOM EVENTS ###
## Comment this to disable random events during the round.
ALLOW_RANDOM_EVENTS
### AI ###
## Allow the AI job to be picked.
ALLOW_AI
### AWAY MISSIONS ###
## How long the delay is before the Away Mission gate opens. Default is half an hour.
## 600 is one minute.
GATEWAY_DELAY 18000
### ACCESS ###
## If the number of players ready at round starts exceeds this threshold, JOBS_HAVE_MINIMAL_ACCESS will automatically be enabled. Otherwise, it will be disabled.
## This is useful for accomodating both low and high population rounds on the same server.
## Comment out or set to 0 to disable this automatic toggle.
MINIMAL_ACCESS_THRESHOLD 20
## Comment this out if you wish to use the setup where jobs have more access.
## This is intended for servers with low populations - where there are not enough
## players to fill all roles, so players need to do more than just one job.
## This option is ignored if MINIMAL_ACCESS_THRESHOLD is used.
#JOBS_HAVE_MINIMAL_ACCESS
## Uncomment to give assistants maint access.
#ASSISTANTS_HAVE_MAINT_ACCESS
## Uncoment to give security maint access. Note that if you comment JOBS_HAVE_MINIMAL_ACCESS security already gets maint from that.
#SECURITY_HAS_MAINT_ACCESS
## Uncomment to give everyone maint access.
#EVERYONE_HAS_MAINT_ACCESS
## Comment this to make security officers spawn in departmental security posts
SEC_START_BRIG
### GHOST INTERACTION ###
## Uncomment to let ghosts spin chairs. You may be wondering why this is a config option. Don't ask.
#GHOST_INTERACTION
### NON-VOCAL SILICONS ###
## Uncomment to stop the AI, or cyborgs, from having vocal communication.
#SILENT_AI
#SILENT_BORG
### SANDBOX PANEL AUTOCLOSE ###
## The sandbox panel's item spawning dialog now stays open even after you click an option.
## If you find that your players are abusing the sandbox panel, this option may slow them down
## without preventing people from using it properly.
## Only functions in sandbox game mode.
#SANDBOX_AUTOCLOSE
### ROUNDSTART SILICON LAWS ###
## This controls what the AI's laws are at the start of the round.
## Set to 0/commented for "off", silicons will just start with Asimov.
## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm.
DEFAULT_LAWS 1
### SILICON LAW MAX AMOUNT ###
## The maximum number of laws a silicon can have
## Attempting to upload laws past this point will fail unless the AI is reset
SILICON_MAX_LAW_AMOUNT 12
## Uncomment to give players the choice of their species before they join the game
#JOIN_WITH_MUTANT_RACE
## Uncomment to give players the choice of joining as a human with mutant bodyparts before they join the game
#JOIN_WITH_MUTANT_HUMANS
## Assistant slot cap. Set to -1 for unlimited.
ASSISTANT_CAP -1
## Starlight for exterior walls and breaches. Uncomment for starlight!
STARLIGHT
## Uncomment to bring back old grey suit assistants instead of the now default rainbow colored assistants.
#GREY_ASSISTANTS
### Midround Antag (aka Mulligan antag) config options ###
## A time, in minutes, after which the midround antag system stops attempting to run and continuous rounds end immediately upon completion.
MIDROUND_ANTAG_TIME_CHECK 60
## A ratio of living to total crew members, the lower this is, the more people will have to die in order for midround antag to be skipped
MIDROUND_ANTAG_LIFE_CHECK 0.7
###Limit Spell Choices##
## Uncomment to disallow wizards from using certain spells that may be too chaotic/fun for your playerbase
#NO_SUMMON_GUNS
#NO_SUMMON_MAGIC
#NO_SUMMON_EVENTS
//Comment for "normal" explosions, which ignore obstacles
//Uncomment for explosions that react to doors and walls
REACTIONARY_EXPLOSIONS
### Configure the bomb cap
## This caps all explosions to the specified range. Used for both balance reasons and to prevent overloading the server and lagging the game out.
## This is given as the 3rd number(light damage) in the standard (1,2,3) explosion notation. The other numbers are derived by dividing by 2 and 4.
## eg: If you give the number 20. The bomb cap will be 5,10,20.
## Can be any number between 4 and 128, some examples are provided below.
## Default (3,7,14)
BOMBCAP 14
## One 'step' up (4,8,16) (recommended if you enable REACTIONARY_EXPLOSIONS above)
#BOMBCAP 16
## LagHell (7,14,28)
#BOMBCAP 28
+38 -38
View File
@@ -1,39 +1,39 @@
Captain=1
Head of Personnel=1
Head of Security=1
Chief Engineer=1
Research Director=1
Chief Medical Officer=1
Station Engineer=5
Roboticist=1
Medical Doctor=5
Geneticist=2
Virologist=1
Scientist=3
Chemist=2
Bartender=1
Botanist=2
Chef=1
Janitor=1
Quartermaster=1
Shaft Miner=3
Clown=1
Mime=1
Warden=1
Detective=1
Security Officer=5
Assistant=-1
Atmospheric Technician=4
Cargo Technician=3
Chaplain=1
Lawyer=2
Librarian=1
AI=1
Captain=1
Head of Personnel=1
Head of Security=1
Chief Engineer=1
Research Director=1
Chief Medical Officer=1
Station Engineer=5
Roboticist=1
Medical Doctor=5
Geneticist=2
Virologist=1
Scientist=3
Chemist=2
Bartender=1
Botanist=2
Chef=1
Janitor=1
Quartermaster=1
Shaft Miner=3
Clown=1
Mime=1
Warden=1
Detective=1
Security Officer=5
Assistant=-1
Atmospheric Technician=4
Cargo Technician=3
Chaplain=1
Lawyer=2
Librarian=1
AI=1
Cyborg=1
+5 -5
View File
@@ -1,5 +1,5 @@
<!-- Most valid html will work in here, excluding images. -->
<h1>Welcome to Space Station 13!</h1>
<i>This server is running a /tg/station 13 Git build.</i>
<!-- Most valid html will work in here, excluding images. -->
<h1>Welcome to Space Station 13!</h1>
<i>This server is running a /tg/station 13 Git build.</i>
+396 -396
View File
@@ -1,397 +1,397 @@
adorable
adventurous
aggressive
alert
attractive
average
beautiful
blue-eyed
bloody
blushing
bright
clean
clear
cloudy
colorful
crowded
cute
dark
drab
distinct
dull
elegant
excited
fancy
filthy
glamorous
gleaming
gorgeous
graceful
grotesque
handsome
homely
light
long
magnificent
misty
motionless
muddy
old-fashioned
plain
poised
precious
quaint
shiny
smoggy
sparkling
spotless
stormy
strange
ugly
ugliest
unsightly
unusual
wide-eyed
alive
annoying
bad
better
beautiful
brainy
breakable
busy
careful
cautious
clever
clumsy
concerned
crazy
curious
dead
different
difficult
doubtful
easy
expensive
famous
fragile
frail
gifted
helpful
helpless
horrible
important
impossible
inexpensive
innocent
inquisitive
modern
mushy
odd
open
outstanding
poor
powerful
prickly
puzzled
real
rich
shy
sleepy
stupid
super
talented
tame
tender
tough
uninterested
vast
wandering
wild
wrong
angry
annoyed
anxious
arrogant
ashamed
awful
bad
bewildered
black
blue
bored
clumsy
combative
condemned
confused
crazy,flipped-out
creepy
cruel
dangerous
defeated
defiant
depressed
disgusted
disturbed
dizzy
dull
embarrassed
envious
evil
fierce
foolish
frantic
frightened
grieving
grumpy
helpless
homeless
hungry
hurt
ill
itchy
jealous
jittery
lazy
lonely
mysterious
nasty
naughty
nervous
nutty
obnoxious
outrageous
panicky
repulsive
scary
selfish
sore
tense
terrible
testy
thoughtless
tired
troubled
upset
uptight
weary
wicked
worried
agreeable
amused
brave
calm
charming
cheerful
comfortable
cooperative
courageous
delightful
determined
eager
elated
enchanting
encouraging
energetic
enthusiastic
excited
exuberant
fair
faithful
fantastic
fine
friendly
funny
gentle
glorious
good
happy
healthy
helpful
hilarious
jolly
joyous
kind
lively
lovely
lucky
nice
obedient
perfect
pleasant
proud
relieved
silly
smiling
splendid
successful
thankful
thoughtful
victorious
vivacious
witty
wonderful
zealous
zany
broad
chubby
crooked
curved
deep
flat
high
hollow
low
narrow
round
shallow
skinny
square
steep
straight
wide
big
colossal
fat
gigantic
great
huge
immense
large
little
mammoth
massive
miniature
petite
puny
scrawny
short
small
tall
teeny
teeny-tiny
tiny
cooing
deafening
faint
harsh
high-pitched
hissing
hushed
husky
loud
melodic
moaning
mute
noisy
purring
quiet
raspy
resonant
screeching
shrill
silent
soft
squealing
thundering
voiceless
whispering
ancient
brief
early
fast
late
long
modern
old
old-fashioned
quick
rapid
short
slow
swift
young
Taste/Touch
bitter
delicious
fresh
juicy
ripe
rotten
salty
sour
spicy
stale
sticky
strong
sweet
tart
tasteless
tasty
thirsty
fluttering
fuzzy
greasy
grubby
hard
hot
icy
loose
melted
nutritious
plastic
prickly
rainy
rough
scattered
shaggy
shaky
sharp
shivering
silky
slimy
slippery
smooth
soft
solid
steady
sticky
tender
tight
uneven
weak
wet
wooden
yummy
boiling
breezy
broken
bumpy
chilly
cold
cool
creepy
crooked
cuddly
curly
damaged
damp
dirty
dry
dusty
filthy
flaky
fluffy
freezing
hot
warm
wet
abundant
empty
few
heavy
light
many
numerous
adorable
adventurous
aggressive
alert
attractive
average
beautiful
blue-eyed
bloody
blushing
bright
clean
clear
cloudy
colorful
crowded
cute
dark
drab
distinct
dull
elegant
excited
fancy
filthy
glamorous
gleaming
gorgeous
graceful
grotesque
handsome
homely
light
long
magnificent
misty
motionless
muddy
old-fashioned
plain
poised
precious
quaint
shiny
smoggy
sparkling
spotless
stormy
strange
ugly
ugliest
unsightly
unusual
wide-eyed
alive
annoying
bad
better
beautiful
brainy
breakable
busy
careful
cautious
clever
clumsy
concerned
crazy
curious
dead
different
difficult
doubtful
easy
expensive
famous
fragile
frail
gifted
helpful
helpless
horrible
important
impossible
inexpensive
innocent
inquisitive
modern
mushy
odd
open
outstanding
poor
powerful
prickly
puzzled
real
rich
shy
sleepy
stupid
super
talented
tame
tender
tough
uninterested
vast
wandering
wild
wrong
angry
annoyed
anxious
arrogant
ashamed
awful
bad
bewildered
black
blue
bored
clumsy
combative
condemned
confused
crazy,flipped-out
creepy
cruel
dangerous
defeated
defiant
depressed
disgusted
disturbed
dizzy
dull
embarrassed
envious
evil
fierce
foolish
frantic
frightened
grieving
grumpy
helpless
homeless
hungry
hurt
ill
itchy
jealous
jittery
lazy
lonely
mysterious
nasty
naughty
nervous
nutty
obnoxious
outrageous
panicky
repulsive
scary
selfish
sore
tense
terrible
testy
thoughtless
tired
troubled
upset
uptight
weary
wicked
worried
agreeable
amused
brave
calm
charming
cheerful
comfortable
cooperative
courageous
delightful
determined
eager
elated
enchanting
encouraging
energetic
enthusiastic
excited
exuberant
fair
faithful
fantastic
fine
friendly
funny
gentle
glorious
good
happy
healthy
helpful
hilarious
jolly
joyous
kind
lively
lovely
lucky
nice
obedient
perfect
pleasant
proud
relieved
silly
smiling
splendid
successful
thankful
thoughtful
victorious
vivacious
witty
wonderful
zealous
zany
broad
chubby
crooked
curved
deep
flat
high
hollow
low
narrow
round
shallow
skinny
square
steep
straight
wide
big
colossal
fat
gigantic
great
huge
immense
large
little
mammoth
massive
miniature
petite
puny
scrawny
short
small
tall
teeny
teeny-tiny
tiny
cooing
deafening
faint
harsh
high-pitched
hissing
hushed
husky
loud
melodic
moaning
mute
noisy
purring
quiet
raspy
resonant
screeching
shrill
silent
soft
squealing
thundering
voiceless
whispering
ancient
brief
early
fast
late
long
modern
old
old-fashioned
quick
rapid
short
slow
swift
young
Taste/Touch
bitter
delicious
fresh
juicy
ripe
rotten
salty
sour
spicy
stale
sticky
strong
sweet
tart
tasteless
tasty
thirsty
fluttering
fuzzy
greasy
grubby
hard
hot
icy
loose
melted
nutritious
plastic
prickly
rainy
rough
scattered
shaggy
shaky
sharp
shivering
silky
slimy
slippery
smooth
soft
solid
steady
sticky
tender
tight
uneven
weak
wet
wooden
yummy
boiling
breezy
broken
bumpy
chilly
cold
cool
creepy
crooked
cuddly
curly
damaged
damp
dirty
dry
dusty
filthy
flaky
fluffy
freezing
hot
warm
wet
abundant
empty
few
heavy
light
many
numerous
substantial
+147 -147
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@@ -1,147 +1,147 @@
1-Rover-1
16-20
7-Zark-7
790
AM
AMEE
ASTAR
Adaptive Manipulator
Allied Mastercomputer
Alpha 5
Alpha 6
Alpha 7
AmigoBot
Android
Aniel
Asimov
Astor
B-4
B-9
B.O.B.
B166ER
Bender
Bishop
Blitz
Box
Brackenridge
C-3PO
Cassandra One
Cell
Chii
Chip
Computer
Conky 2000
Cutie
Data
Dee Model
Deep Thought
Dor-15
Dorfl
Dot Matrix
Duey
E.D.I.
ED-209
E-Man
Emma-2
Erasmus
Ez-27
FRIEND COMPUTER
Fagor
Faith
Fi
Frost
Fum
Futura
G2
George
Gnut
Gort
H.A.R.L.I.E.
H.E.L.P.eR.
H.E.R.B.I.E.
HAL 9000
Hadaly
Huey
Irona
Jay-Dub
Jinx
Johnny 5
K-9
KITT
Klapaucius
Kryten 2X4B-523P
L-76
L-Ron
LUH 3417
Louie
MARK13
Maria
Marvin
Master Control Program
Max 404
Maximillian
Mechagodzilla
Mechani-Kong
Metalhead
Mr. R.I.N.G.
NCH
Necron-99
Norby
OMM 0910
Orange v 3.5
PTO
Project 2501
R.I.C. 2.0
R2-D2
R4-P17
Revelation
Ro-Man
Robbie
S.A.M.
S.H.O.C.K.
S.H.R.O.U.D.
S.O.P.H.I.E.
SEN 5241
SHODAN
SID 6.7
Setaur
Shrike
Solo
Speedy
Super 17
Surgeon General Kraken
T-1000
T-800
T-850
THX 1138
TWA
Terminus
Tidy
Tik-Tok
Tobor
Trurl
ULTRABOT
Ulysses
Uniblab
V.I.N.CENT.
Voltes V
W1k1
Wikipedia
Windows 3.1
X-5
XERXES
XR
Yod
Z-1
Z-2
Z-3
Zed
Zord
Mugsy3000
Terminus
Decimus
Robot Devil
Optimus
Megatron
Soundwave
Ironhide
1-Rover-1
16-20
7-Zark-7
790
AM
AMEE
ASTAR
Adaptive Manipulator
Allied Mastercomputer
Alpha 5
Alpha 6
Alpha 7
AmigoBot
Android
Aniel
Asimov
Astor
B-4
B-9
B.O.B.
B166ER
Bender
Bishop
Blitz
Box
Brackenridge
C-3PO
Cassandra One
Cell
Chii
Chip
Computer
Conky 2000
Cutie
Data
Dee Model
Deep Thought
Dor-15
Dorfl
Dot Matrix
Duey
E.D.I.
ED-209
E-Man
Emma-2
Erasmus
Ez-27
FRIEND COMPUTER
Fagor
Faith
Fi
Frost
Fum
Futura
G2
George
Gnut
Gort
H.A.R.L.I.E.
H.E.L.P.eR.
H.E.R.B.I.E.
HAL 9000
Hadaly
Huey
Irona
Jay-Dub
Jinx
Johnny 5
K-9
KITT
Klapaucius
Kryten 2X4B-523P
L-76
L-Ron
LUH 3417
Louie
MARK13
Maria
Marvin
Master Control Program
Max 404
Maximillian
Mechagodzilla
Mechani-Kong
Metalhead
Mr. R.I.N.G.
NCH
Necron-99
Norby
OMM 0910
Orange v 3.5
PTO
Project 2501
R.I.C. 2.0
R2-D2
R4-P17
Revelation
Ro-Man
Robbie
S.A.M.
S.H.O.C.K.
S.H.R.O.U.D.
S.O.P.H.I.E.
SEN 5241
SHODAN
SID 6.7
Setaur
Shrike
Solo
Speedy
Super 17
Surgeon General Kraken
T-1000
T-800
T-850
THX 1138
TWA
Terminus
Tidy
Tik-Tok
Tobor
Trurl
ULTRABOT
Ulysses
Uniblab
V.I.N.CENT.
Voltes V
W1k1
Wikipedia
Windows 3.1
X-5
XERXES
XR
Yod
Z-1
Z-2
Z-3
Zed
Zord
Mugsy3000
Terminus
Decimus
Robot Devil
Optimus
Megatron
Soundwave
Ironhide
+36 -36
View File
@@ -1,37 +1,37 @@
Gigglesworth
Honkel the III
Goose McSunny
Mr. Shoe
Toodles Sharperton
Dinky Doodle
Honkerbelle
Bo Bo Sassy
Baby Cakes
Ladybug Honks
Ziggy Yoyo
Razzle Dazzle
Buster Frown
Pepinpop
Silly Willy
Jo Jo Bobo Bo
Pocket
Patches
Checkers
Freckle
Honker
Bonker
Skiddle
Scootaloo
Sprinkledinkle
Ronnie Pace
Miss Stockings
Slippy Joe
Redshirt McBeat
Flop O'Honker
Speckles
Bubble
Button
Sparkle
Giggles
Jingle
Gigglesworth
Honkel the III
Goose McSunny
Mr. Shoe
Toodles Sharperton
Dinky Doodle
Honkerbelle
Bo Bo Sassy
Baby Cakes
Ladybug Honks
Ziggy Yoyo
Razzle Dazzle
Buster Frown
Pepinpop
Silly Willy
Jo Jo Bobo Bo
Pocket
Patches
Checkers
Freckle
Honker
Bonker
Skiddle
Scootaloo
Sprinkledinkle
Ronnie Pace
Miss Stockings
Slippy Joe
Redshirt McBeat
Flop O'Honker
Speckles
Bubble
Button
Sparkle
Giggles
Jingle
Candy
+69 -69
View File
@@ -1,70 +1,70 @@
Killiam Shakespeare
Stabby McGee
Sgt. Slaughter
Maxx Power
Sir Killaslot
Slab Bulkhead
Fridge Largemeat
Punt Speedchunk
Butch Deadlift
Bold Bigflank
Splint Chesthair
Flint Ironstag
Bolt Vanderhuge
Thick McRunfast
Blast Hardcheese
Buff Drinklots
Trunk Slamchest
Fist Rockbone
Stump Beefgnaw
Smash Lampjaw
Punch Rockgroin
Buck Plankchest
Stump Chunkman
Dirk Hardpeck
Rip Steakface
Slate Slabrock
Crud Bonemeal
Brick Hardmeat
Rip Sidecheek
Punch Sideiron
Gristle McThornBody
Slake Fistcrunch
Buff Hardback
Blast Thickneck
Crunch Buttsteak
Slab Squatthrust
Lump Beefrock
Touch Rustrod
Reef Blastbody
Smoke Manmuscle
Beat Punchbeef
Pack Blowfist
Roll Fizzlebeef
Lance Killiam
George Melons
Maximilian Murderface
Bob Johnson
Crush McStompbones
Hank Chesthair
Killing McKillingalot
Mancrush McBrorape
Rex Dudekiller VII
Seamus McTosterone
Hans Testosteroneson
Max Pain
Theodore Pain
Sarah Pain
GORE Vidal
Leonardo Da Viking
Noam Bombsky
Al "Otta" Gore
Gibbs McLargehuge
Evil Martin Luther King
Evil Bob Marley
Duke Killington
AMERICA
Toolboxl Rose
Zombie Gandhi
A whole bunch of spiders in a SWAT suit
Killiam Shakespeare
Stabby McGee
Sgt. Slaughter
Maxx Power
Sir Killaslot
Slab Bulkhead
Fridge Largemeat
Punt Speedchunk
Butch Deadlift
Bold Bigflank
Splint Chesthair
Flint Ironstag
Bolt Vanderhuge
Thick McRunfast
Blast Hardcheese
Buff Drinklots
Trunk Slamchest
Fist Rockbone
Stump Beefgnaw
Smash Lampjaw
Punch Rockgroin
Buck Plankchest
Stump Chunkman
Dirk Hardpeck
Rip Steakface
Slate Slabrock
Crud Bonemeal
Brick Hardmeat
Rip Sidecheek
Punch Sideiron
Gristle McThornBody
Slake Fistcrunch
Buff Hardback
Blast Thickneck
Crunch Buttsteak
Slab Squatthrust
Lump Beefrock
Touch Rustrod
Reef Blastbody
Smoke Manmuscle
Beat Punchbeef
Pack Blowfist
Roll Fizzlebeef
Lance Killiam
George Melons
Maximilian Murderface
Bob Johnson
Crush McStompbones
Hank Chesthair
Killing McKillingalot
Mancrush McBrorape
Rex Dudekiller VII
Seamus McTosterone
Hans Testosteroneson
Max Pain
Theodore Pain
Sarah Pain
GORE Vidal
Leonardo Da Viking
Noam Bombsky
Al "Otta" Gore
Gibbs McLargehuge
Evil Martin Luther King
Evil Bob Marley
Duke Killington
AMERICA
Toolboxl Rose
Zombie Gandhi
A whole bunch of spiders in a SWAT suit
THAT DAMN FAGGOT TRAITOR GEORGE MELONS
+1502 -1502
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+619 -619
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+43 -43
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@@ -1,44 +1,44 @@
Shadow
Sarutobi
Smoke
Rain
Scorpion
Zero
Ermac
Saibot
Cyrax
Raphael
Michaelangelo
Donatello
Leonardo
Splinter
Shredder
Hazuki
Hien
Hiryu
Ryu
Hayabusa
Midnight
Seven
McNinja
Hanzo
Blood
Iga
Koga
Hero
Hiro
Phantom
Baki
Ogre
Daemon
Goemon
McAwesome
Throat
Death
Aria
Bro
Fox
Null
Raiden
Samurai
Shadow
Sarutobi
Smoke
Rain
Scorpion
Zero
Ermac
Saibot
Cyrax
Raphael
Michaelangelo
Donatello
Leonardo
Splinter
Shredder
Hazuki
Hien
Hiryu
Ryu
Hayabusa
Midnight
Seven
McNinja
Hanzo
Blood
Iga
Koga
Hero
Hiro
Phantom
Baki
Ogre
Daemon
Goemon
McAwesome
Throat
Death
Aria
Bro
Fox
Null
Raiden
Samurai
Eater
+45 -45
View File
@@ -1,46 +1,46 @@
Master
Sensei
Swift
Merciless
Assassin
Rogue
Hunter
Widower
Orphaner
Stalker
Killer
Silent
Silencing
Quick
Agile
Merciful
Ninja
Shinobi
Initiate
Grandmaster
Strider
Striker
Slayer
Awesome
Ender
Dr.
Noob
Night
Crimson
Grappler
Ulimate
Remorseless
Deep
Dragon
Cruel
Nightshade
Black
Gray
Solid
Liquid
Solidus
Steel
Nickel
Silver
Singing
Master
Sensei
Swift
Merciless
Assassin
Rogue
Hunter
Widower
Orphaner
Stalker
Killer
Silent
Silencing
Quick
Agile
Merciful
Ninja
Shinobi
Initiate
Grandmaster
Strider
Striker
Slayer
Awesome
Ender
Dr.
Noob
Night
Crimson
Grappler
Ulimate
Remorseless
Deep
Dragon
Cruel
Nightshade
Black
Gray
Solid
Liquid
Solidus
Steel
Nickel
Silver
Singing
Snake
+632 -632
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+35 -35
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@@ -1,36 +1,36 @@
Jim
Gulstaff
Gandalf
Grimm
Mordenkainen
Elminister
Saruman
Vaarsuvius
Yoda
Zul
Nihilus
Vecna
Mogan
Circe
Prospero
Raistlin
Rasputin
Tzeentch
Khelben
Dumbledor
Houdini
Terefi
Urza
Tenser
Zagyg
Mystryl
Boccob
Merlin
Archchancellor
Radagast
Kreol
Kaschei
Lina
Morgan
Alatar
Jim
Gulstaff
Gandalf
Grimm
Mordenkainen
Elminister
Saruman
Vaarsuvius
Yoda
Zul
Nihilus
Vecna
Mogan
Circe
Prospero
Raistlin
Rasputin
Tzeentch
Khelben
Dumbledor
Houdini
Terefi
Urza
Tenser
Zagyg
Mystryl
Boccob
Merlin
Archchancellor
Radagast
Kreol
Kaschei
Lina
Morgan
Alatar
Palando
+38 -38
View File
@@ -1,39 +1,39 @@
the Powerful
the Great
the Magician
the Wise
the Seething
the Amazing
the Spiral King
Darkmagic
the White
the Gray
Shado
the Sorcelator
the Raven
the Emperor
the Brown
Weatherwax
the Destroyer
the Deathless
Yagg
the Remorseful
the Weeping
the Unending
the All Knowing
Dark
Smith
the Conquerer
the Unstoppable
Gray
of Void
Unseen
Darko
Honko
the Bandit Killer
the Dragon Spooker
Inverse
le Fay
the Blue
the Red
the Powerful
the Great
the Magician
the Wise
the Seething
the Amazing
the Spiral King
Darkmagic
the White
the Gray
Shado
the Sorcelator
the Raven
the Emperor
the Brown
Weatherwax
the Destroyer
the Deathless
Yagg
the Remorseful
the Weeping
the Unending
the All Knowing
Dark
Smith
the Conquerer
the Unstoppable
Gray
of Void
Unseen
Darko
Honko
the Bandit Killer
the Dragon Spooker
Inverse
le Fay
the Blue
the Red
the Benevolent
+92 -92
View File
@@ -1,92 +1,92 @@
You can drag yourself to a chair or a bed to buckle yourself to it.
You can drag yourself onto a photocopier to copy your ass.
Space transitions change every round, but are consistent within a round.
People can be ejected from the cloner before they are done by cutting power to the clone pod.
If you've been feeding some slimes for at least two generations, you can order them around, and even have them follow you if they like you enough.
Almost all slime cores have two or more different effects.
With the right slime cores, you can get up to nine uses of a single slime's effects.
Touching a supermatter shard is akin to hugging a singularity.
To catch thrown items, toggle throw mode on and make sure you have an open hand.
Updating sec records regularly helps avoid confusion in the brig!
You can drag the icon of an equipped headset or PDA onto your screen to interact with it.
The mime's invisible wall will block electrodes and other projectiles, but beams pass straight through it like windows.
The Library system is much more robust than most people think! Mess around with it, see if you can log who takes out the books for radio-reading.
Use a pair of handcuffs on a pair of orange shoes (standard prisoner issue) to chain them together.
Revolutionaries and gangsters can have their opinions swayed back to Nanotrasen loyalty by enough heavy objects to the head.
Husked corpses that have been drained of their genomes by a changeling also lack blood in their veins, unlike burned or space frozen corpses.
The stethoscope's utility extends beyond lung and heart check-ups. They can also be used to crack certain safes.
Chloral Hydrate can be counteracted by having coffee in your system!
The AI system integrity restorer in both the RD's office and on the bridge can revive a dead AI loaded onto an intellicard.
If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signalling device.
Various creatures can crawl through air vents by holding alt while left clicking them.
Nuclear operatives can be extremely powerful, but only if they work together. Communication is key!
A rogue AI can be an extremely powerful tool for traitors, but be wary of the laws you use to slave it to you as it may try to find loopholes to get back at you.
You can drag yourself onto tables to climb on them. This takes a moment and requires two free hands.
You can drag other players onto yourself to open the strip menu, letting you remove their equipment or force them to equip something.
Aliens are by far the most powerful close-quarters combat menace. Fight them at a distance to gain the upper hand!
Aliens take double damage from all burn sources, such as lasers and fires. Flamethrowers are extremely effective against them.
As an alien, your most powerful weapon is the facehugger. It can instantly win any fight, but can be completely blocked by certain headgear. Strip downed victims before applying one.
Monkeys can still wear some human items, such as masks and backpacks, but they cannot bring anything with themselves when vent crawling.
Nuclear operatives are very effective in a blitzkrieg tactic: attacking almost as soon as the round starts and well before the crew is prepared.
You can use a fire extinguisher as a ghetto jetpack by spraying in the opposite direction of where you want to go. This also works with any gun.
Coffee can keep you very warm. Drink a lot before running around through exposed space.
Both cargo and the HoP can make you fill out a form for their services.
You can destroy a blob by shooting emitters at its core.
You can electrify a grille by having an exposed wire node underneath it.
If you press the tab key, you can toggle hotkey mode, which allows you to move using WASD and perform other actions using hotkeys.
You can hack MULE bots to let you ride them.
You can hack most vending machines to obtain contraband items.
You can use a multitool on the Cargo Ordering Console circuitboards to get contraband crates.
The cryptographic sequencer (emag) has an enormous amount of functions beyond breaking open locks and hacking cyborgs, experiment!
Touching anything without black, insulated, or brown gloves will leave fingerprints, which can be analyzed by detectives to find the suspect. Be careful of what you leave prints on!
Blobs are extremely powerful and are impossible to defeat alone. Communicate with the crew and rally them against the threat!
You can fight blob pieces diagonally, as they can only expand onto adjacent tiles in cardinal directions.
Security huds and secglass huds can tell you if someone is implanted with a loyalty implant. Use this to your advantage in a revolution.
Loyalty implants can only prevent someone from being turned into a cultist: unlike revolutionaries, it will not de-cult them if they have already been converted.
Loyalty implants will break when used to de-convert a gangster. You will need to use two if you want to prevent them from being re-recruited.
Don't neglect upgrading your machines with the machine parts produced by research! These can seriously improve the efficiency of your equipment.
Cyborgs are impervious to fires and temperature, and can walk in a blazing inferno without worry. Don't shy away from setting the whole station on fire as a malfunctioning or rogue AI!
The heads of staff, especially the Head of Security and the Captain, are usually extremely difficult to kill. If one of them is your target as a traitor, plan carefully.
The Steal DNA sting from changelings counts for your genome absorb objective, but does not let you change your powers.
Chemists are among the most powerful people on the station. They can survive almost anything thanks to all the chemicals in them that have basically replaced their blood.
The station is capable of being entirely powered by the solar arrays, and is a much safer form of power over the singularity engine.
The singularity engine is extremely dangerous if containment fails. Check back on it very frequently and call the shuttle immediately when, not if, it breaks free.
Firesuits and winter coats offer mild protection from the cold, allowing you to spend longer periods of time near breaches and space than if wearing nothing at all.
Vendors provide a very poor source of food riddled with sugar. This can affect your metabolism quite severely and it comes with many negative effects. Eat from the kitchen to stay healthy and even profit from a happy gut!
Emergency internals tanks can be used from your hands, your pockets, your belt, or your suit storage slot (assuming you're wearing a valid exosuit).
When walking through halls, stay on the Help intent to pass through people rather than bumping into them.
Trying to do surgery but you keep cutting your patient? Remember to be on the help intent and to target the right limb!
Glass shards can be welded to make glass, and metal rods can be welded to make metal. Ores can be welded, too, but this takes a lot of fuel.
Many monsters won't attack you if you're unconscious. If you see a space bear, go to sleep, quick!
Many monsters won't attack you if you're unconscious, but a medibot will still heal you. Keep one around when you're mining and never worry about dying again.
Two people are critical and need your help, but you don't have time for two trips? Pull one and use the grab intent to grab the other. This will make you slower, but you will be able to take them both.
When using the grab intent, grab someone by clicking on them then upgrade your grab by clicking on your hand slot. Holding them by the hands lets you throw them or table them.
Can't seem to get a patient into the cryo tube or sleepers? Just drag their sprite to it to put them in it instantly. No more needing to shuffle around pulling them into it awkwardly.
EMP blasts have a chance to make machines explode!
Targeting your opponent's mouth in a fistfight will give you a greater chance of knocking them unconscious.
As a security officer, examining a crew member with a secHUD allows you to set their status to arrest. You can even give a reason for the arrest warrant, as well.
Clowns are extremely clumsy and will often misfire weapons.
Hulks can't fire weapons because of their meaty fingers.
The mime's crayon is edible.
Shooting lasers at a computer console will destroy it.
Using ethanol on a piece of paper will remove any writing on it.
Using an emag on the gibber will allow you to throw people into it!
Using the comms console with captain level access will allow you to broadcast announcements in BIG, RED LETTERS!
You can repair cracked windows with a welding tool on help intent.
Hold alt and left click on an adjacent tile to see its contents in the top right pane.
While observing or as a ghost, double click on people, bots, or the singularity to follow them.
Ghosts can click on active teleporters, portals, wormholes, or the gateway to jump to its destination!
Ghosts can double-click their corpse, or the object containing their corpse (such as the cloning scanner), to re-enter it.
Ghosts can see inside storage items that have been left on the ground.
If you click on the command/chat bar to give it full focus you can use control + arrow keys to move the cursor around or scroll through the history of commands. (Control + home/end work too)
Locked down rogue borgs can be dismantled to return the MMI for placement in a new borg.
Fore = north, aft = south, starboard = east and port = west.
Many things that bind you can be resisted out of with the resist button. This includes locked or welded lockers, chairs and handcuffs. Whenever stuck, just give it a try!
You can use . or # instead of : for radio channels. Building this habit reduces the chance of accidentally saying things on common.
While pulling something, clicking on a tile with an empty hand will move it to that tile. No more getting stuck in maint while dragging something!
Things that override clicks like decks of cards or paper bins can still be picked up by dragging them to your character. Equipped things that override click can be unequipped by dragging it to an empty hand.
In the job selection menu, from the lobby, you can use right click on the "Low/Medium/High" priority button to make it cycle backwards.
If you stay out of camera range for 10 seconds, the AI's track on you will break.
You can shoot cameras with bullets to disable them remotely.
Disabling a camera with wirecutters will not cause a camera alarm, but bludgeoning it will.
Gangs derive their power from their presence and notoriety. Cleaning up gang tags is the best way to slow their growth.
You can drag yourself to a chair or a bed to buckle yourself to it.
You can drag yourself onto a photocopier to copy your ass.
Space transitions change every round, but are consistent within a round.
People can be ejected from the cloner before they are done by cutting power to the clone pod.
If you've been feeding some slimes for at least two generations, you can order them around, and even have them follow you if they like you enough.
Almost all slime cores have two or more different effects.
With the right slime cores, you can get up to nine uses of a single slime's effects.
Touching a supermatter shard is akin to hugging a singularity.
To catch thrown items, toggle throw mode on and make sure you have an open hand.
Updating sec records regularly helps avoid confusion in the brig!
You can drag the icon of an equipped headset or PDA onto your screen to interact with it.
The mime's invisible wall will block electrodes and other projectiles, but beams pass straight through it like windows.
The Library system is much more robust than most people think! Mess around with it, see if you can log who takes out the books for radio-reading.
Use a pair of handcuffs on a pair of orange shoes (standard prisoner issue) to chain them together.
Revolutionaries and gangsters can have their opinions swayed back to Nanotrasen loyalty by enough heavy objects to the head.
Husked corpses that have been drained of their genomes by a changeling also lack blood in their veins, unlike burned or space frozen corpses.
The stethoscope's utility extends beyond lung and heart check-ups. They can also be used to crack certain safes.
Chloral Hydrate can be counteracted by having coffee in your system!
The AI system integrity restorer in both the RD's office and on the bridge can revive a dead AI loaded onto an intellicard.
If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signalling device.
Various creatures can crawl through air vents by holding alt while left clicking them.
Nuclear operatives can be extremely powerful, but only if they work together. Communication is key!
A rogue AI can be an extremely powerful tool for traitors, but be wary of the laws you use to slave it to you as it may try to find loopholes to get back at you.
You can drag yourself onto tables to climb on them. This takes a moment and requires two free hands.
You can drag other players onto yourself to open the strip menu, letting you remove their equipment or force them to equip something.
Aliens are by far the most powerful close-quarters combat menace. Fight them at a distance to gain the upper hand!
Aliens take double damage from all burn sources, such as lasers and fires. Flamethrowers are extremely effective against them.
As an alien, your most powerful weapon is the facehugger. It can instantly win any fight, but can be completely blocked by certain headgear. Strip downed victims before applying one.
Monkeys can still wear some human items, such as masks and backpacks, but they cannot bring anything with themselves when vent crawling.
Nuclear operatives are very effective in a blitzkrieg tactic: attacking almost as soon as the round starts and well before the crew is prepared.
You can use a fire extinguisher as a ghetto jetpack by spraying in the opposite direction of where you want to go. This also works with any gun.
Coffee can keep you very warm. Drink a lot before running around through exposed space.
Both cargo and the HoP can make you fill out a form for their services.
You can destroy a blob by shooting emitters at its core.
You can electrify a grille by having an exposed wire node underneath it.
If you press the tab key, you can toggle hotkey mode, which allows you to move using WASD and perform other actions using hotkeys.
You can hack MULE bots to let you ride them.
You can hack most vending machines to obtain contraband items.
You can use a multitool on the Cargo Ordering Console circuitboards to get contraband crates.
The cryptographic sequencer (emag) has an enormous amount of functions beyond breaking open locks and hacking cyborgs, experiment!
Touching anything without black, insulated, or brown gloves will leave fingerprints, which can be analyzed by detectives to find the suspect. Be careful of what you leave prints on!
Blobs are extremely powerful and are impossible to defeat alone. Communicate with the crew and rally them against the threat!
You can fight blob pieces diagonally, as they can only expand onto adjacent tiles in cardinal directions.
Security huds and secglass huds can tell you if someone is implanted with a loyalty implant. Use this to your advantage in a revolution.
Loyalty implants can only prevent someone from being turned into a cultist: unlike revolutionaries, it will not de-cult them if they have already been converted.
Loyalty implants will break when used to de-convert a gangster. You will need to use two if you want to prevent them from being re-recruited.
Don't neglect upgrading your machines with the machine parts produced by research! These can seriously improve the efficiency of your equipment.
Cyborgs are impervious to fires and temperature, and can walk in a blazing inferno without worry. Don't shy away from setting the whole station on fire as a malfunctioning or rogue AI!
The heads of staff, especially the Head of Security and the Captain, are usually extremely difficult to kill. If one of them is your target as a traitor, plan carefully.
The Steal DNA sting from changelings counts for your genome absorb objective, but does not let you change your powers.
Chemists are among the most powerful people on the station. They can survive almost anything thanks to all the chemicals in them that have basically replaced their blood.
The station is capable of being entirely powered by the solar arrays, and is a much safer form of power over the singularity engine.
The singularity engine is extremely dangerous if containment fails. Check back on it very frequently and call the shuttle immediately when, not if, it breaks free.
Firesuits and winter coats offer mild protection from the cold, allowing you to spend longer periods of time near breaches and space than if wearing nothing at all.
Vendors provide a very poor source of food riddled with sugar. This can affect your metabolism quite severely and it comes with many negative effects. Eat from the kitchen to stay healthy and even profit from a happy gut!
Emergency internals tanks can be used from your hands, your pockets, your belt, or your suit storage slot (assuming you're wearing a valid exosuit).
When walking through halls, stay on the Help intent to pass through people rather than bumping into them.
Trying to do surgery but you keep cutting your patient? Remember to be on the help intent and to target the right limb!
Glass shards can be welded to make glass, and metal rods can be welded to make metal. Ores can be welded, too, but this takes a lot of fuel.
Many monsters won't attack you if you're unconscious. If you see a space bear, go to sleep, quick!
Many monsters won't attack you if you're unconscious, but a medibot will still heal you. Keep one around when you're mining and never worry about dying again.
Two people are critical and need your help, but you don't have time for two trips? Pull one and use the grab intent to grab the other. This will make you slower, but you will be able to take them both.
When using the grab intent, grab someone by clicking on them then upgrade your grab by clicking on your hand slot. Holding them by the hands lets you throw them or table them.
Can't seem to get a patient into the cryo tube or sleepers? Just drag their sprite to it to put them in it instantly. No more needing to shuffle around pulling them into it awkwardly.
EMP blasts have a chance to make machines explode!
Targeting your opponent's mouth in a fistfight will give you a greater chance of knocking them unconscious.
As a security officer, examining a crew member with a secHUD allows you to set their status to arrest. You can even give a reason for the arrest warrant, as well.
Clowns are extremely clumsy and will often misfire weapons.
Hulks can't fire weapons because of their meaty fingers.
The mime's crayon is edible.
Shooting lasers at a computer console will destroy it.
Using ethanol on a piece of paper will remove any writing on it.
Using an emag on the gibber will allow you to throw people into it!
Using the comms console with captain level access will allow you to broadcast announcements in BIG, RED LETTERS!
You can repair cracked windows with a welding tool on help intent.
Hold alt and left click on an adjacent tile to see its contents in the top right pane.
While observing or as a ghost, double click on people, bots, or the singularity to follow them.
Ghosts can click on active teleporters, portals, wormholes, or the gateway to jump to its destination!
Ghosts can double-click their corpse, or the object containing their corpse (such as the cloning scanner), to re-enter it.
Ghosts can see inside storage items that have been left on the ground.
If you click on the command/chat bar to give it full focus you can use control + arrow keys to move the cursor around or scroll through the history of commands. (Control + home/end work too)
Locked down rogue borgs can be dismantled to return the MMI for placement in a new borg.
Fore = north, aft = south, starboard = east and port = west.
Many things that bind you can be resisted out of with the resist button. This includes locked or welded lockers, chairs and handcuffs. Whenever stuck, just give it a try!
You can use . or # instead of : for radio channels. Building this habit reduces the chance of accidentally saying things on common.
While pulling something, clicking on a tile with an empty hand will move it to that tile. No more getting stuck in maint while dragging something!
Things that override clicks like decks of cards or paper bins can still be picked up by dragging them to your character. Equipped things that override click can be unequipped by dragging it to an empty hand.
In the job selection menu, from the lobby, you can use right click on the "Low/Medium/High" priority button to make it cycle backwards.
If you stay out of camera range for 10 seconds, the AI's track on you will break.
You can shoot cameras with bullets to disable them remotely.
Disabling a camera with wirecutters will not cause a camera alarm, but bludgeoning it will.
Gangs derive their power from their presence and notoriety. Cleaning up gang tags is the best way to slow their growth.