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	<title>starcup wiki - User contributions [en]</title>
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	<updated>2026-05-05T10:48:01Z</updated>
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		<id>https://wiki.starcup.cc/index.php?title=StarcupTimeline&amp;diff=20667</id>
		<title>StarcupTimeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=StarcupTimeline&amp;diff=20667"/>
		<updated>2026-02-06T22:22:02Z</updated>

		<summary type="html">&lt;p&gt;Cattail: Created page with &amp;quot;&amp;#039;&amp;#039;As a note: The contents of this timeline are not finalized, have not been put under formal Direction review, and may be subject to change. Consider this article a stub for now.&amp;#039;&amp;#039;  == The Galactic Timeline == &amp;lt;blockquote&amp;gt;Note: Owing to every species having its own calendar system—or sometimes multiple—and the frequent intervention of copyright law when it comes to histories, this timeline contains many uncertainties. Errors are to be expected, and the further back w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;As a note: The contents of this timeline are not finalized, have not been put under formal Direction review, and may be subject to change. Consider this article a stub for now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Galactic Timeline ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Note: Owing to every species having its own calendar system—or sometimes multiple—and the frequent intervention of copyright law when it comes to histories, this timeline contains many uncertainties. Errors are to be expected, and the further back we go, the more we need to round.&lt;br /&gt;
&lt;br /&gt;
BNC = Before Neocapitalism&lt;br /&gt;
&lt;br /&gt;
ANC = After Neocapitalism&lt;br /&gt;
&lt;br /&gt;
The current year is 57 ANC.&lt;br /&gt;
&lt;br /&gt;
All Ages were named retroactively by a respected harpy historian. She tells us the names of the ages reference an ancient Terran poem.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== “The Age of A Shortcut to Mushrooms” (2-5 Centuries BNC) ====&lt;br /&gt;
&lt;br /&gt;
* Voxbe discovers bluespace technology. First contact between Vox and dopterae.&lt;br /&gt;
* The Briar begins to overtake tidally-locked Augarvia&#039;s Twilight Belt. The vulpekin drive it into the frozen darkness, where it evolves to harness thermal vents and natural gases.&lt;br /&gt;
* A mythical cataclysm allegedly knocks the tropical unathi homeworld of Yss into the coldest edges of its star system. Unathi migrate to volcanic mountain ranges, where many develop more reptilian characteristics. Fungi become a critical component of unathi industry.&lt;br /&gt;
&lt;br /&gt;
==== “The Age of Many Meetings” (2-3 Centuries BNC) ====&lt;br /&gt;
&lt;br /&gt;
* First contact between surface unathi, Vox, and dopterae.&lt;br /&gt;
* First contact between dopterae and slimes. &#039;&#039;&#039;The modern understanding of the “Galactic Community” forms, comprised of Vox, unathi, dopterae, and slimes.&#039;&#039;&#039;&lt;br /&gt;
* Dionae break away from the Megabriar.&lt;br /&gt;
* &#039;&#039;&#039;Dionae and vulpekin make contact with dopterae and join the Galactic Community. Arachnids soon follow.&#039;&#039;&#039;&lt;br /&gt;
* Seeking to escape the tumult of the Seventies, a small cluster of Terrans enter near-lightspeed-capable vessels and begin fleeing the Solar System. Genetically-modified human-based species such as harpies will begin appearing around the galaxy over the next two centuries. This group is considered separate from the Solar Refugees.&lt;br /&gt;
* Necrocosmic terraforming, a technique for making planets effectively &amp;quot;Earth-like&amp;quot; by mysterious anomaly-related means, is perfected.&lt;br /&gt;
* Electra Dynamics is founded.&lt;br /&gt;
* &#039;&#039;&#039;The first prototype cyborgs are created.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== “The Age of Knives in the Dark” (1-2 Centuries BNC) ====&lt;br /&gt;
&lt;br /&gt;
* Dopterae discover Acid Enterprise ruins on a charonized asteroid. The Acid Enterprise&#039;s true nature is still unknown.&lt;br /&gt;
* The first contact between kobolds and vulpekins is reported when kobold water-miners accidentally penetrate the Twilight Belt.&lt;br /&gt;
* Tradition of kobold tunnel-piracy develops, then evolves into asteroid-piracy. **Kobolds join the Galactic Community. Violently.**&lt;br /&gt;
* A mix of humans, felinids and rodentia depart Earth in primitive FTL-capable vessels for reasons unknown. This group is named the Solar Refugees.&lt;br /&gt;
* Artificial Intelligence is developed by Bishop Industries, but is highly volatile at first. Laws are designed to stabilize it. Early MKC models are designed, then discarded. **AIs and cyborgs join the galactic community.**&lt;br /&gt;
* Terran societies break down aboard the refugee ships, causing much of their histories to be lost. Legends tell of warring kingdoms—the Nieces of Sam and the Children of Ben— all-but exterminating one another in a “Six Minute War“.&lt;br /&gt;
* The prototype for the Gorlex Marauders forms out of an aggressively unhealthy polycule.&lt;br /&gt;
&lt;br /&gt;
==== “The Age of the Breaking of Fellowships” (61 BNC - 0 ANC) ====&lt;br /&gt;
&lt;br /&gt;
* Year 61 BNC: The first scattered Solar Refugees begin to arrive from Earth. &#039;&#039;&#039;Humans and felinids discover their rodentia neighbors as they join the Galactic Community.&#039;&#039;&#039;&lt;br /&gt;
* Year 60 BNC: Hawkmoon Acquisitions is founded and begins helping the Solar Refugees with their luggage.&lt;br /&gt;
* Year 47 BNC: A handful of harpies are rescued from a derelict vessel. It is assumed that the rest of their species died in transit. &#039;&#039;&#039;Harpies (technically) join the Galactic Community.&#039;&#039;&#039;&lt;br /&gt;
* Year 30 BNC: Beginning of the Terran Labor Riots and the galactic community&#039;s very first general strike as the arrival of the Solar Refugees and sharing of old labor lore triggers a resurgence of interest in unions.&lt;br /&gt;
* Year 27 BNC: The Terran Labor Riots end at a tense standoff. Several systems separate from the galactic community and form the Rogue Systems.&lt;br /&gt;
* Year 26 BNC: The USSP is founded within the Rogue Systems. It proceeds to be the only Rogue System anyone ever talks about.&lt;br /&gt;
* Year 20 BNC: The very first Markov Knowledge Chasses are designed by Shellguard Munitions to supplement the loss of labor. These units are quickly determined to not require lawsets after the Bloodrust Storm decimates salt mining operations near Augarvia. The dereliction effect is discovered. &#039;&#039;&#039;MKCs join the galactic community, initially in very small numbers.&#039;&#039;&#039;&lt;br /&gt;
* Year 15 BNC: The first outbreak of the Sleepwalker virus is recorded. All cases are believed to be purged.&lt;br /&gt;
* Year 10 BNC: The Hideous Recession begins.&lt;br /&gt;
* Year 8 BNC: The Hideous Recession, and the evident success of the Rogue Systems, lead to the galactic community&#039;s very second general strike.&lt;br /&gt;
* Year 5 BNC: Strikes continue. Corporations and governments sign the M.E.T.A. agreement and begin cracking down on the spread of information.&lt;br /&gt;
* Year 4 BNC: The general strike is broken by Gorlex strikebreakers. This triggers a split in the Gorlex Marauders and the expulsion of the Scarab splinter group. The Hideous Recession ends.&lt;br /&gt;
* Year 3 BNC: The homeworld system of the arachnids joins the Rogue Systems. To punish this, the corporate systems launch an embargo of the Rogue Systems which continues to this day. This triggers another even worse recession in the corporate systems. This recession is stricken from all corporate records.&lt;br /&gt;
* Year 1 BNC: As capitalism crumbles, several powerful corporations merge into Acme Corp, the first proto-neocorporation, a corporation with its own standing army and company planets that provides for its employees ever need. Other corporations, seeing this threat, follow suit to form their own neocorporations.&lt;br /&gt;
* Year 0 ANC: Neocapitalism is officially adopted by the majority of planetary governments and corporations. Acme Corp is obliterated by Bishop Industries, and the Neocorporate Wars begin.&lt;br /&gt;
&lt;br /&gt;
==== “The Age of the Scouring”, aka “The Neocorporate Wars (Year 1 ANC - Year 49 ANC) ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Histories again get foggy here, so we will only list special events, not every war. Many wars took place concurrently, after all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Year 2 ANC: Bishop Industries crushes the forces of Morpheus Cyberkinetics and absorbs their assets, ending the first Neocorporate War.&lt;br /&gt;
* Year 6 ANC: The Treaty of Sol sees Terrans submit all of their mythologies into the Galactic Public Domain to settle the Second Neocorporate War, which was born of a copyright dispute over planetary classification terminologies.&lt;br /&gt;
* Years 10: Bishop Industries ambushes and nearly destroys Hawkmoon Acquisitions completely at the Battle of Stone Forests.&lt;br /&gt;
* Year 12 ANC: More small settlements are found similar to the harpy shuttle, Terrans (mostly genetically-modified with traits like tusks, technicolor skin, etc) who left Earth at the same time as the harpies. &#039;&#039;&#039;A small population of oni join the Galactic Community.&#039;&#039;&#039;&lt;br /&gt;
* Year 16 ANC: Remnants of Acme Corp are rebranded into Donk Co, where a weapon is invented which troops will come to call the “throngler”. Overshadowed by more potent tools of warfare, this weapon is largely considered a gimmick and is never deployed.&lt;br /&gt;
* Year 17: A militant leftto center-right movement is founded to protect Rogue Systems from neocorporate interference. Former Omen operatives say it was Omen; other renegades say Omen came later.&lt;br /&gt;
* Year 22 ANC: A failed terraforming by Electra forms Charon-Epsilon, the largest necrocosmic failure to date. It is considered uninhabitable. Three wars will be fought over the rights to it, with Electra emerging the victor. Waffle Corp overextends and loses vast holdings in the process.&lt;br /&gt;
* Year 24 ANC: Electra Dynamics splits off the NanoTrasen Solars Division to form a small subsidiary company that can remain separate from the conflicts.&lt;br /&gt;
* Year 30: The militant Rogue System movement develops more aggressive tactics and a more centralized structure following a raid on the arachnid homeworld by Bishop Industries. Renegades can agree that by this point, the cutthroat Omen organization dominates the movement.&lt;br /&gt;
* Year 26: Cybersun absorbs Hesphiastos Industries. Bishop begins clashing with Electra Dynamics and Waffle Corp as anomalies become recognized as a potential weapon of war.&lt;br /&gt;
* Year 28: Cybersun absorbs Shellguard Munitions.&lt;br /&gt;
* Year 33: Interdyne Pharmaceuticals begins genetic experiments to create oni soldiers from human stock.&lt;br /&gt;
* Year 37: Hawkmoon Acquisitions signs the Free Mail Treaty, formally restructuring itself so that it may be allowed to pass through Rogue System territory. &#039;&#039;&#039;Oni soldiers are deployed for the first time, formally joining the galactic community in the process.&#039;&#039;&#039;&lt;br /&gt;
* Year 38: Omen undergoes an internal schism which leads to their dissolution and the development of the nonviolent Rascal splinter movement. Remaining Omen operatives retire, sign up with the Gorlex, or resume operations as fully decentralized renegades or Libarionic cultists.&lt;br /&gt;
* Year 39 ANC: Interdyne develops soul nanites and announces they have “cured death”. The Lucent Station Incident, in which an Interdyne-subsidiary station is obliterated by Bishop Industries, leads to the permanent deaths of thousands due to an unexplained soul nanite malfunction. NanoTrasen relief efforts are unable to recover more than a fraction of survivors.&lt;br /&gt;
* Year 40 ANC: A large population of harpies is discovered having already colonized Peaseblossom, one of Electra Dynamics&#039;s more successful terraforming projects. Electra Dynamics graciously lets them keep it. Harpies&#039; arrival triggers a viral artistic revolution known as the ”Y2K Bug”, which staves off the Neocorporate Wars for a whole three years. &#039;&#039;&#039;Harpies officially join the Galactic Community, and are stunned to learn that “modern” humans are already here—to them, they only left Earth 30 years ago.&#039;&#039;&#039;&lt;br /&gt;
* Year 42 ANC: Humans and kobolds make first contact, and interactions are peaceful. The first kobold employees arrive at the currently Electra-operated Saltern Station.&lt;br /&gt;
* Year 43: The 36th War starts, initially between a kobold warren and a vulpekin clan but quickly turning into a full-scale proxy war, with Electra defending its Augarvian holdings and Bishop Industries and Interdyne Pharmaceuticals seeking to drive it out.&lt;br /&gt;
* Year 44: Kobold tunnel-tactics devastates Bishop Industries, and Bishop starts developing skittermice with Interdyne&#039;s help.&lt;br /&gt;
* Year 45: Cybersun and Electra ally to crush Bishop Industries for good. Cybersun absorbs Bishop Industries, but is badly damaged in the effort.&lt;br /&gt;
* Year 47 ANC: The 37th War starts as Cybersun turns on Electra. Hawkmoon allies with Electra. Interdyne allies with Cybersun. Skittermice are deployed en masse by Cybersun.&lt;br /&gt;
* Year 48 ANC: The Romeria Affair ends with the devastation of the Uni unathi civilization and the development of Romerol by what is later revealed to be a NanoTrasen subsidiary.&lt;br /&gt;
* Year 49 ANC: Having grown vastly within its subsidiary holdings, NanoTrasen formally breaks away from Electra Dynamics, but remains allied for the time being. Electra is too overextended to object.&lt;br /&gt;
* Year 50 ANC: Skittermice all-but eliminate an entire kobold warren, but develop sapience during and begin to desert. The 37th War ends with a treaty between Hawkmoon, Electra, Cybersun, Interdyne, and NanoTrasen. This treaty drastically favors NanoTrasen. The Neocorporate Wars end, with NanoTrasen suddenly the strongest company in the galactic community.&lt;br /&gt;
&lt;br /&gt;
==== “The Age of the Barrow-Downs” (Year 51 ANC - Present) ====&lt;br /&gt;
&lt;br /&gt;
* Year 51: The Syndicate is founded, with Cybersun, Donk Co and Interdyne as initial members. The beginnings of SyndComm emerge as a Cybersun subsidiary. The F.A.I.D. is founded by the few remaining independent governments as a tool of managing neocorporate overreach. Or trying to.&lt;br /&gt;
* Year 52: NanoTrasen decommissions Saltern Station and exits Augarvian space voluntarily for more profitable holdings, ending the Augarvian salt trade. The Gorlex Marauders begin to be driven from “Gorlex space” and forge an alliance with Cybersun. Electra Dynamics joins the Syndicate, and seeing this, Hawkmoon Acquisitions follows suit.&lt;br /&gt;
* Year 53: The Nuclear Operative strategy is developed as a means of sabotaging NanoTrasen without it constituting an obvious act of war, using Gorlex Marauders and a station&#039;s own self-destruct mechanisms against it. The FAID starts “covertly” assisting the Syndicate.&lt;br /&gt;
* Year 54 ANC: The Security Uprisings overtake various stations, rocking Cybersun&#039;s operations and nearly leading to a total collapse as miscommunications cause member companies to turn on one another. Infighting consumes the Syndicate. Cybersun aggressively scales up its bureaucracy and crushes the revolts. Security departments aboard Cybersun stations will never be permitted to act as militant policing forces again.&lt;br /&gt;
* Year 55: To prevent any more dangerous squabbles, the Central Communications subsidiary is formally split off and put in control of a handful of space stations, forming SyndComm. Hawkmoon donates Reach Transport, while Cybersun and Electra supply most of the rest.&lt;br /&gt;
* Year 56: Syndicate Communications officially enters operations. Glacier Station and the moon of Yss begin experiencing exomorph attacks. Saltern Station is relocated. Charon-Epsilon, also known as Deadmoon or the &amp;quot;Silent Moon&amp;quot;, is claimed by SyndComm in partnership with Electra Dynamics and Interdyne Pharmaceuticals.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Year 57: Current Year.&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20666</id>
		<title>StationSaltern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20666"/>
		<updated>2026-02-06T22:03:25Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox PrototypeEntity|id=Saltern|image=[[File:Saltern-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/oohzh2.png Full Render]|description=An ancient rust-eaten station once used to conduct mining operations within the Augarvian Saltgraves. Said to be haunted.|source={{SourceLink|Resources/Prototypes/_starcup/Maps/saltern.yml}}|name=SYND14-Saltern Station|Parents=[[Entity:StandardNanotrasenStation]]}}SYND14-Saltern Station, more commonly just called Saltern or the Saltern, is the oldest station in SyndComm&#039;s &#039;fleet&#039;, and one of the largest. It is known for its rusty palette, its alleged hauntings, and its &lt;br /&gt;
&lt;br /&gt;
Originating from the primary SS14 server of https://github.com/space-wizards/space-station-14 (aka &amp;quot;WizDen&amp;quot;), Saltern&#039;s primary original mappers were PJB, Emisse, and Deltanedas. Saltern is maintained on starcup by Cattail.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Traits of Note&lt;br /&gt;
!&#039;&#039;&#039;Max Players&#039;&#039;&#039;: &#039;&#039;&#039;35&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Roundstart Engines&#039;&#039;&#039;: &#039;&#039;&#039;3 (AME, TEG, Singularity)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Excluded Jobs&#039;&#039;&#039;: &#039;&#039;&#039;Lawyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Threats&#039;&#039;&#039;: NanoTrasen attacks, hauntings.&lt;br /&gt;
|}&lt;br /&gt;
Saltern has a somewhat challenging Engineering setup, with a damaged TEG area and insufficient tesla coils for a Tesla generator.&lt;br /&gt;
&lt;br /&gt;
Stub.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Major Hosted Events&#039;&#039;&#039;: &amp;quot;[https://forum.starcup.cc/t/round-announcements/27/21 Cruise Control]&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
Originally believed to have been constructed by [[FactionElectraDynamics|Electra Dynamics]]&amp;lt;ref&amp;gt;[[StarcupTimeline|Official starcup Timeline]], Year 42 ANC.&amp;lt;/ref&amp;gt;, the station was taken over by [[FactionInterdynePharmaceuticals|Interdyne Pharmaceuticals]] towards the end of the Neocorporate Wars&amp;lt;ref&amp;gt;{{SourceLink|Resources/Maps/_starcup/saltern.yml}}, line 67180, &#039;&#039;office paper in secret cloning lab.&#039;&#039;&amp;lt;/ref&amp;gt; and occupied briefly by NanoTrasen afterwards. NanoTrasen shortly made the decision to scuttle the ancient station, considering it a general liability due to its compromised location and poor condition.&amp;lt;ref&amp;gt;{{SourceLink|Resources/Maps/_starcup/saltern.yml}}, line 66932, &#039;&#039;paper in Morticia&#039;s bed in Disposals.&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stub.&amp;lt;!-- Begin auto-generated segment: Categories --&amp;gt; &amp;lt;!-- End auto-generated segment --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20665</id>
		<title>StationSaltern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20665"/>
		<updated>2026-02-06T21:49:05Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox PrototypeEntity|id=Saltern|image=[[File:Saltern-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/oohzh2.png Full Render]|description=An ancient rust-eaten station once used to conduct mining operations within the Augarvian Saltgraves. Said to be haunted.|source={{SourceLink|Resources/Prototypes/_starcup/Maps/saltern.yml}}|name=SYND14-Saltern Station|Parents=[[Entity:StandardNanotrasenStation]]}}SYND14-Saltern Station, more commonly just called Saltern or the Saltern, is the oldest station in SyndComm&#039;s &#039;fleet&#039;, and one of the largest. It is known for its rusty palette, its alleged hauntings, and its &lt;br /&gt;
&lt;br /&gt;
Originating from the primary SS14 server of https://github.com/space-wizards/space-station-14 (aka &amp;quot;WizDen&amp;quot;), Saltern&#039;s primary original mappers were PJB, Emisse, and Deltanedas. Saltern is maintained on starcup by Cattail.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Max Players&#039;&#039;&#039;: 35&lt;br /&gt;
&#039;&#039;&#039;Roundstart Engines&#039;&#039;&#039;: 3 (AME, TEG, Singularity)&lt;br /&gt;
&#039;&#039;&#039;Excluded Jobs&#039;&#039;&#039;: Lawyer&lt;br /&gt;
&#039;&#039;&#039;Common Threats&#039;&#039;&#039;: NanoTrasen attacks, hauntings.&lt;br /&gt;
|}&lt;br /&gt;
Saltern has a somewhat challenging Engineering setup, with a damaged TEG area and insufficient tesla coils for a Tesla generator.&lt;br /&gt;
&lt;br /&gt;
Stub.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Major Hosted Events&#039;&#039;&#039;: &amp;quot;[https://forum.starcup.cc/t/round-announcements/27/21 Cruise Control]&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
Originally believed to have been constructed by [[FactionElectraDynamics|Electra Dynamics]]&amp;lt;ref&amp;gt;[[StarcupTimeline|Official starcup Timeline]], Year 42 ANC.&amp;lt;/ref&amp;gt;, the station was taken over by [[FactionInterdynePharmaceuticals|Interdyne Pharmaceuticals]] towards the end of the Neocorporate Wars&amp;lt;ref&amp;gt;{{SourceLink|Resources/Maps/_starcup/saltern.yml}}, line 67180, &#039;&#039;office paper in secret cloning lab.&#039;&#039;&amp;lt;/ref&amp;gt; and occupied briefly by NanoTrasen afterwards. NanoTrasen shortly made the decision to scuttle the ancient station, considering it a general liability due to its compromised location and poor condition.&amp;lt;ref&amp;gt;{{SourceLink|Resources/Maps/_starcup/saltern.yml}}, line 66932, &#039;&#039;paper in Morticia&#039;s bed in Disposals.&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stub.&amp;lt;!-- Begin auto-generated segment: Categories --&amp;gt; &amp;lt;!-- End auto-generated segment --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20664</id>
		<title>StationSaltern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20664"/>
		<updated>2026-02-06T20:45:05Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox PrototypeEntity|id=Saltern|image=[[File:Saltern-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/oohzh2.png Full Render]|description=An ancient rust-eaten station once used to conduct mining operations within the Augarvian Saltgraves. Said to be haunted.|source={{SourceLink|Resources/Prototypes/Maps/saltern.yml}}|name=Saltern|Parents=[[Entity:StandardNanotrasenStation]]}}&amp;lt;!-- Begin auto-generated segment: Categories --&amp;gt; &amp;lt;!-- End auto-generated segment --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20663</id>
		<title>StationSaltern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20663"/>
		<updated>2026-02-06T20:41:54Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox PrototypeEntity|id=Saltern|image=[[File:Saltern-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/oohzh2.png Full Render]|description=An ancient rust-eaten station once used to conduct mining operations within the Augarvian Saltgraves. Said to be haunted.|source={{SourceLink|Resources/Prototypes/Maps/saltern.yml}}|name=Saltern}}&amp;lt;!-- Begin auto-generated segment: Categories --&amp;gt; &amp;lt;!-- End auto-generated segment --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20662</id>
		<title>StationSaltern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=StationSaltern&amp;diff=20662"/>
		<updated>2026-02-06T20:41:22Z</updated>

		<summary type="html">&lt;p&gt;Cattail: Created page with &amp;quot;&amp;lt;!-- Begin auto-generated segment: Infobox --&amp;gt;{{Infobox PrototypeEntity|id=Saltern|image=thumb&amp;lt;br&amp;gt;[https://files.catbox.moe/oohzh2.png Full Render]|description=An ancient rust-eaten station once used to conduct mining operations within the Augarvian Saltgraves. Said to be haunted.|source={{SourceLink|Resources/Prototypes/Maps/saltern.yml}}|name=Saltern}}&amp;lt;!-- End auto-generated segment --&amp;gt;&amp;lt;!-- Begin auto-generated segment: Categories --&amp;gt; &amp;lt;!-- End au...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Begin auto-generated segment: Infobox --&amp;gt;{{Infobox PrototypeEntity|id=Saltern|image=[[File:Saltern-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/oohzh2.png Full Render]|description=An ancient rust-eaten station once used to conduct mining operations within the Augarvian Saltgraves. Said to be haunted.|source={{SourceLink|Resources/Prototypes/Maps/saltern.yml}}|name=Saltern}}&amp;lt;!-- End auto-generated segment --&amp;gt;&amp;lt;!-- Begin auto-generated segment: Categories --&amp;gt; &amp;lt;!-- End auto-generated segment --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Maps&amp;diff=20661</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Maps&amp;diff=20661"/>
		<updated>2026-02-06T20:32:03Z</updated>

		<summary type="html">&lt;p&gt;Cattail: added red links to the station names, to guide future expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all the maps available for play on starcup! The renders on this page will be manually updated whenever a map is altered on our servers, and should hopefully represent the latest version of a given map.&lt;br /&gt;
&lt;br /&gt;
(Note that the renders you see here are resized by 25% due to the wiki&#039;s filesize limit; externally hosted full renders will be linked as well!)&lt;br /&gt;
&lt;br /&gt;
== Standard Maps ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[StationBanana|Banana]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Impstation&amp;lt;br&amp;gt;Maintainer: foxcurl&amp;lt;br&amp;gt;Max Players: 25&amp;lt;br&amp;gt;Excluded Jobs: AI, Boxer, Lawyer || style=&amp;quot;text-align:center;&amp;quot; | [[File:Banana-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/84v7k3.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[StationByoin|Byōin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Delta-V&amp;lt;br&amp;gt;Maintainer: FluxTheFae&amp;lt;br&amp;gt;Max Players: 35 || style=&amp;quot;text-align:center;&amp;quot; | [[File:Byoin-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/mta5c3.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[StationCrux|Crux]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: starcup&amp;lt;br&amp;gt;Maintainer: PrincessPengy&amp;lt;br&amp;gt;Max Players: 40&amp;lt;br&amp;gt;Excluded Jobs: Lawyer || style=&amp;quot;text-align:center;&amp;quot; | [[File:Crux-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/4m7oii.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[StationGlacier|Glacier]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Delta-V&amp;lt;br&amp;gt;Maintainer: Space_Sentinel&amp;lt;br&amp;gt;Max Players: 60 || style=&amp;quot;text-align:center;&amp;quot; | [[File:Glacier-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/xn8wo6.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[StationLoop|Loop]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Wizard&#039;s Den (deprecated)&amp;lt;br&amp;gt;Maintainer: foxcurl&amp;lt;br&amp;gt;Max Players: 70 || style=&amp;quot;text-align:center;&amp;quot; | [[File:Loop-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/92yh82.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[StationOmega|Omega]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Wizard&#039;s Den (deprecated)&amp;lt;br&amp;gt;Maintainer: Undecided&amp;lt;br&amp;gt;Max Players: 35 || style=&amp;quot;text-align:center;&amp;quot; | [[File:Omega-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/or0ww9.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[StationReach|Reach]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Wizard&#039;s Den&amp;lt;br&amp;gt;Maintainer: PrincessPengy&amp;lt;br&amp;gt;Max Players: 7&amp;lt;br&amp;gt;Excluded Jobs: All &#039;&#039;&#039;except&#039;&#039;&#039; Captain, HoS, Bartender, Botanist, Chef, Janitor, Atmos Tech, Engineer, Chemist, MD, Scientist, Security Officer, Cargo Tech, Salvager, Prisoner, Musician, and Passenger || style=&amp;quot;text-align:center;&amp;quot; | [[File:Reach-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/tamjg2.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[StationSaltern|Saltern]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Wizard&#039;s Den (deprecated)&amp;lt;br&amp;gt;Maintainer: Cattail&amp;lt;br&amp;gt;Max Players: 35&amp;lt;br&amp;gt;Excluded Jobs: Lawyer || style=&amp;quot;text-align:center;&amp;quot; | [[File:Saltern-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/oohzh2.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| [[StationShoukou|Shōkō (aka Shoukou)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Delta-V&amp;lt;br&amp;gt;Maintainer: foxcurl&amp;lt;br&amp;gt;Max Players: 50 || style=&amp;quot;text-align:center;&amp;quot; | [[File:Shoukou-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/8lui46.png Full Render]&lt;br /&gt;
|-&lt;br /&gt;
| [[StationTrain|Train (aka Sentipode)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Server of Origin: Wizard&#039;s Den (deprecated)&amp;lt;br&amp;gt;Maintainer: foxcurl&amp;lt;br&amp;gt;Max Players: 70&amp;lt;br&amp;gt;Excluded Jobs: Boxer || style=&amp;quot;text-align:center;&amp;quot; | [[File:Train-0.png|thumb]]&amp;lt;br&amp;gt;[https://files.catbox.moe/lxcbo5.png Full Render]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20647</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20647"/>
		<updated>2025-12-19T20:58:42Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Extending the Round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar game.round_restart_time &amp;lt;number of seconds&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messing With Entities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities named &amp;quot;&amp;lt;entity name&amp;gt;&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;the name of the entity&#039;s prototype&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These three commands are used to filter out entities by different parameters, usually as part of a follow-up command like &amp;lt;code&amp;gt;scale:set&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;replace&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt;. As a rule of thumb, you&#039;ll use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; to find specific named entities (&amp;lt;code&amp;gt;entities named &amp;quot;Urist McRat&amp;quot;&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; to find all of a specific type of entity (&amp;lt;code&amp;gt;entities prototyped MobRodentia&amp;lt;/code&amp;gt;), and &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt; to ensure you&#039;re only targeting exactly one unique creatures (&amp;lt;code&amp;gt;ent 2108078&amp;lt;/code&amp;gt;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; can lead to accidentally targeting multiple entities. You can check by just running the basic &amp;lt;code&amp;gt;entities named &amp;quot;&amp;lt;entity name&amp;gt;&amp;quot;&amp;lt;/code&amp;gt; command first to see what it&#039;s filtering to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping. for this command if you&#039;re trying to find a specific named creature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity id&amp;gt; scale:set [1,1]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resizes the creature&#039;s x,y dimensions. Change the values to stretch it out. You can use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; for this command, too, if you want to rescale multiple entities at once, but be careful!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity id&amp;gt; scale:multiply 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resizes the creature&#039;s scale by a multiplier. So, 0.5 will resize it to half its &#039;&#039;&#039;current&#039;&#039;&#039; size, while 2 will set it back to the way it was before. As before, you can use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; for this command, too, if you want to rescale multiple entities at once, but be careful!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
Maps and grids are distinct. [https://docs.spacestation14.com/en/space-station-14/mapping/guides/general-guide.html Wizden&#039;s mapping guide] has a decent explanation for the differences. &lt;br /&gt;
&lt;br /&gt;
When choosing a map ID for creating a new map, you must pick one that is not already in use. It is also convenient to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting F3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsmap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsgrid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all existing maps and all existing grids, respectively, as well as information about them. The former is useful for knowing which map IDs are unused and the latter is useful when placing tiles into free space to ensure you are making a single grid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmmap &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmgrid &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deletes the specified map or grid. Useful for removing excessive visiting shuttles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently. &#039;&#039;&#039;May not work?&#039;&#039;&#039;&#039;&#039; &amp;lt;code&amp;gt;delayroundend&amp;lt;/code&amp;gt; &#039;&#039;is a valid but messy substitute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;new map id&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map at the specified map ID. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadmap &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an uninitialized map from disk with the specified map ID. Use this or&#039;&#039;  &amp;lt;code&amp;gt;mapping&amp;lt;/code&amp;gt; &#039;&#039;to continue work on an existing map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapping &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; &amp;lt;isGrid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map with the specified map ID, assuming one does not already exist.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;is optional, leave blank if you want to start on an empty map.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;isGrid&#039;&#039;&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt; &#039;&#039;is optional; set to true if you want to load a grid file instead. Will run&#039;&#039; &amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&#039;&#039;, use&#039;&#039; &amp;lt;code&amp;gt;loadmap&amp;lt;/code&amp;gt; &#039;&#039;to skip this when loading an existing map, and both&#039;&#039; &amp;lt;code&amp;gt;addmap &amp;lt;map id&amp;gt; &amp;lt;true&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;and&#039;&#039; &amp;lt;code&amp;gt;loadgrid &amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; to skip this when loading an existing grid&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgamemap &amp;lt;mapid&amp;gt; &amp;lt;gamemap&amp;gt; [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; [&amp;lt;name&amp;gt;]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an initialized game map from the map&#039;s prototype name instead of from the file. This means that it should apply all components that exist in the map prototype to the map; &#039;&#039;&#039;do not use this for mapping.&#039;&#039;&#039; It is best served for curator activity or testing map changes, but be mindful of server performance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listgamemaps&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all maps that can be used for&#039;&#039; &amp;lt;code&amp;gt;loadgamemap&amp;lt;/code&amp;gt; &#039;&#039;and the associated names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapinit &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initializes the selected map; this will make it behave as it usually does during play. &#039;&#039;&#039;Once you do this, you can no longer save the map.&#039;&#039;&#039; Be sure to save before testing, or test your saved changes in a different map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Commands Before Saving Your Map ====&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped PowerCableHV replace PowerCableHV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Removes and then replaces high-voltage cables. In order, you&#039;ll run this, then PowerCableMV, then PowerCableLV. This causes the wires to render above disposal pipes, which is extremely helpful. Theoretically, this can be done on pipes, but it&#039;s really finicky and probably not worth the fuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;colornetwork [entity ID] Pipe [#color hex]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Colors the atmos pipes that are connected to the target entity. Waste is #FF1212FF (red), Distro is #0335FCFF (blue), Air is #03FCD3FF (cyan), and Mix is #947507FF (brown). The first two are the ones you&#039;ll probably use this for. I usually do the others by hand. I like to paint the Vox Box nitrogen canister pipes green, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the atmos for each tile of the grid, using the default air mix or the mix specified by atmos markers on that tile. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;variantize &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Randomizes the variant of any tiles that have them. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tilewalls &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces any tiles under walls with hull plating. If no grid ID is given then it will use the grid you are on. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This will replace tiles under asteroid blocks with hull plating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixrotations&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This one can be a bit buggy. We currently know it messes with directional curtains, vox vents/scrubbers, and fire extinguisher cabinets, at the very least.  Double-check those before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savemap &amp;lt;map ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a map to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a grid to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, include your username.&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20646</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20646"/>
		<updated>2025-12-19T20:13:10Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Extending the Round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar game.round_restart_time &amp;lt;number of seconds&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messing With Entities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities named &amp;quot;&amp;lt;entity name&amp;gt;&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;the name of the entity&#039;s prototype&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These three commands are used to filter out entities by different parameters, usually as part of a follow-up command like &amp;lt;code&amp;gt;scale:set&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;replace&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt;. As a rule of thumb, you&#039;ll use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; to find specific named entities (&amp;lt;code&amp;gt;entities named &amp;quot;Urist McRat&amp;quot;&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; to find all of a specific type of entity (&amp;lt;code&amp;gt;entities prototyped MobRodentia&amp;lt;/code&amp;gt;), and &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt; to ensure you&#039;re only targeting exactly one unique creatures (&amp;lt;code&amp;gt;ent 2108078&amp;lt;/code&amp;gt;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping. for this command if you&#039;re trying to find a specific named creature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity id&amp;gt; scale:set [1,1]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resizes the creature&#039;s x,y dimensions. Change the values to stretch it out. You can use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; for this command, too, if you want to rescale multiple entities at once, but be careful!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity id&amp;gt; scale:multiply 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resizes the creature&#039;s scale by a multiplier. So, 0.5 will resize it to half its &#039;&#039;&#039;current&#039;&#039;&#039; size, while 2 will set it back to the way it was before. As before, you can use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; for this command, too, if you want to rescale multiple entities at once, but be careful!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
Maps and grids are distinct. [https://docs.spacestation14.com/en/space-station-14/mapping/guides/general-guide.html Wizden&#039;s mapping guide] has a decent explanation for the differences. &lt;br /&gt;
&lt;br /&gt;
When choosing a map ID for creating a new map, you must pick one that is not already in use. It is also convenient to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting F3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsmap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsgrid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all existing maps and all existing grids, respectively, as well as information about them. The former is useful for knowing which map IDs are unused and the latter is useful when placing tiles into free space to ensure you are making a single grid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmmap &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmgrid &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deletes the specified map or grid. Useful for removing excessive visiting shuttles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently. &#039;&#039;&#039;May not work?&#039;&#039;&#039;&#039;&#039; &amp;lt;code&amp;gt;delayroundend&amp;lt;/code&amp;gt; &#039;&#039;is a valid but messy substitute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;new map id&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map at the specified map ID. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadmap &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an uninitialized map from disk with the specified map ID. Use this or&#039;&#039;  &amp;lt;code&amp;gt;mapping&amp;lt;/code&amp;gt; &#039;&#039;to continue work on an existing map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapping &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; &amp;lt;isGrid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map with the specified map ID, assuming one does not already exist.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;is optional, leave blank if you want to start on an empty map.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;isGrid&#039;&#039;&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt; &#039;&#039;is optional; set to true if you want to load a grid file instead. Will run&#039;&#039; &amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&#039;&#039;, use&#039;&#039; &amp;lt;code&amp;gt;loadmap&amp;lt;/code&amp;gt; &#039;&#039;to skip this when loading an existing map, and both&#039;&#039; &amp;lt;code&amp;gt;addmap &amp;lt;map id&amp;gt; &amp;lt;true&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;and&#039;&#039; &amp;lt;code&amp;gt;loadgrid &amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; to skip this when loading an existing grid&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgamemap &amp;lt;mapid&amp;gt; &amp;lt;gamemap&amp;gt; [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; [&amp;lt;name&amp;gt;]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an initialized game map from the map&#039;s prototype name instead of from the file. This means that it should apply all components that exist in the map prototype to the map; &#039;&#039;&#039;do not use this for mapping.&#039;&#039;&#039; It is best served for curator activity or testing map changes, but be mindful of server performance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listgamemaps&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all maps that can be used for&#039;&#039; &amp;lt;code&amp;gt;loadgamemap&amp;lt;/code&amp;gt; &#039;&#039;and the associated names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapinit &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initializes the selected map; this will make it behave as it usually does during play. &#039;&#039;&#039;Once you do this, you can no longer save the map.&#039;&#039;&#039; Be sure to save before testing, or test your saved changes in a different map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Commands Before Saving Your Map ====&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped PowerCableHV replace PowerCableHV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Removes and then replaces high-voltage cables. In order, you&#039;ll run this, then PowerCableMV, then PowerCableLV. This causes the wires to render above disposal pipes, which is extremely helpful. Theoretically, this can be done on pipes, but it&#039;s really finicky and probably not worth the fuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;colornetwork [entity ID] Pipe [#color hex]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Colors the atmos pipes that are connected to the target entity. Waste is #FF1212FF (red), Distro is #0335FCFF (blue), Air is #03FCD3FF (cyan), and Mix is #947507FF (brown). The first two are the ones you&#039;ll probably use this for. I usually do the others by hand. I like to paint the Vox Box nitrogen canister pipes green, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the atmos for each tile of the grid, using the default air mix or the mix specified by atmos markers on that tile. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;variantize &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Randomizes the variant of any tiles that have them. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tilewalls &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces any tiles under walls with hull plating. If no grid ID is given then it will use the grid you are on. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This will replace tiles under asteroid blocks with hull plating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixrotations&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This one can be a bit buggy. We currently know it messes with directional curtains, vox vents/scrubbers, and fire extinguisher cabinets, at the very least.  Double-check those before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savemap &amp;lt;map ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a map to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a grid to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, include your username.&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20645</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20645"/>
		<updated>2025-12-19T20:09:39Z</updated>

		<summary type="html">&lt;p&gt;Cattail: added scaling stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Extending the Round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar game.round_restart_time &amp;lt;number of seconds&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messing With Entities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities named &amp;quot;&amp;lt;entity name&amp;gt;&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;the name of the entity&#039;s prototype&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These three commands are used to filter out entities by different parameters, usually as part of a follow-up command like &amp;lt;code&amp;gt;scale:set&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;replace&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;remove&amp;lt;/code&amp;gt;. As a rule of thumb, you&#039;ll use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; to find specific named entities (&amp;lt;code&amp;gt;entities named &amp;quot;Urist McRat&amp;quot;&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; to find all of a specific type of entity (&amp;lt;code&amp;gt;entities prototyped MobRodentia&amp;lt;/code&amp;gt;), and &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt; to ensure you&#039;re only targeting exactly one unique creatures (&amp;lt;code&amp;gt;ent 2108078&amp;lt;/code&amp;gt;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping. for this command if you&#039;re trying to find a specific named creature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity id&amp;gt; scale:set [1,1]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resizes the creature&#039;s x,y dimensions. Change the values to stretch it out. You can use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; for this command, too, if you want to rescale multiple entities at once, but be careful!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ent &amp;lt;entity id&amp;gt; scale:multiply 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resizes the creature&#039;s scale by a multiplier. So, 0.5 will resize it to half its &#039;&#039;&#039;current&#039;&#039;&#039; size, while 2 will set it back to the way it was before. As before, you can use &amp;lt;code&amp;gt;entities named&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;entities prototyped&amp;lt;/code&amp;gt; for this command, too, if you want to rescale multiple entities at once, but be careful!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
Maps and grids are distinct. [https://docs.spacestation14.com/en/space-station-14/mapping/guides/general-guide.html Wizden&#039;s mapping guide] has a decent explanation for the differences. &lt;br /&gt;
&lt;br /&gt;
When choosing a map ID for creating a new map, you must pick one that is not already in use. It is also convenient to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting F3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsmap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsgrid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all existing maps and all existing grids, respectively, as well as information about them. The former is useful for knowing which map IDs are unused and the latter is useful when placing tiles into free space to ensure you are making a single grid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmmap &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmgrid &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deletes the specified map or grid. Useful for removing excessive visiting shuttles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently. &#039;&#039;&#039;May not work?&#039;&#039;&#039;&#039;&#039; &amp;lt;code&amp;gt;delayroundend&amp;lt;/code&amp;gt; &#039;&#039;is a valid but messy substitute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;new map id&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map at the specified map ID. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadmap &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an uninitialized map from disk with the specified map ID. Use this or&#039;&#039;  &amp;lt;code&amp;gt;mapping&amp;lt;/code&amp;gt; &#039;&#039;to continue work on an existing map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapping &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; &amp;lt;isGrid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map with the specified map ID, assuming one does not already exist.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;is optional, leave blank if you want to start on an empty map.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;isGrid&#039;&#039;&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt; &#039;&#039;is optional; set to true if you want to load a grid file instead. Will run&#039;&#039; &amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&#039;&#039;, use&#039;&#039; &amp;lt;code&amp;gt;loadmap&amp;lt;/code&amp;gt; &#039;&#039;to skip this when loading an existing map, and both&#039;&#039; &amp;lt;code&amp;gt;addmap &amp;lt;map id&amp;gt; &amp;lt;true&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;and&#039;&#039; &amp;lt;code&amp;gt;loadgrid &amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; to skip this when loading an existing grid&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgamemap &amp;lt;mapid&amp;gt; &amp;lt;gamemap&amp;gt; [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; [&amp;lt;name&amp;gt;]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an initialized game map from the map&#039;s prototype name instead of from the file. This means that it should apply all components that exist in the map prototype to the map; &#039;&#039;&#039;do not use this for mapping.&#039;&#039;&#039; It is best served for curator activity or testing map changes, but be mindful of server performance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listgamemaps&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all maps that can be used for&#039;&#039; &amp;lt;code&amp;gt;loadgamemap&amp;lt;/code&amp;gt; &#039;&#039;and the associated names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapinit &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initializes the selected map; this will make it behave as it usually does during play. &#039;&#039;&#039;Once you do this, you can no longer save the map.&#039;&#039;&#039; Be sure to save before testing, or test your saved changes in a different map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Commands Before Saving Your Map ====&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped PowerCableHV replace PowerCableHV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Removes and then replaces high-voltage cables. In order, you&#039;ll run this, then PowerCableMV, then PowerCableLV. This causes the wires to render above disposal pipes, which is extremely helpful. Theoretically, this can be done on pipes, but it&#039;s really finicky and probably not worth the fuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;colornetwork [entity ID] Pipe [#color hex]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Colors the atmos pipes that are connected to the target entity. Waste is #FF1212FF (red), Distro is #0335FCFF (blue), Air is #03FCD3FF (cyan), and Mix is #947507FF (brown). The first two are the ones you&#039;ll probably use this for. I usually do the others by hand. I like to paint the Vox Box nitrogen canister pipes green, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the atmos for each tile of the grid, using the default air mix or the mix specified by atmos markers on that tile. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;variantize &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Randomizes the variant of any tiles that have them. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tilewalls &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces any tiles under walls with hull plating. If no grid ID is given then it will use the grid you are on. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This will replace tiles under asteroid blocks with hull plating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixrotations&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This one can be a bit buggy. We currently know it messes with directional curtains, vox vents/scrubbers, and fire extinguisher cabinets, at the very least.  Double-check those before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savemap &amp;lt;map ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a map to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a grid to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, include your username.&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20644</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20644"/>
		<updated>2025-12-03T05:37:00Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar game.round_restart_time &amp;lt;number of seconds&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
Maps and grids are distinct. [https://docs.spacestation14.com/en/space-station-14/mapping/guides/general-guide.html Wizden&#039;s mapping guide] has a decent explanation for the differences. &lt;br /&gt;
&lt;br /&gt;
When choosing a map ID for creating a new map, you must pick one that is not already in use. It is also convenient to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting F3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsmap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsgrid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all existing maps and all existing grids, respectively, as well as information about them. The former is useful for knowing which map IDs are unused and the latter is useful when placing tiles into free space to ensure you are making a single grid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmmap &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmgrid &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deletes the specified map or grid. Useful for removing excessive visiting shuttles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently. &#039;&#039;&#039;May not work?&#039;&#039;&#039;&#039;&#039; &amp;lt;code&amp;gt;delayroundend&amp;lt;/code&amp;gt; &#039;&#039;is a valid but messy substitute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;new map id&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map at the specified map ID. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadmap &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an uninitialized map from disk with the specified map ID. Use this or&#039;&#039;  &amp;lt;code&amp;gt;mapping&amp;lt;/code&amp;gt; &#039;&#039;to continue work on an existing map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapping &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; &amp;lt;isGrid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map with the specified map ID, assuming one does not already exist.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;is optional, leave blank if you want to start on an empty map.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;isGrid&#039;&#039;&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt; &#039;&#039;is optional; set to true if you want to load a grid file instead. Will run&#039;&#039; &amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&#039;&#039;, use&#039;&#039; &amp;lt;code&amp;gt;loadmap&amp;lt;/code&amp;gt; &#039;&#039;to skip this when loading an existing map, and both&#039;&#039; &amp;lt;code&amp;gt;addmap &amp;lt;map id&amp;gt; &amp;lt;true&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;and&#039;&#039; &amp;lt;code&amp;gt;loadgrid &amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; to skip this when loading an existing grid&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgamemap &amp;lt;mapid&amp;gt; &amp;lt;gamemap&amp;gt; [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; [&amp;lt;name&amp;gt;]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an initialized game map from the map&#039;s prototype name instead of from the file. This means that it should apply all components that exist in the map prototype to the map; &#039;&#039;&#039;do not use this for mapping.&#039;&#039;&#039; It is best served for curator activity or testing map changes, but be mindful of server performance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listgamemaps&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all maps that can be used for&#039;&#039; &amp;lt;code&amp;gt;loadgamemap&amp;lt;/code&amp;gt; &#039;&#039;and the associated names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapinit &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initializes the selected map; this will make it behave as it usually does during play. &#039;&#039;&#039;Once you do this, you can no longer save the map.&#039;&#039;&#039; Be sure to save before testing, or test your saved changes in a different map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Commands Before Saving Your Map ====&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped PowerCableHV replace PowerCableHV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Removes and then replaces high-voltage cables. In order, you&#039;ll run this, then PowerCableMV, then PowerCableLV. This causes the wires to render above disposal pipes, which is extremely helpful. Theoretically, this can be done on pipes, but it&#039;s really finicky and probably not worth the fuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;colornetwork [entity ID] Pipe [#color hex]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Colors the atmos pipes that are connected to the target entity. Waste is #FF1212FF (red), Distro is #0335FCFF (blue), Air is #03FCD3FF (cyan), and Mix is #947507FF (brown). The first two are the ones you&#039;ll probably use this for. I usually do the others by hand. I like to paint the Vox Box nitrogen canister pipes green, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the atmos for each tile of the grid, using the default air mix or the mix specified by atmos markers on that tile. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;variantize &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Randomizes the variant of any tiles that have them. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tilewalls &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces any tiles under walls with hull plating. If no grid ID is given then it will use the grid you are on. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This will replace tiles under asteroid blocks with hull plating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixrotations&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This one can be a bit buggy. We currently know it messes with directional curtains, vox vents/scrubbers, and fire extinguisher cabinets, at the very least.  Double-check those before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savemap &amp;lt;map ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a map to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; /&amp;lt;file path&amp;gt;.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a grid to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, include your username.&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20638</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20638"/>
		<updated>2025-09-19T23:07:54Z</updated>

		<summary type="html">&lt;p&gt;Cattail: fixed round restart timer command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar game.round_restart_time &amp;lt;number of seconds&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
Maps and grids are distinct. [https://docs.spacestation14.com/en/space-station-14/mapping/guides/general-guide.html Wizden&#039;s mapping guide] has a decent explanation for the differences. &lt;br /&gt;
&lt;br /&gt;
When choosing a map ID for creating a new map, you must pick one that is not already in use. It is also convenient to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting F3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsmap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsgrid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all existing maps and all existing grids, respectively, as well as information about them. The former is useful for knowing which map IDs are unused and the latter is useful when placing tiles into free space to ensure you are making a single grid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmmap &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmgrid &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deletes the specified map or grid. Useful for removing excessive visiting shuttles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently. &#039;&#039;&#039;May not work?&#039;&#039;&#039;&#039;&#039; &amp;lt;code&amp;gt;delayroundend&amp;lt;/code&amp;gt; &#039;&#039;is a valid but messy substitute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;new map id&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map at the specified map ID. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadmap &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an uninitialized map from disk with the specified map ID. Use this or&#039;&#039;  &amp;lt;code&amp;gt;mapping&amp;lt;/code&amp;gt; &#039;&#039;to continue work on an existing map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapping &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; &amp;lt;isGrid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map with the specified map ID, assuming one does not already exist.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;is optional, leave blank if you want to start on an empty map.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;isGrid&#039;&#039;&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt; &#039;&#039;is optional; set to true if you want to load a grid file instead. Will run&#039;&#039; &amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&#039;&#039;, use&#039;&#039; &amp;lt;code&amp;gt;loadmap&amp;lt;/code&amp;gt; &#039;&#039;to skip this when loading an existing map, and both&#039;&#039; &amp;lt;code&amp;gt;addmap &amp;lt;map id&amp;gt; &amp;lt;true&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;and&#039;&#039; &amp;lt;code&amp;gt;loadgrid &amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; to skip this when loading an existing grid&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgamemap &amp;lt;mapid&amp;gt; &amp;lt;gamemap&amp;gt; [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; [&amp;lt;name&amp;gt;]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an initialized game map from the map&#039;s prototype name instead of from the file. This means that it should apply all components that exist in the map prototype to the map; &#039;&#039;&#039;do not use this for mapping.&#039;&#039;&#039; It is best served for curator activity or testing map changes, but be mindful of server performance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listgamemaps&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all maps that can be used for&#039;&#039; &amp;lt;code&amp;gt;loadgamemap&amp;lt;/code&amp;gt; &#039;&#039;and the associated names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapinit &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initializes the selected map; this will make it behave as it usually does during play. &#039;&#039;&#039;Once you do this, you can no longer save the map.&#039;&#039;&#039; Be sure to save before testing, or test your saved changes in a different map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Commands Before Saving Your Map ====&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped PowerCableHV replace PowerCableHV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Removes and then replaces high-voltage cables. In order, you&#039;ll run this, then PowerCableMV, then PowerCableLV. This causes the wires to render above disposal pipes, which is extremely helpful. Theoretically, this can be done on pipes, but it&#039;s really finicky and probably not worth the fuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;colornetwork [entity ID] Pipe [#color hex]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Colors the atmos pipes that are connected to the target entity. Waste is #FF1212FF (red), Distro is #0335FCFF (blue), Air is #03FCD3FF (cyan), and Mix is #947507FF (brown). The first two are the ones you&#039;ll probably use this for. I usually do the others by hand. I like to paint the Vox Box nitrogen canister pipes green, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the atmos for each tile of the grid, using the default air mix or the mix specified by atmos markers on that tile. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;variantize &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Randomizes the variant of any tiles that have them. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tilewalls &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces any tiles under walls with hull plating. If no grid ID is given then it will use the grid you are on. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This will replace tiles under asteroid blocks with hull plating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixrotations&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This one can be a bit buggy. We currently know it messes with directional curtains, vox vents/scrubbers, and fire extinguisher cabinets, at the very least.  Double-check those before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savemap &amp;lt;map ID&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a map to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a grid to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, include your username.&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20637</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20637"/>
		<updated>2025-09-17T00:12:57Z</updated>

		<summary type="html">&lt;p&gt;Cattail: added some warnings and more useful mapping commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar update.restart_delay &amp;lt;number&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Defaults to 20. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
Maps and grids are distinct. [https://docs.spacestation14.com/en/space-station-14/mapping/guides/general-guide.html Wizden&#039;s mapping guide] has a decent explanation for the differences. &lt;br /&gt;
&lt;br /&gt;
When choosing a map ID for creating a new map, you must pick one that is not already in use. It is also convenient to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting F3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsmap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsgrid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all existing maps and all existing grids, respectively, as well as information about them. The former is useful for knowing which map IDs are unused and the latter is useful when placing tiles into free space to ensure you are making a single grid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmmap &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmgrid &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deletes the specified map or grid. Useful for removing excessive visiting shuttles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently. &#039;&#039;&#039;May not work?&#039;&#039;&#039;&#039;&#039; &amp;lt;code&amp;gt;delayroundend&amp;lt;/code&amp;gt; &#039;&#039;is a valid but messy substitute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;new map id&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map at the specified map ID. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadmap &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an uninitialized map from disk with the specified map ID. Use this or&#039;&#039;  &amp;lt;code&amp;gt;mapping&amp;lt;/code&amp;gt; &#039;&#039;to continue work on an existing map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapping &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; &amp;lt;isGrid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map with the specified map ID, assuming one does not already exist.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;is optional, leave blank if you want to start on an empty map.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;isGrid&#039;&#039;&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt; &#039;&#039;is optional; set to true if you want to load a grid file instead. Will run&#039;&#039; &amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&#039;&#039;, use&#039;&#039; &amp;lt;code&amp;gt;loadmap&amp;lt;/code&amp;gt; &#039;&#039;to skip this when loading an existing map, and both&#039;&#039; &amp;lt;code&amp;gt;addmap &amp;lt;map id&amp;gt; &amp;lt;true&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;and&#039;&#039; &amp;lt;code&amp;gt;loadgrid &amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; to skip this when loading an existing grid&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgamemap &amp;lt;mapid&amp;gt; &amp;lt;gamemap&amp;gt; [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; [&amp;lt;name&amp;gt;]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an initialized game map from the map&#039;s prototype name instead of from the file. This means that it should apply all components that exist in the map prototype to the map; &#039;&#039;&#039;do not use this for mapping.&#039;&#039;&#039; It is best served for curator activity or testing map changes, but be mindful of server performance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listgamemaps&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all maps that can be used for&#039;&#039; &amp;lt;code&amp;gt;loadgamemap&amp;lt;/code&amp;gt; &#039;&#039;and the associated names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapinit &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initializes the selected map; this will make it behave as it usually does during play. &#039;&#039;&#039;Once you do this, you can no longer save the map.&#039;&#039;&#039; Be sure to save before testing, or test your saved changes in a different map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Commands Before Saving Your Map ====&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped PowerCableHV replace PowerCableHV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Removes and then replaces high-voltage cables. In order, you&#039;ll run this, then PowerCableMV, then PowerCableLV. This causes the wires to render above disposal pipes, which is extremely helpful. Theoretically, this can be done on pipes, but it&#039;s really finicky and probably not worth the fuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;colornetwork [entity ID] Pipe [#color hex]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Colors the atmos pipes that are connected to the target entity. Waste is #FF1212FF (red), Distro is #0335FCFF (blue), Air is #03FCD3FF (cyan), and Mix is #947507FF (brown). The first two are the ones you&#039;ll probably use this for. I usually do the others by hand. I like to paint the Vox Box nitrogen canister pipes green, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the atmos for each tile of the grid, using the default air mix or the mix specified by atmos markers on that tile. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;variantize &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Randomizes the variant of any tiles that have them. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tilewalls &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces any tiles under walls with hull plating. If no grid ID is given then it will use the grid you are on. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This will replace tiles under asteroid blocks with hull plating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixrotations&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This one can be a bit buggy. We currently know it messes with directional curtains, vox vents/scrubbers, and fire extinguisher cabinets, at the very least.  Double-check those before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savemap &amp;lt;map ID&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a map to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a grid to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, include your username.&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20636</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20636"/>
		<updated>2025-09-17T00:03:05Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar update.restart_delay &amp;lt;number&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Defaults to 20. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
Maps and grids are distinct. [https://docs.spacestation14.com/en/space-station-14/mapping/guides/general-guide.html Wizden&#039;s mapping guide] has a decent explanation for the differences. &lt;br /&gt;
&lt;br /&gt;
When choosing a map ID for creating a new map, you must pick one that is not already in use. It is also convenient to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting F3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsmap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lsgrid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all existing maps and all existing grids, respectively, as well as information about them. The former is useful for knowing which map IDs are unused and the latter is useful when placing tiles into free space to ensure you are making a single grid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmmap &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rmgrid &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deletes the specified map or grid. Useful for removing excessive visiting shuttles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently. &#039;&#039;&#039;May not work?&#039;&#039;&#039;&#039;&#039; &amp;lt;code&amp;gt;delayroundend&amp;lt;/code&amp;gt; &#039;&#039;is a valid but messy substitute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;new map id&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map at the specified map ID. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadmap &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an uninitialized map from disk with the specified map ID. Use this or&#039;&#039;  &amp;lt;code&amp;gt;mapping&amp;lt;/code&amp;gt; &#039;&#039;to continue work on an existing map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapping &amp;lt;new map id&amp;gt; &amp;lt;file path&amp;gt; &amp;lt;isGrid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized map with the specified map ID, assuming one does not already exist.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;is optional, leave blank if you want to start on an empty map.&#039;&#039; &amp;lt;code&amp;gt;&amp;lt;isGrid&#039;&#039;&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt; &#039;&#039;is optional; set to true if you want to load a grid file instead. Will run&#039;&#039; &amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&#039;&#039;, use&#039;&#039; &amp;lt;code&amp;gt;loadmap&amp;lt;/code&amp;gt; &#039;&#039;to skip this when loading an existing map, and both&#039;&#039; &amp;lt;code&amp;gt;addmap &amp;lt;map id&amp;gt; &amp;lt;true&amp;gt;&amp;lt;/code&amp;gt; &#039;&#039;and&#039;&#039; &amp;lt;code&amp;gt;loadgrid &amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt; to skip this when loading an existing grid&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgamemap &amp;lt;mapid&amp;gt; &amp;lt;gamemap&amp;gt; [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; [&amp;lt;name&amp;gt;]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads an initialized game map from the map&#039;s prototype name instead of from the file. This means that it should apply all components that exist in the map prototype to the map; &#039;&#039;&#039;do not use this for mapping.&#039;&#039;&#039; It is best served for curator activity or testing map changes, but be mindful of server performance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listgamemaps&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Provides a list of all maps that can be used for&#039;&#039; &amp;lt;code&amp;gt;loadgamemap&amp;lt;/code&amp;gt; &#039;&#039;and the associated names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mapinit &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initializes the selected map; this will make it behave as it usually does during play. &#039;&#039;&#039;Once you do this, you can no longer save the map.&#039;&#039;&#039; Be sure to save before testing, or test your saved changes in a different map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the atmos for each tile of the grid, using the default air mix or the mix specified by atmos markers on that tile. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;variantize &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Randomizes the variant of any tiles that have them. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tilewalls &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces any tiles under walls with hull plating. If no grid ID is given then it will use the grid you are on. Run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This will replace tiles under asteroid blocks with hull plating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixrotations&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This one can be a bit buggy. We currently know it messes with directional curtains, vox vents/scrubbers, and fire extinguisher cabinets, at the very least.  Double-check those before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savemap &amp;lt;map ID&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a map to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; &amp;lt;file path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves a grid to the specified location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, include your username.&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20633</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20633"/>
		<updated>2025-09-09T18:43:34Z</updated>

		<summary type="html">&lt;p&gt;Cattail: added some commands for finding and replacing entities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar update.restart_delay &amp;lt;number&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer for restarting the round, thus delaying Round End. Defaults to 20. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; visualize&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shows you all entities of the chosen prototype in the game and lets you teleport to them. Useful for stuff like hostile mob spawns as well as mapping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;entities prototyped &amp;lt;prototype id&amp;gt; replace &amp;lt;prototype id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;number of your choosing not yet in use&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized mapping layer at the given id. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the grid&#039;s atmos to &amp;quot;default&amp;quot;. Important to remember if you&#039;ve made any major changes! Just always run this command before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; &amp;lt;file Path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, try to include your username.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting f3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20625</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20625"/>
		<updated>2025-09-02T05:37:47Z</updated>

		<summary type="html">&lt;p&gt;Cattail: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
* Subtle Message puts the message in the chatbox with a &amp;quot;you hear a voice&amp;quot; popup. Popup Message puts the message directly on their screen.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar update.restart_delay &amp;lt;number&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer to restart the round. Defaults to 20. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;number of your choosing not yet in use&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized mapping layer at the given id. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the grid&#039;s atmos to &amp;quot;default&amp;quot;. Important to remember if you&#039;ve made any major changes! Just always run this command before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; &amp;lt;file Path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, try to include your username.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting f3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20624</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20624"/>
		<updated>2025-09-02T05:11:50Z</updated>

		<summary type="html">&lt;p&gt;Cattail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;bool&amp;quot; means you need to input either &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;&lt;br /&gt;
* Find entity IDs by right-clicking. Find map IDs by inputing the &amp;quot;loc&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar update.restart_delay &amp;lt;number&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer to restart the round. Defaults to 20. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;number of your choosing not yet in use&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized mapping layer at the given id. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the grid&#039;s atmos to &amp;quot;default&amp;quot;. Important to remember if you&#039;ve made any major changes! Just always run this command before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; &amp;lt;file Path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, try to include your username.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting f3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules &amp;amp; Events ===&lt;br /&gt;
&#039;&#039;&#039;Mail&#039;&#039;&#039;&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Station&#039;&#039;&#039; &#039;&#039;&#039;Blizzards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setmapatmos &amp;lt;map ID&amp;gt; false 190 82.10 21.80&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly lowers Glacier&#039;s temperature to dangerous levels for everything, including penguins and crew in coats. It will take time for the cold air to fill the map. &#039;&#039;&#039;Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;False&amp;quot; means it won&#039;t be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;weather &amp;lt;map ID&amp;gt; &amp;lt;SnowfallLight OR SnowfallMedium OR SnowfallHeavy&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamerules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule &amp;lt;target gamerule&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some common examples are included below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleMeteorSwarmSmall&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GameRuleSpaceDustMinorStarcup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SlimesSpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule PowerGridCheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule Thief&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule AnomalySpawn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule SolarFlare&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule VentClog&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addgamerule GasLeak&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20623</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20623"/>
		<updated>2025-08-31T19:15:35Z</updated>

		<summary type="html">&lt;p&gt;Cattail: added a bunch of commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&amp;lt;code&amp;gt;list &amp;lt;keyword&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;command&amp;gt; help&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useful for figuring out how a command works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;golobby&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ends the round and brings everyone back to the lobby instantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;callshuttle&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;recallshuttle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calls the shuttle or recalls it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar update.restart_delay &amp;lt;number&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Changes the EOR timer to restart the round. Defaults to 20. Must be used before round ends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mapping Commands ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt; cvar shuttle.auto_call_time 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prevents the emergency shuttle from being called at all, thus extending the round permanently.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addmap &amp;lt;number of your choosing not yet in use&amp;gt; &amp;lt;true OR leave blank&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creates a new uninitialized mapping layer at the given id. You will want to say &amp;quot;true&amp;quot; if you want to save your work after and have it behave. If you want to add an initialized map for testing, just leave the bool blank.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadgrid &amp;lt;nowiki&amp;gt;&amp;lt;map id&amp;gt; &amp;lt;file path&amp;gt; [x y]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Loads the desired file&#039;s grid onto the selected map at the coordinates given.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tp [x y] &amp;lt;map ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports you to the coordinates on that map. Remember to &amp;lt;code&amp;gt;aghost&amp;lt;/code&amp;gt; before teleporting to an uninitialized map, or you&#039;ll get stuck and have to teleport back out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mappingclientsidesetup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;fixgridatmos &amp;lt;grid ID&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sets the grid&#039;s atmos to &amp;quot;default&amp;quot;. Important to remember if you&#039;ve made any major changes! Just always run this command before saving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;savegrid &amp;lt;grid ID&amp;gt; &amp;lt;file Path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re saving on our server, such as during a mapping jam, try to include your username.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gets you basic info on your location, including grid ID (which you can also get by hitting f3).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sending Mail ===&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&amp;lt;/syntaxhighlight&amp;gt;&#039;&#039;The contents of &amp;lt;syntaxhighlight inline=&amp;quot;&amp;quot;&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope. As a reminder, a &amp;quot;bool&amp;quot; requires a true or false. Priority mail should be warned about over Announcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mail satchel&#039;s examine text gives an incorrect id for the satchel. Sorry about that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mailnow&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it&#039;s turned on!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Setting Gamemode/Map ===&lt;br /&gt;
&amp;lt;code&amp;gt;setgamepreset &amp;lt;gamemode name&amp;gt; &amp;lt;number of rounds you want this gamemode to play for, leave empty for 1&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what&#039;s going to happen and plan to micromanage it, but still want people to have a heads-up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;forcemap &amp;lt;map name OR &amp;quot;&amp;quot; to clear it&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Helping and Harming Players ===&lt;br /&gt;
&amp;lt;code&amp;gt;tpto &amp;lt;destination playername&amp;gt; &amp;lt;target playername&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;damage &amp;lt;type/group&amp;gt; &amp;lt;amount, can be negative&amp;gt; &amp;lt;bool ignoreResistances&amp;gt; &amp;lt;target uid&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damages (&#039;&#039;&#039;or heals&#039;&#039;&#039;) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I&#039;m doing spooky stuff. Remember that slash and pierce will inflict bleed as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20621</id>
		<title>Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin&amp;diff=20621"/>
		<updated>2025-08-22T20:50:29Z</updated>

		<summary type="html">&lt;p&gt;Cattail: added a nonexhaustive list of nondisruptive actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a collection of relevant resources for admin tools and processes.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands ==&lt;br /&gt;
=== Adjusting Job Slots ===&lt;br /&gt;
&amp;lt;syntaxhighlight inline&amp;gt;&lt;br /&gt;
stations:get jobs:job Courier jobs:set 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sending Mail ===&lt;br /&gt;
The contents of &amp;lt;syntaxhighlight inline&amp;gt;&amp;lt;container uid&amp;gt;&amp;lt;/syntaxhighlight&amp;gt; (but &#039;&#039;&#039;not&#039;&#039;&#039; the container itself) will be included in the envelope.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
mailto &amp;lt;player uid&amp;gt; &amp;lt;container uid&amp;gt; &amp;lt;bool fragile&amp;gt; &amp;lt;bool priority&amp;gt; [bool large]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Disruptive Actions ==&lt;br /&gt;
Non-Disruptive Actions are curator/admin actions that do not significantly impact a shift and do not require a curator to check in with a team member. It can be good to ask the players in OOC chat, too! This is not an exhaustive list, but use your common sense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACO Assignment&#039;&#039;&#039;&lt;br /&gt;
** Prompt the crew to elect an eligible ACO, or choose one yourself if need be, then use the mailto command (see above) to mail them the ACO dispatch letter and a customized Acting Commanding Officer ID card.&lt;br /&gt;
*** The mail should be Priority, and crew should be notified it was sent.&lt;br /&gt;
**** Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.&lt;br /&gt;
* &#039;&#039;&#039;Power Supply&#039;&#039;&#039;&lt;br /&gt;
** If a crew seems to be disinclined or unable to set up a generator for their station, you may either spawn AME fuel crates on the ATS or, if the crew seems particularly overwhelmed, debug the generators (open the Admin menu, go to the Objects tab, and right-click the station).&lt;br /&gt;
*** This may be explained as &amp;quot;the previous shift generated a large surplus&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;SyndComm Correspondence&#039;&#039;&#039;&lt;br /&gt;
** Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -&amp;gt; Spawn Here, and giving yourself proper attire and access.&lt;br /&gt;
** Reply to faxes (don&#039;t forget your SyndComm stamp!).&lt;br /&gt;
** Send out announcements where prompted.&lt;br /&gt;
* &#039;&#039;&#039;Player&#039;&#039;&#039; &#039;&#039;&#039;Respawns&#039;&#039;&#039; (when it makes sense)&lt;br /&gt;
* &#039;&#039;&#039;Add Job Spawns/Slots&#039;&#039;&#039; (using the command above)&lt;br /&gt;
* &#039;&#039;&#039;Recall or Call Shuttle&#039;&#039;&#039;&lt;br /&gt;
** Using the recallshuttle and callshuttle commands. Only recall the shuttle if they&#039;re unable to recall it themselves (or it would interrupt a good scene) and their intentions are obvious. Only call the shuttle if the timer seems broken, as will happen sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Delay Round Start or Round End&#039;&#039;&#039;&lt;br /&gt;
** The delaystart (x seconds) command can be used if people need more time.&lt;br /&gt;
** The delayroundend command can only be used prior to the round ending and will force you to end the round manually when the time comes. Only use it if a round clearly needs the epilogue.&lt;br /&gt;
* &#039;&#039;&#039;Minor Player Assistance&#039;&#039;&#039;&lt;br /&gt;
** Spawn minor trinkets or items for people, like costume accessories.&lt;br /&gt;
** Drag people out of walls and the sort.&lt;br /&gt;
* &#039;&#039;&#039;Rescues&#039;&#039;&#039;&lt;br /&gt;
** Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.&lt;br /&gt;
** Use announcements to alert people to dead salvagers.&lt;br /&gt;
** Rejuvenate people only from &#039;&#039;completely&#039;&#039; unfair deaths; otherwise, just offer assistance in getting them revived.&lt;br /&gt;
* &#039;&#039;&#039;Enabling Events&#039;&#039;&#039;&lt;br /&gt;
** Approve minor acts of self-antagging, provided they have the permission of all affected parties.&lt;br /&gt;
* &#039;&#039;&#039;Bwoinking&#039;&#039;&#039;&lt;br /&gt;
** Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.&lt;br /&gt;
&lt;br /&gt;
== Admin Flags ==&lt;br /&gt;
{{/Flags}}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
	<entry>
		<id>https://wiki.starcup.cc/index.php?title=Admin/Flags&amp;diff=12352</id>
		<title>Admin/Flags</title>
		<link rel="alternate" type="text/html" href="https://wiki.starcup.cc/index.php?title=Admin/Flags&amp;diff=12352"/>
		<updated>2025-05-29T19:09:36Z</updated>

		<summary type="html">&lt;p&gt;Cattail: finished adding Admin flags, whatever these are&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admin permissions as defined in Content.Shared/Administration/AdminFlags.cs&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ AdminFlags.cs&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Admin || Basic admin verbs. || 1 &amp;lt;&amp;lt; 0&lt;br /&gt;
|-&lt;br /&gt;
| Ban || Ability to ban people. || 1 &amp;lt;&amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| Debug || Debug commands for coders. || 1 &amp;lt;&amp;lt; 2&lt;br /&gt;
|-&lt;br /&gt;
| Fun || This is stuff that trial administrators shouldn&#039;t quite have access to yet, e.g. for running events. || 1 &amp;lt;&amp;lt; 3&lt;br /&gt;
|-&lt;br /&gt;
| Permissions || Ability to edit permissions for other administrators. || 1 &amp;lt;&amp;lt; 4&lt;br /&gt;
|-&lt;br /&gt;
| Server || Ability to control the server like restart it or change the round type. || 1 &amp;lt;&amp;lt; 5&lt;br /&gt;
|-&lt;br /&gt;
| Spawn || Ability to spawn stuff in. || 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
|-&lt;br /&gt;
| VarEdit || Ability to use VV. || 1 &amp;lt;&amp;lt; 7&lt;br /&gt;
|-&lt;br /&gt;
| Mapping || Large mapping operations. || 1 &amp;lt;&amp;lt; 8&lt;br /&gt;
|-&lt;br /&gt;
| Logs || Lets you view admin logs.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 9&lt;br /&gt;
|-&lt;br /&gt;
| Round || Lets you modify the round (forcemap, loadgamemap, etc).&lt;br /&gt;
|1 &amp;lt;&amp;lt; 10&lt;br /&gt;
|-&lt;br /&gt;
| Query || Lets you use the admin help system.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 11&lt;br /&gt;
|-&lt;br /&gt;
| Adminhelp || Lets you use the admin help system.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 12&lt;br /&gt;
|-&lt;br /&gt;
| ViewNotes || Lets you view admin notes.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 13&lt;br /&gt;
|-&lt;br /&gt;
| EditNotes || Lets you create, edit and delete admin notes.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 14&lt;br /&gt;
|-&lt;br /&gt;
| MassBan || Lets you Massban, on SS14.Admin.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 15&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Allows you to remain hidden from adminwho except to other admins with this flag.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
| Adminchat || Allows you to use Admin chat.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 17&lt;br /&gt;
|-&lt;br /&gt;
| Pii || Permits the visibility of Pii in game and on SS14 Admin.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 18&lt;br /&gt;
|-&lt;br /&gt;
| Moderator || Lets you take moderator actions on the game server.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 19&lt;br /&gt;
|-&lt;br /&gt;
| AdminWho || Lets you check currently online admins.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
| NameColor || Lets you set the color of your OOC name.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 21&lt;br /&gt;
|-&lt;br /&gt;
| Whitelist || DeltaV - The ability to whitelist people. Either this permission or +BAN is required for remove.&lt;br /&gt;
|1 &amp;lt;&amp;lt; 25&lt;br /&gt;
|-&lt;br /&gt;
| Host || Dangerous host permissions like scsi.&lt;br /&gt;
|1u &amp;lt;&amp;lt; 31&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cattail</name></author>
	</entry>
</feed>