This page is a collection of relevant resources for admin tools and processes.
Useful Commands
Notes
- "bool" means you need to input either "true" or "false"
- Find entity IDs by right-clicking. Find map IDs by inputing the "loc" command.
- Subtle Message puts the message in the chatbox with a "you hear a voice" popup. Popup Message puts the message directly on their screen.
Misc
list <keyword>
<command> help
Useful for figuring out how a command works.
golobby
Ends the round and brings everyone back to the lobby instantly.
callshuttle
/ recallshuttle
Calls the shuttle or recalls it.
> cvar game.round_restart_time <number of seconds>
Changes the EOR timer for restarting the round, thus delaying Round End. Must be used before round ends.
entities prototyped <prototype id> visualize
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.
entities prototyped <prototype id> replace <prototype id>
Replaces all entities of the chosen prototype with a different prototype. For example, replacing all HoSPDA entities with ClownPDA entities.
Mapping Commands
Maps and grids are distinct. Wizden's mapping guide has a decent explanation for the differences.
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
pos
loc
Gets you basic info on your location, including grid ID (which you can also get by hitting F3).
lsmap
lsgrid
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.
rmmap <map ID>
rmgrid <grid ID>
Deletes the specified map or grid. Useful for removing excessive visiting shuttles.
> cvar shuttle.auto_call_time 0
Prevents the emergency shuttle from being called at all, thus extending the round permanently. May not work? delayroundend
is a valid but messy substitute.
addmap <new map id> <true OR leave blank>
Creates a new uninitialized map at the specified map ID. You will want to say "true" 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.
loadmap <new map id> <file path> [x y]
Loads an uninitialized map from disk with the specified map ID. Use this or mapping
to continue work on an existing map.
mapping <new map id> <file path> <isGrid>
Creates a new uninitialized map with the specified map ID, assuming one does not already exist. <file path>
is optional, leave blank if you want to start on an empty map. <isGrid>
is optional; set to true if you want to load a grid file instead. Will run mappingclientsidesetup
, use loadmap
to skip this when loading an existing map, and both addmap <map id> <true>
and loadgrid <map id> <file path>
to skip this when loading an existing grid.
loadgrid <map id> <file path> [x y]
Loads the desired file's grid onto the selected map at the coordinates given.
loadgamemap <mapid> <gamemap> [<x> <y> [<name>]]
Loads an initialized game map from the map'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; do not use this for mapping. It is best served for curator activity or testing map changes, but be mindful of server performance.
listgamemaps
Provides a list of all maps that can be used for loadgamemap
and the associated names.
mapinit <map ID>
Initializes the selected map; this will make it behave as it usually does during play. Once you do this, you can no longer save the map. Be sure to save before testing, or test your saved changes in a different map.
tp [x y] <map ID>
Teleports you to the coordinates on that map. Remember to aghost
before teleporting to an uninitialized map, or you'll get stuck and have to teleport back out!
mappingclientsidesetup
Gives you a specific mapping setup for your actions and settings. I prefer just aghosting, personally.
Final Commands Before Saving Your Map
entities prototyped PowerCableHV replace PowerCableHV
Removes and then replaces high-voltage cables. In order, you'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's really finicky and probably not worth the fuss.
colornetwork [entity ID] Pipe [#color hex]
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'll probably use this for. I usually do the others by hand. I like to paint the Vox Box nitrogen canister pipes green, personally.
fixgridatmos <grid ID>
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.
variantize <grid ID>
Randomizes the variant of any tiles that have them. Run before saving.
tilewalls <grid ID>
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.
Warning: This will replace tiles under asteroid blocks with hull plating.
fixrotations
Rotates things such as walls, windows, etc. to all be facing south. Reduces file size, run before saving.
Warning: 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.
savemap <map ID> <file path>
Saves a map to the specified location.
savegrid <grid ID> <file path>
Saves a grid to the specified location.
If you're saving on our server, such as during a mapping jam, include your username.
Adjusting Job Slots
stations:get jobs:job Courier jobs:set 1
Gamerules & Events
mailto <player uid> <container uid> <bool fragile> <bool priority> [bool large]
The contents of <container uid>
(but not the container itself) will be included in the envelope. As a reminder, a "bool" requires a true or false. Priority mail should be warned about over Announcements.
The mail satchel's examine text gives an incorrect id for the satchel. Sorry about that.
mailnow
Sends mail immediately. May be bugged. Make sure the station has a mailing unit and it's turned on!
Glacier Station Blizzards
setmapatmos <map ID> false 190 82.10 21.80
Slowly lowers Glacier'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. Always warn the crew whether a blizzard will cause temperature drops. Also, remember to bring it back up to 220K after the storm.
"False" means it won't be space, 190 is the temperature (down from 220K), and the last two are the oxygen/nitrogen balance.
weather <map ID> <SnowfallLight OR SnowfallMedium OR SnowfallHeavy>
Slowly escalate the storm. SnowfallHeavy events should almost always incur a temperature drop.
Gamerules
addgamerule <target gamerule>
Some common examples are included below.
addgamerule GameRuleMeteorSwarmSmall
addgamerule GameRuleSpaceDustMinorStarcup
addgamerule SlimesSpawn
addgamerule PowerGridCheck
addgamerule Thief
addgamerule AnomalySpawn
addgamerule SolarFlare
addgamerule SolarFlare
addgamerule VentClog
addgamerule GasLeak
Setting Gamemode/Map
setgamepreset <gamemode name> <number of rounds you want this gamemode to play for, leave empty for 1>
SecretGreenshift and SecretExtended will be marked as Secret, but have the indicated gamerules. SecretGreenshift is good for a shift where we already know what's going to happen and plan to micromanage it, but still want people to have a heads-up.
forcemap <map name OR "" to clear it>
Helping and Harming Players
tpto <destination playername> <target playername>
Teleports the second player to the first. Good for setting up epilogue rounds or last-ditch emergency rescues.
damage <type/group> <amount, can be negative> <bool ignoreResistances> <target uid>
Damages (or heals) a player or object accordingly. I like to deal 20 blunt to lightbulbs when I'm doing spooky stuff. Remember that slash and pierce will inflict bleed as well.
Non-Disruptive Actions
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.
- ACO Assignment
- 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.
- The mail should be Priority, and crew should be notified it was sent.
- Eligible characters include the HoP, Department Heads, Administrative Assistants, and Amelie, in rough descending order of eligibility, though exceptions can be made.
- The mail should be Priority, and crew should be notified it was sent.
- 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.
- Power Supply
- 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).
- This may be explained as "the previous shift generated a large surplus".
- 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).
- SyndComm Correspondence
- Spawn your character in at the Central Station by Admin Observing as the desired character, right-clicking your ghost and selecting Admin -> Spawn Here, and giving yourself proper attire and access.
- Reply to faxes (don't forget your SyndComm stamp!).
- Send out announcements where prompted.
- Player Respawns (when it makes sense)
- Add Job Spawns/Slots (using the command above)
- Recall or Call Shuttle
- Using the recallshuttle and callshuttle commands. Only recall the shuttle if they'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.
- Delay Round Start or Round End
- The delaystart (x seconds) command can be used if people need more time.
- 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.
- Minor Player Assistance
- Spawn minor trinkets or items for people, like costume accessories.
- Drag people out of walls and the sort.
- Rescues
- Spawn no more than 15 units any one relevant medication at SyndComm, such as chems for removing rot.
- Use announcements to alert people to dead salvagers.
- Rejuvenate people only from completely unfair deaths; otherwise, just offer assistance in getting them revived.
- Enabling Events
- Approve minor acts of self-antagging, provided they have the permission of all affected parties.
- Bwoinking
- Approach with curiosity and gentleness, but be firm when someone is making the game un-fun for someone else or otherwise behaving disruptively.
Admin Flags
Admin permissions as defined in Content.Shared/Administration/AdminFlags.cs
Name | Description | Value |
---|---|---|
Admin | Basic admin verbs. | 1 << 0 |
Ban | Ability to ban people. | 1 << 1 |
Debug | Debug commands for coders. | 1 << 2 |
Fun | This is stuff that trial administrators shouldn't quite have access to yet, e.g. for running events. | 1 << 3 |
Permissions | Ability to edit permissions for other administrators. | 1 << 4 |
Server | Ability to control the server like restart it or change the round type. | 1 << 5 |
Spawn | Ability to spawn stuff in. | 1 << 6 |
VarEdit | Ability to use VV. | 1 << 7 |
Mapping | Large mapping operations. | 1 << 8 |
Logs | Lets you view admin logs. | 1 << 9 |
Round | Lets you modify the round (forcemap, loadgamemap, etc). | 1 << 10 |
Query | Lets you use BQL queries. | 1 << 11 |
Adminhelp | Lets you use the admin help system. | 1 << 12 |
ViewNotes | Lets you view admin notes. | 1 << 13 |
EditNotes | Lets you create, edit and delete admin notes. | 1 << 14 |
MassBan | Lets you Massban, on SS14.Admin. | 1 << 15 |
Stealth | Allows you to remain hidden from adminwho except to other admins with this flag. | 1 << 16 |
Adminchat | Allows you to use Admin chat. | 1 << 17 |
Pii | Permits the visibility of Pii in game and on SS14 Admin. | 1 << 18 |
Moderator | Lets you take moderator actions on the game server. | 1 << 19 |
AdminWho | Lets you check currently online admins. | 1 << 20 |
NameColor | Lets you set the color of your OOC name. | 1 << 21 |
Whitelist | DeltaV - The ability to whitelist people. Either this permission or +BAN is required for remove. | 1 << 25 |
Host | Dangerous host permissions like scsi. | 1u << 31 |