<?xml version="1.0"?>
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	<id>https://tg.ss220.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TrashDoxx</id>
	<title>SS220 /tg/station13 (Space Station 13) - Вклад [ru]</title>
	<link rel="self" type="application/atom+xml" href="https://tg.ss220.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TrashDoxx"/>
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	<updated>2026-06-04T00:46:25Z</updated>
	<subtitle>Вклад</subtitle>
	<generator>MediaWiki 1.39.1</generator>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:TGMC:SpitterPrimordialEvolution&amp;diff=13881</id>
		<title>Шаблон:TGMC:SpitterPrimordialEvolution</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:TGMC:SpitterPrimordialEvolution&amp;diff=13881"/>
		<updated>2022-08-23T10:32:46Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: Исправил сломанный мною шаблон&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|- style=&amp;quot;background:#{{ColorPalette‎‎|Xenomorph|Primary}}; color:#{{ColorPalette‎‎|Xenomorph|Header Text}}; font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-style:double; border-width:.2em; border-color:#{{ColorPalette‎‎|Xenomorph|Primary Bold}}; border-radius:.2em;&amp;quot; colspan=4 | Способность эволюционной ветки Primordial &lt;br /&gt;
|- style=&amp;quot;color:black; background:#{{ColorPalette‎‎|Xenomorph|Very Light}};&amp;quot;&lt;br /&gt;
! {{RowHeader|Theme=Xenomorph}} | Пулеметный плевок&amp;lt;br&amp;gt;[[File:TGMC Xeno Spit.gif|64px]]&amp;lt;br&amp;gt;Machinegun Spit&lt;br /&gt;
| Эта способность добавляет дополнительный вариант плевка Xeno Spit, имеющий пониженные урон и стоимость, но с очень быстрой перезарядкой. Вы можете переключиться на классический вариант, кликнув по способности.&lt;br /&gt;
|Н/Д&lt;br /&gt;
|Н/Д&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:TGMC:SpitterPrimordialEvolution&amp;diff=13880</id>
		<title>Шаблон:TGMC:SpitterPrimordialEvolution</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:TGMC:SpitterPrimordialEvolution&amp;diff=13880"/>
		<updated>2022-08-23T10:31:40Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: Изменил описание способности примордиала-плевателя&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|- style=&amp;quot;background:#{{ColorPalette‎‎|Xenomorph|Primary}}; color:#{{ColorPalette‎‎|Xenomorph|Header Text}}; font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-style:double; border-width:.2em; border-color:#{{ColorPalette‎‎|Xenomorph|Primary Bold}}; border-radius:.2em;&amp;quot; colspan=4 | Способность эволюционной ветки Primordial &lt;br /&gt;
|- style=&amp;quot;color:black; background:#{{ColorPalette‎‎|Xenomorph|Very Light}};&amp;quot;&lt;br /&gt;
! {{RowHeader|Theme=Xenomorph}} | Пулеметный плевок&amp;lt;br&amp;gt;[[File:TGMC Xeno Spit.gif|64px]]&amp;lt;br&amp;gt;Machinegun Spit&lt;br /&gt;
| Эта способность добавляет дополнительный вариант плевка Xeno Spit, имеющий пониженные урон и стоимость, но с очень быстрой перезарядкой.&lt;br /&gt;
| Вы можете переключиться на классический вариант, кликнув по способности.&lt;br /&gt;
|Н/Д&lt;br /&gt;
|Н/Д&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%93%D0%BB%D0%BE%D1%81%D1%81%D0%B0%D1%80%D0%B8%D0%B9&amp;diff=12545</id>
		<title>Глоссарий</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%93%D0%BB%D0%BE%D1%81%D1%81%D0%B0%D1%80%D0%B8%D0%B9&amp;diff=12545"/>
		<updated>2022-04-07T21:46:35Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: Частичный перевод.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Speaks-His-Mind the Maintenance Dweller&lt;br /&gt;
|text=SSSo, lassst I heard the AI wasss helping the Redssshirts in sssome operation to robussst sssome sssort of cult in Aft Maintenance. I sssuggessst you ssstay clear of there, ssstranger. I wouldn&#039;t want to be on the wrong end of a ssstunbaton, no no...&lt;br /&gt;
|image=[[File:Lizardman.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A big bad list of common terminology and slang commonly used by resident Spacemen (players).&lt;br /&gt;
&lt;br /&gt;
===Администрация=== &lt;br /&gt;
Руководящее звено, которое управляет сервером. Имеют множество кнопок для злоупотребления властью, чтобы игра была как можно менее весёлой.&lt;br /&gt;
&lt;br /&gt;
===Adminhelp/Ahelp===&lt;br /&gt;
Команда, позволяющая отправить сообщение [[Administrators|администраторам]]. Доступ к ней можно получить, набрав Adminhelp в игре или нажав &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Используйте это (вместо OOC-канала), если вы считаете, что кто-то нарушает правила, или если вам есть о чём спросить администраторов.&lt;br /&gt;
&lt;br /&gt;
Это могут быть вопросы об этикете, правилах или внутриигровых процессах, таких как запуск двигателя и т.д.&lt;br /&gt;
&lt;br /&gt;
Следует отметить, что даже в том случае, если администраторов нет на сервере, все сообщения, отправленные в Adminhelp, записываются в журнал.&lt;br /&gt;
&lt;br /&gt;
===Additional Access===&lt;br /&gt;
Under certain circumstances, such as a low server population, admin-toggled, or simply set in the server configuration by the host, jobs may be granted additional access when they join the round.&lt;br /&gt;
&lt;br /&gt;
===Aft===&lt;br /&gt;
Морской термин. Он означает заднюю часть корпуса корабля, или, в нашем случае, юг.&lt;br /&gt;
&lt;br /&gt;
===[[ИИ]]===&lt;br /&gt;
Искусственный интеллект - станционный компьютер, который может получить доступ ко всему оборудованию станции.&lt;br /&gt;
&lt;br /&gt;
===[[Analyzer]]===&lt;br /&gt;
Most often refers to [[Health Analyzer]]s, but can also refer to [[Analyzer|Atmospheric Analyzers]], [[Botanist|Botany]]&#039;s Plant Analyzers, or [[Scientist|Research &amp;amp; Development]]&#039;s Destructive Analyzer.&lt;br /&gt;
&lt;br /&gt;
===Аномалия===&lt;br /&gt;
A kind of [[random event#Anomalies]] announced over comms that can cause station damage if not dealt with in time.&lt;br /&gt;
&lt;br /&gt;
===Антаг===&lt;br /&gt;
Антагонист. Также &amp;quot;противник&amp;quot; или &amp;quot;враг&amp;quot;. Каждый [[Game_modes|игровой режим]] (за исключением extended и secret extended) имеет, по крайней мере, одного.&lt;br /&gt;
&lt;br /&gt;
===[[APC|ЛКП]]===&lt;br /&gt;
The Area Power Controller, a square box on the wall that provides power to the room and is the purview of [[Station Engineer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Asimov]]===&lt;br /&gt;
The default laws that the [[AI]]s and therefore the [[Cyborg]]s are held to. Taken from [http://en.wikipedia.org/wiki/Isaac_Asimov Isaac Asimov]&#039;s short stories and the [http://en.wikipedia.org/wiki/Three_Laws_of_Robotics Three Laws of Robotics].&lt;br /&gt;
&lt;br /&gt;
Basically makes robots follow orders and unable to harm people.&lt;br /&gt;
&lt;br /&gt;
===[[Atmos]]===&lt;br /&gt;
Either an [[Atmospheric Technician]] (which are also commonly known as Atmos Tech) or the [[Atmospherics]] area itself which deals with the air supply.&lt;br /&gt;
&lt;br /&gt;
===Ayys/Ayyliens===&lt;br /&gt;
An [[Abductor]], not to be confused with a [[Xenomorph]].&lt;br /&gt;
&lt;br /&gt;
===Badmin===&lt;br /&gt;
Bad Admin, refers to an admin who abuses their powers.&lt;br /&gt;
&lt;br /&gt;
===Бан===&lt;br /&gt;
Blocking a person from access to the SS13 server for a period of time. This can happen if a person is not obeying the given [[rules]].&lt;br /&gt;
&lt;br /&gt;
Read the [[guide to evading getting banned]] for further guidelines.&lt;br /&gt;
&lt;br /&gt;
===[[Beepsky|Beepsky/Officer Beepsky]]===&lt;br /&gt;
A [[Securitron]] that starts in Security. Will chase, stun, and handcuff anyone set to be arrested in the [[security records]].&lt;br /&gt;
&lt;br /&gt;
===[[Блоб]]===&lt;br /&gt;
Can refer to the Blob game mode, or the Blob that spawns in Blob mode and sometimes in random events.&lt;br /&gt;
&lt;br /&gt;
A big green jelly thing that spreads quickly, causes enormous damage, beats the shit out of people and is weak to fire.&lt;br /&gt;
&lt;br /&gt;
===Bolt/Bolted===&lt;br /&gt;
A feature of [[Airlock]]s. When the bolts are dropped, the door cannot move from its current position, be it open or closed. They can be lifted by the AI or [[hacking]] the airlock.&lt;br /&gt;
&lt;br /&gt;
===[[Борг]]===&lt;br /&gt;
Он же [[Киборг]].&lt;br /&gt;
&lt;br /&gt;
===[[Borging|Боргификация]]===&lt;br /&gt;
Making a Cyborg out of someone. Done in [[Robotics]] usually.&lt;br /&gt;
&lt;br /&gt;
===Braindead===&lt;br /&gt;
Refers to a player who has logged off or been disconnected. Examining a braindead character reveals the message; &amp;quot;They have a blank, absent-minded stare and appears completely unresponsive to anything. They may snap out of it soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While these players are not in-game, they should generally be left alone (or preferably dragged somewhere safe) The rules still apply to braindead characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: This person can still come back to the game!&#039;&#039;&#039; Who knows, maybe their computer just crashed for a minute.&lt;br /&gt;
&lt;br /&gt;
===[[Bridge|Мостик]]===&lt;br /&gt;
The command center of the ship where the heads start. Found in the center of the station.&lt;br /&gt;
&lt;br /&gt;
===[[Brig|Бриг]]===&lt;br /&gt;
An area where people are held by [[shitcurity|security]] after being arrested.&lt;br /&gt;
&lt;br /&gt;
===Bwoink===&lt;br /&gt;
Receiving an Admin PM, named after the sound effect played when an admin PMs you.&lt;br /&gt;
&lt;br /&gt;
===[[BYOND]]===&lt;br /&gt;
The shitty, [[Lagtime|laggy]] platform SS13 was coded on. You need it to be able to play the game, unfortunately.&lt;br /&gt;
&lt;br /&gt;
===[[Cargo|Карго]]===&lt;br /&gt;
A shortened version of either the cargo bay, or the whole of the supply section, not including mining dock and mining outpost.&lt;br /&gt;
&lt;br /&gt;
===Catatonic===&lt;br /&gt;
A player who has ghosted while alive, disabling them from returning to play. When such a player is examined, it gives a message stating there is no hope of recovery.&lt;br /&gt;
&lt;br /&gt;
These people are as considered corpses and can be taken to the [[Morgue]] or [[Kitchen]].&lt;br /&gt;
&lt;br /&gt;
===[[CE]]===&lt;br /&gt;
The Chief Engineer.&lt;br /&gt;
&lt;br /&gt;
===[[CentCom]]===&lt;br /&gt;
Short for &amp;quot;Central Command&amp;quot;, the administration branch of Nanotrasen which runs SS13. Will periodically send messages to the station which are usually of debatable usefulness.&lt;br /&gt;
&lt;br /&gt;
Also refers to the area the Emergency [[Escape Shuttle]] goes to when it leaves SS13.&lt;br /&gt;
&lt;br /&gt;
===[[Cloning|Clone/Cloning]]===&lt;br /&gt;
To revive someone back to life through cloning their dead body. Used to be done in [[Medbay]] until cloning was removed Feb, 2020.&lt;br /&gt;
&lt;br /&gt;
===[[CMO]]===&lt;br /&gt;
The Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
===[[CO2]]===&lt;br /&gt;
Carbon Dioxide, an invisible gas kept in black canisters. Will knock you out and suffocate you. &lt;br /&gt;
A small trace amount of it makes up breathable air.&lt;br /&gt;
&lt;br /&gt;
===Comdom===&lt;br /&gt;
A derogatory name for an incompetent and abusive [[Captain]].&lt;br /&gt;
&lt;br /&gt;
===Corporate===&lt;br /&gt;
A lawset for the [[AI]], which makes it a ruthless profits-maximizing, efficiency-enforcing machine.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
This is everybody on [[Space Station 13]] that is not a [[Syndicate]], [[Wizard]], [[xenos|Alien]], or whatever.&lt;br /&gt;
&lt;br /&gt;
Typically what they do is get the station into shape, like setting up the [[Station_Engineer|singularity]] and [[Quartermaster|ordering supplies]]. Oh, and beating the shit out of the other groups of players, of course!&lt;br /&gt;
&lt;br /&gt;
===[[Crit]]===&lt;br /&gt;
To be in a critical state. At this point, your character has lost consciousness and will slowly die from lack of oxygen.&lt;br /&gt;
&lt;br /&gt;
===[[Cryo]]===&lt;br /&gt;
The big green glass things in Medbay. Putting dying people in here can save them.&lt;br /&gt;
&lt;br /&gt;
===Cuban Pete===&lt;br /&gt;
&#039;&#039;They call me Cuban Pete, I&#039;m the king of the rhumba beat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When I play my maracas I go&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chick chicky boom, chick chicky boom&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A notorious griefer who applied the bomb-making knowledge of a mysterious first scientist mentor who had invented ludicrous sized bombs. The station was turned into nearly dust every round he was on, antagonist or not. Because of him there was a bombcap hardcoded into the game.&lt;br /&gt;
&lt;br /&gt;
===[[Cult]]===&lt;br /&gt;
Refers to either the [[Cult]] game mode, or the cultists within.&lt;br /&gt;
&lt;br /&gt;
===Deadchat===&lt;br /&gt;
A chat channel dead/observing players speak on using the say command. Can only be seen by other dead/observing players. Deadchat is mostly considered to be out-of-character, and here you are allowed to talk about anything happening in the round (unlike in the [[OOC#OOC_channel|OOC channel]]). &lt;br /&gt;
&lt;br /&gt;
Note that what you learn here is forgotten by your character if you&#039;re revived.&lt;br /&gt;
&lt;br /&gt;
===Deadmin===&lt;br /&gt;
Most commonly read as dead-min (as in dead admin), but actually stands for de-admin, meaning the action of removing administrative powers from an [[Administrators|administrator]].&lt;br /&gt;
&lt;br /&gt;
===Disk===&lt;br /&gt;
Infrequently a science or genetics research disk, but most often refers to the [[Nuclear Authentication Disk]], used in [[nuke|Nuclear Mode]]. If you are the [[captain]], guard it with your life.&lt;br /&gt;
&lt;br /&gt;
If you are a traitor with it as your objective, GET DAT FUKKEN DISK.&lt;br /&gt;
&lt;br /&gt;
===Donk/Bangin&#039; Donk===&lt;br /&gt;
[https://www.youtube.com/watch?v=ckMvj1piK58 wait wait hold on, you know what you wanna do with that right? you wanna put a bangin&#039; donk on it]&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Either a type of [[alien]] or a [[Drone|player-controlled repair bot]].&lt;br /&gt;
&lt;br /&gt;
===Electrified/Shocked===&lt;br /&gt;
Another feature of [[Airlock]]s. If an electrified airlock is touched by someone without insulated gloves, they will receive an electric shock, taking damage and being stunned for some time.&lt;br /&gt;
&lt;br /&gt;
The AI and airlock hacking can activate or disable electrification. Some grilles are also electrified -- cutting a cable without wearing insulated gloves will also electrify you.&lt;br /&gt;
&lt;br /&gt;
===[[Emag]]===&lt;br /&gt;
Another name for the [[Syndicate_Items#Cryptographic_Sequencer|Cryptographic Sequencer]] traitor item, which in the past used to permanently open doors and still has a myriad of other uses.&lt;br /&gt;
&lt;br /&gt;
===Emagged/Emaged===&lt;br /&gt;
Used either as a verb to describe the action of using an [[emag]] on something, or as an adjective to describe an object that someone has used an emag on.&lt;br /&gt;
&lt;br /&gt;
===[[Emoji]]===&lt;br /&gt;
A.K.A. smileys, except smile is not mandatory. [[Emoji cheat sheet|Learn them all!]]&lt;br /&gt;
&lt;br /&gt;
===End of round grief (EORG)===&lt;br /&gt;
The practice of killing and/or causing destruction after the end round report has appeared, but before the server restarts. This is traditionally allowed on /tg/station. &lt;br /&gt;
&lt;br /&gt;
===[[Engine]]===&lt;br /&gt;
The large area in the south of the station that is used to start and contain a gravitational singularity that provides power to the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERP===&lt;br /&gt;
Erotic Role Play (ERP) is the action of when a player or players engages in roleplaying that is erotic in nature.&lt;br /&gt;
&lt;br /&gt;
An inherently controversial subject, people&#039;s reactions to ERP ranges from upset and rage to taking off one&#039;s clothes and joining to [[Rules|ding dong bannu]].&lt;br /&gt;
&lt;br /&gt;
===[[EVA]]===&lt;br /&gt;
A room where space suits, magboots, jetpacks and the RCD are kept. Stands for Extra-Vehicular Activity.&lt;br /&gt;
&lt;br /&gt;
===Fore===&lt;br /&gt;
Nautical term. It means the front of a ship, or in our case, north.&lt;br /&gt;
&lt;br /&gt;
===[[Ghost]]===&lt;br /&gt;
Refers to a command you can type when you have died to become a ghost, and to the actual ghosts themselves.&lt;br /&gt;
&lt;br /&gt;
Ghosts can speak on deadchat, move around the station freely, see everything, and can&#039;t interact with anything meaningful.&lt;br /&gt;
&lt;br /&gt;
They are used to observe the game after you have died. Cannot be seen directly by living players unless something is very wrong.&lt;br /&gt;
&lt;br /&gt;
===Gibs===&lt;br /&gt;
The bloody, torn apart remnants of a former living being. Created by people and monkeys exploding. A cyborg that blows up has its own version of gibs: robot debris.&lt;br /&gt;
&lt;br /&gt;
To gib something is to turn it into gibs, usually by a [[guide to toxins|bomb]] or the Chef&#039;s machine that turns people into meat, the [[Gibber]].&lt;br /&gt;
&lt;br /&gt;
===Gimmick===&lt;br /&gt;
Can refer to a player gimmick or a gimmick round. Basically a round or player which plays with a certain &amp;quot;theme&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Can be amusing once or twice but doing this regularly runs it into the ground very quickly.&lt;br /&gt;
&lt;br /&gt;
===Grayshirt/Grays===&lt;br /&gt;
[[Assistant]]s, named after their signature gray uniform. Not to be confused with ayyliens. AKA grayshits. AKA,&lt;br /&gt;
&lt;br /&gt;
===Graytide===&lt;br /&gt;
Originated from a bug in the job selection system, causing the majority of the crew to be roundstart [[Assistant]]s, dressed in gray. This resulted in swarms of Assistants storming the Brig and antagonize [[security]]. Now the word refers to any griefy behavior of that bent.&lt;br /&gt;
&lt;br /&gt;
===[[Greentext]]===&lt;br /&gt;
An alternate way of describing a victory as an antagonist. Derived from the green text used for &#039;success&#039;.&lt;br /&gt;
&lt;br /&gt;
===Grief===&lt;br /&gt;
A.K.A. Griefing/Griefer/Griffed/Griff/Griffon/Gruffer/Grover/Shitler/Chucklefuck/(Pulling a) Cuban Pete.&lt;br /&gt;
&lt;br /&gt;
Intentionally ruining the game for others without the metagame pardon of being an antagonist.&lt;br /&gt;
&lt;br /&gt;
Note that this is subjective and up to the admin&#039;s interpretation, not yours. Report this using adminhelp to keep the servers tidy!&lt;br /&gt;
&lt;br /&gt;
===Gulag===&lt;br /&gt;
The Russian term for the [[Labor Camp]].&lt;br /&gt;
&lt;br /&gt;
===[[Hacking]]===&lt;br /&gt;
The act of breaking the security measures on equipment such as Airlocks or APCs by illicit means. &lt;br /&gt;
&lt;br /&gt;
===[[Hand of God|HoG]]===&lt;br /&gt;
Abbreviation for the [[Hand of God]] game mode.&lt;br /&gt;
&lt;br /&gt;
===Heads===&lt;br /&gt;
The station&#039;s [[Chain_of_Command|Heads of Staff]], each in command of a department. They are also the targets of a [[revolution]].&lt;br /&gt;
&lt;br /&gt;
===Honk/Hunke===&lt;br /&gt;
[[clown|hh-ho-ooonn-nk-kkk ww-hhh-yy i-iss-s see-ccu-uur-rrttt-yy bb-eeaa-tt-iinn-gg m-mme-ee hh-hoo-oon-nnk-kk]]&lt;br /&gt;
&lt;br /&gt;
===[[Head of Personnel|HoP]]===&lt;br /&gt;
[[Head of Personnel]]. Should assign jobs and shit, but usually ends up giving himself Captain-level access, ignoring his job, and acting like a supercop in an [[The Owl|owl costume]].&lt;br /&gt;
&lt;br /&gt;
===[[Head of Security|HoS]]===&lt;br /&gt;
The [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
===Hulk===&lt;br /&gt;
Used to refer to the [[genetics|superpower]] or a person in possession of it. People with the Hulk gene turn green and become super strong, being able to punch through walls, windows, and other fixtures. Hurts like hell if one hits you. Hulks are an exception to some killing rules (see the [[Rules]] for details)&lt;br /&gt;
&lt;br /&gt;
===Husk===&lt;br /&gt;
A corpse which has turned into a gray, ugly... mummified thing.&lt;br /&gt;
&lt;br /&gt;
This has either happened by extreme heat (fire), extreme cold (space) or liquid suckification (changeling sucked their juices/DNA out). Not a nice thing to witness at first, but you get used to it.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_medicine#Husk|How to Unhusk]]&lt;br /&gt;
&lt;br /&gt;
===Hypo===&lt;br /&gt;
[[High-risk_items#Hypospray|Hypospray]].&lt;br /&gt;
&lt;br /&gt;
===IC===&lt;br /&gt;
In Character. Stuff that is happening in the game.&lt;br /&gt;
&lt;br /&gt;
===[[IC in OOC]]===&lt;br /&gt;
The act of describing anything happening in the game over the [[OOC]] channel. The rule of thumb is &#039;&#039;&#039;if a person not involved in the incident or not observing the game can still tell what&#039;s going on&#039;&#039;&#039;, it&#039;s [[OOC|IC in OOC]]. Usually comes with a chastising and a thousand mini-mods squawking out &amp;quot;ICKY OCKY!!!&amp;quot; but excessive use results in a ban. (See the [[OOC]] page for details)&lt;br /&gt;
&lt;br /&gt;
===[[Internals]]===&lt;br /&gt;
Usually an [[oxygen tank]] of some sort and a [[gas mask]]. Basically any worn item that lets you breathe when you otherwise can&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Internals Box/Survival Box===&lt;br /&gt;
That box which comes in a spawned player&#039;s backpack, containing a transparent breath mask, one emergency-sized tank of pure oxygen, and an epinehrine medipen.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot of spare room in there, so it&#039;s great place to keep things you don&#039;t access a lot but want to keep on you.&lt;br /&gt;
&lt;br /&gt;
===Job Ban===&lt;br /&gt;
Similar to a [[Terminology#Ban|Ban]], except in this case you&#039;ll be prevented from playing a specific role, such as a [[gang|team-based antagonist]] or a [[Head of Security|head of staff]]. You may even get banned from playing an entire [[Science|department]] if you demonstrate an inability to follow the [[rules]]. &lt;br /&gt;
&lt;br /&gt;
===[[Random_events#Space_Vines|Kudzu]]===&lt;br /&gt;
Space vines. Can start growing randomly or be planted.&lt;br /&gt;
&lt;br /&gt;
===Lag/Space Lag/Spacetime Distortions===&lt;br /&gt;
Concept common to almost all online gaming. Not worth explaining in depth here - basically it&#039;s the server (server-side lag) or your own computer (client-side lag) being slow and causing gaps between you doing stuff and it actually happening to grow. Sometimes referred as &#039;time warp&#039; or something similar when players are in character.&lt;br /&gt;
&lt;br /&gt;
===Lathe===&lt;br /&gt;
Short for the [[Autolathe]], located in [[Cargo]]. Could also be [[Protolathe]], located in [[R&amp;amp;D Lab]].&lt;br /&gt;
&lt;br /&gt;
===[[Asimov|Law/Laws]]===&lt;br /&gt;
Rules which the [[AI]] and [[Cyborg]]s must follow. Are somewhat open to interpretation by the player, but the majority consensus and badmin rulings are what really count. May be modified or changed at an [[AI Upload|AI Upload Terminal]] using various modules, wiped back to the basic three using the Reset Module, or purged entirely with the Purge Module. Note that core modules cannot be removed by the standard reset module.&lt;br /&gt;
&lt;br /&gt;
===[[Ling]]===&lt;br /&gt;
A [[Changeling]].&lt;br /&gt;
&lt;br /&gt;
===[[Malf]]===&lt;br /&gt;
Short for malfunction. Can refer to either the [http://nanotrasen.com/wiki/index.php/Game_Mode#AI_Malfunction|AI Malfunction game mode], or to describe the AI in said mode.&lt;br /&gt;
&lt;br /&gt;
===[[Mass Driver]]===&lt;br /&gt;
Computer or switch operated devices found in Toxins, the Chapel and arrivals Disposals.&lt;br /&gt;
&lt;br /&gt;
Any objects on them when they are activated will be thrown forward at high speed, either into the bomb testing area (Toxins) or space (Chapel).&lt;br /&gt;
&lt;br /&gt;
===Mini-mod===&lt;br /&gt;
Those players without admin or mod powers or responsibilities who chastise other players and list server rule infractions incessantly. They should be ignored.&lt;br /&gt;
&lt;br /&gt;
===[[MMI]]===&lt;br /&gt;
A Man-Machine-Interface. Essentially player-cyborg-interface. A [[cyborg]] has one inside it. Enables the brain to speak and see.&lt;br /&gt;
&lt;br /&gt;
Put a brain into an empty MMI, insert the whole thing into an empty [[cyborg]] and you can bring it back to life!&lt;br /&gt;
&lt;br /&gt;
===Mod===&lt;br /&gt;
Could be used to refer to Moderator, the rank, or any admin.&lt;br /&gt;
&lt;br /&gt;
===Murderboning===&lt;br /&gt;
Going on a killing spree.&lt;br /&gt;
&lt;br /&gt;
===[[N2]]===&lt;br /&gt;
Nitrogen, an invisible gas kept in red canisters. Mostly useless but makes up a certain percentage of breathable air. Not to be confused with chemical reagent nitrogen from chemistry.&lt;br /&gt;
&lt;br /&gt;
===[[N2O]]===&lt;br /&gt;
Nitrous Oxide, also known as laughing gas or anesthetic. White gas kept in red canisters with a white stripe, that will knock you out and suffocate you at high enough concentrations.&lt;br /&gt;
&lt;br /&gt;
===[[Nanotrasen]]===&lt;br /&gt;
The autonomous super-corporation that built and operates the station, according to the [[backstory]].&lt;br /&gt;
&lt;br /&gt;
Common misspellings include NanoTrasen, Nanotressen, Nanotransen, Nanotracer, and You Know That Fucking Company We Work For. (See CentCom for the difference between Nanotrasen and CentCom)&lt;br /&gt;
&lt;br /&gt;
===Nar-Sie/Nar-Nar===&lt;br /&gt;
The eldritch deity whom [[cultists]] serve and often wish to summon.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
A command which displays &amp;quot;&#039;&#039;&#039;Notes&#039;&#039;&#039;&amp;quot; kept in your character&#039;s memory, which you add with the &amp;quot;&#039;&#039;&#039;Add-Note&#039;&#039;&#039;&amp;quot; command. Some notes are automatically added depending on the circumstances, such as [[Revolution|revolutionaries]] having the list of rev members memorized, [[Syndicate]] leaders having the nuclear bomb code memorized, or the time of your death. Also refers to the top secret notes [[admin]]s keep on players, usually if they get banned.&lt;br /&gt;
&lt;br /&gt;
===[[Nuke]]===&lt;br /&gt;
Can refer to either the [[Game Mode#Nuclear Emergency|Nuclear game mode]] (also known as Syndicate), or the Nuclear Fission Explosive used in said mode.&lt;br /&gt;
&lt;br /&gt;
===[[O2]]===&lt;br /&gt;
[[Oxygen]]. Invisible gas usually kept in blue and white [[Canister]]s. Vital for reasons that you should already know, but deadly for reasons you [http://en.wikipedia.org/wiki/Oxygen_toxicity may not].&lt;br /&gt;
&lt;br /&gt;
===One-Human(ed)===&lt;br /&gt;
Referring to a custom AI law that designates only one member of the crew as a human. Usually accompanied with an order to purge &amp;quot;non-humans.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[OOC]]===&lt;br /&gt;
The blue bolded chat channel which is shown to all players. Don&#039;t use this to talk about anything going on in the game (until right at the end of the game generally).&lt;br /&gt;
&lt;br /&gt;
Might get switched off occasionally if it gets too idiotic. You can toggle the visibility of the ooc channel by using the corresponding command.&lt;br /&gt;
&lt;br /&gt;
===[[OOC in IC]]===&lt;br /&gt;
The inverse of the much more common [[IC in OOC]]. Whenever a game mechanic, metafeature, or player-to-player conversation is referenced in the say or emote channels.&lt;br /&gt;
&lt;br /&gt;
Heavily frowned upon as it ruins MY IMMERSIONNNN!&lt;br /&gt;
&lt;br /&gt;
Talking ((Like this)) is still OOC in IC.&lt;br /&gt;
&lt;br /&gt;
===Ops/Operatives===&lt;br /&gt;
Short for [[nuke ops]]. Generally heard over the radio shortly before the station goes boom.&lt;br /&gt;
&lt;br /&gt;
===ORM===&lt;br /&gt;
Short for the Ore Redemption Machine, which is used to turn the materials miners bring into usable sheets. Often found in Cargo.&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
A lawset for the [[AI]], your stereotypical white-knight good-guy role.&lt;br /&gt;
&lt;br /&gt;
===Parapen===&lt;br /&gt;
The [[Sleepy Pen]] was previously called Parapen, short for Paralysis Pen.&lt;br /&gt;
&lt;br /&gt;
===[[PDA]]===&lt;br /&gt;
Short for Personal Digital Assistant, a [[PDA|handheld device]] that acts as a pager, flashlight and other useful functions, depending on what cartridge is inserted.&lt;br /&gt;
&lt;br /&gt;
===[[Perma|Perma/Permabrig]]===&lt;br /&gt;
The [[Prison Wing]] in the fore section of security, where prisoners are kept permanently.&lt;br /&gt;
&lt;br /&gt;
===[[Plasma]]===&lt;br /&gt;
A.K.A. [[Plasma|Biotoxin]]. Purple gas kept in orange canisters. Poisonous and flammable.&lt;br /&gt;
&lt;br /&gt;
Research into uses and properties of plasma is the station&#039;s prime reason for existence, according to the [[backstory]].&lt;br /&gt;
&lt;br /&gt;
===Port===&lt;br /&gt;
Nautical term. It means the side of a ship on the left when one is facing forward, or in our case, west.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re the kind of person who likes mnemonic devices, it&#039;s useful to remember that &#039;&#039;PORT&#039;&#039; has the same number of letters as &#039;&#039;LEFT&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===[[QM]]===&lt;br /&gt;
Usually refers to the [[Quartermaster]], but can also mean the [[Cargo Bay]] or the people who [[Cargo Technician|work there]].&lt;br /&gt;
&lt;br /&gt;
===[[R&amp;amp;D|RnD/R&amp;amp;D]]===&lt;br /&gt;
Refers to [[Guide_to_Research_and_Development|Research and Development]], or the [[R&amp;amp;D|Laboratory]] that carries it out.&lt;br /&gt;
&lt;br /&gt;
===[[Radio]]===&lt;br /&gt;
Normally refers to the headset on your head which can be used with the command &#039;&amp;lt;code&amp;gt;say &amp;quot;;help that faggot traitor is griefing me&amp;quot;&amp;lt;/code&amp;gt;&#039;, for example. Can also refer to station bounced radios and intercoms. Shows up as green text with a symbol and frequency appended to it. Additional department-specific radios also exsist. To use the equipped department radio&#039;s default department frequency use &#039;&amp;lt;code&amp;gt;say &amp;quot;.h Hello Department!&amp;quot;&amp;lt;/code&amp;gt;&#039;. (See [[Radio]] for details or how to use the radio when it has multiple department frequencies available)&lt;br /&gt;
&lt;br /&gt;
===[[RCD]]===&lt;br /&gt;
[[Rapid Construction Device]]. A piece of equipment that can quickly make and break floors, regular walls, and airlocks.&lt;br /&gt;
&lt;br /&gt;
===[[Research Director|RD]]===&lt;br /&gt;
The [[Research Director]].&lt;br /&gt;
&lt;br /&gt;
===Records===&lt;br /&gt;
Comes in two flavors, [[Computers|Security and Medical]], both accessible from terminals with red or white screens, respectively.&lt;br /&gt;
&lt;br /&gt;
Medical Records are mostly useless and thus mostly unused, but Security Records contain useful fingerprint information and can be used to have [[Beepsky]] arrest people on sight.&lt;br /&gt;
&lt;br /&gt;
===Redshirt===&lt;br /&gt;
[[Security Officer]]s, named for their signature red uniforms and tendency to die at the hands of everything.&lt;br /&gt;
&lt;br /&gt;
===Redtext===&lt;br /&gt;
An alternate way of describing a loss as an antagonist. Derived from the red text used for &#039;fail&#039;.&lt;br /&gt;
&lt;br /&gt;
===Report/Centcom Report/Traitor Report===&lt;br /&gt;
A document printed out from communications consoles at the start of most [[Game Mode|game modes]]. Lists who might be the traitor and what might be their targets.&lt;br /&gt;
&lt;br /&gt;
Inaccurate to the point where it&#039;s usually false. Do not treat this report as proof of anything.&lt;br /&gt;
&lt;br /&gt;
===[[Rev]]===&lt;br /&gt;
Could refer to the game mode [[Game_Modes#Revolution|Revolution]], a member of the Revolution in said game mode, or a [[Revenant]].&lt;br /&gt;
&lt;br /&gt;
===Revhead===&lt;br /&gt;
One of the leaders of the revolution in [[Game_Modes#Revolution|Revolution]] game mode.&lt;br /&gt;
&lt;br /&gt;
===[[Robusting|Robust/Robusting]]===&lt;br /&gt;
The game&#039;s ROBUST COMBAT SYSTEM. To robust someone is to beat the shit out of them or at least win in a fight.&lt;br /&gt;
&lt;br /&gt;
The definition of what exactly makes a crewmember robust varies from person to person, but it&#039;s almost universally agreed to mean being skilled despite the inherently clunky interface.&lt;br /&gt;
&lt;br /&gt;
===[[RP]]===&lt;br /&gt;
(MY IMMERSION) &amp;quot;Role Play&amp;quot;. Basically acting within the mental/emotional confines of your in-game character and not yourself. This is encouraged on our servers.&lt;br /&gt;
&lt;br /&gt;
===[[Shitcurity]]===&lt;br /&gt;
A derogatory term for [[Security Officer]]s who are abusive, incompetent or generally shit. Can usually be heard shouted by the guy who just got arrested.&lt;br /&gt;
&lt;br /&gt;
===[[Shuttle]]===&lt;br /&gt;
Most of the time refers to the Emergency [[Escape Shuttle]] which shows up at the end of the round. Can also refer to the Arrival Shuttle (where you start if you join late), the [[syndicate]] or [[wizard]] shuttle (which you&#039;ll rarely see, if ever), the Supply Shuttle (which brings items to the [[Quartermaster|Cargo Bay]]), or the mining and prison shuttles (which move people between the mining and prison stations, respectively).&lt;br /&gt;
&lt;br /&gt;
===[[Signal]]===&lt;br /&gt;
A beep sent from a Remote Signalling Device. &amp;quot;Default Signal&amp;quot; is used to refer to the default setting of the devices, which is Frequency 147.9, Code 30.&lt;br /&gt;
&lt;br /&gt;
Randomly signaling the default frequency/code is a good idea, and will cause nothing bad to happen ever.&lt;br /&gt;
&lt;br /&gt;
===Silicon===&lt;br /&gt;
A term for [[AI]] or [[cyborg]] players, contrast with &amp;quot;human.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Singulo|Singulo/Singuloth/Sing]]===&lt;br /&gt;
The [[Singularity|gravitational singularity]], what is essentially a black hole that emits radiation, this radiation is converted to power. It &#039;&#039;&#039;should&#039;&#039;&#039; be contained with a shield, if it isn&#039;t, don&#039;t stop to take in the view, get those legs moving.&lt;br /&gt;
&lt;br /&gt;
===[[Shadowlings|Slings]]===&lt;br /&gt;
[[Shadowling]]s, one of the station&#039;s many antagonist types.&lt;br /&gt;
&lt;br /&gt;
===Space Wind===&lt;br /&gt;
Shifts in air pressure that can cause players and items they&#039;re dragging to be knocked into space.&lt;br /&gt;
&lt;br /&gt;
===Spacing===&lt;br /&gt;
The act of forcing or throwing someone out an airlock into space, usually for [[Traitor|malicious purposes]].&lt;br /&gt;
&lt;br /&gt;
===[[SS13]]===&lt;br /&gt;
[[Space Station 13]]. Generally used to refer to the game rather than the actual station.&lt;br /&gt;
&lt;br /&gt;
===SSD===&lt;br /&gt;
Stands for Space Sleep Disorder or Sudden Sleep Disorder. An in-character explanation for someone that has disconnected or has gone AFK.&lt;br /&gt;
&lt;br /&gt;
===Starboard===&lt;br /&gt;
Nautical term. It means the side of a ship on the right when one is facing forward, or in our case, east.&lt;br /&gt;
&lt;br /&gt;
===[[Supermatter|SM]]===&lt;br /&gt;
The [[Supermatter]].&lt;br /&gt;
&lt;br /&gt;
===[[Syndie|Syndie/Synd]]===&lt;br /&gt;
Can refer to the organization known as the [[Syndicate]], a coalition of companies that execs their hate of [[Nanotrasen]], according to the [[backstory]], or to raid groups and operatives of said coalition. [[Traitor|Traitors]], traitor [[Cyborg]]s and traitor [[AI|AIs]] are Syndicate affiliates and [[Game Mode#Nuclear Emergency|Nuclear mode&#039;s]] premise revolves around a direct Syndicate attack. Ingame, they have randomized company names that usually look something like &amp;quot;GeoDyne West Operative #2&amp;quot; or &amp;quot;Waffle Co. Czar&amp;quot; and there are usually at least two of them and up to six. They also have access to a lot of special syndicate gear.&lt;br /&gt;
&lt;br /&gt;
===Tabling===&lt;br /&gt;
The act of grabbing someone then clicking a table to instantly knock them down on it, usually followed by a toolbox in the skull or being stripped. &lt;br /&gt;
&lt;br /&gt;
===[[Tele]]===&lt;br /&gt;
While usually referring to the [[Hand Teleporter]], it could also be referring to the full-fledged [[Teleporter]] in the [[Teleporter|Teleporter Room]]. Most people have no idea how to use it.&lt;br /&gt;
&lt;br /&gt;
===Tesla===&lt;br /&gt;
The [[Tesla Engine]]. An alternative engine that [[Engineering]] can build. Also commonly referred to as the &amp;quot;goofball&amp;quot;, so named for the programmer who created it.&lt;br /&gt;
&lt;br /&gt;
===Testmerge===&lt;br /&gt;
Trying out new features or significant changes usually means temporarily merging that feature into the server in order to gather bug reports and feedback&lt;br /&gt;
&lt;br /&gt;
===[[Tcomms|Tcomms/Telecomms]]===&lt;br /&gt;
[[Telecommunications]], the room holding servers that allows headsets to work. Does not affect [[Intercom]]s or [[Station Bounced Radio]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Thermals]]===&lt;br /&gt;
[[Optical Thermal Scanners]]. Green glasses which let you see people through walls and in the dark. The only thing they can&#039;t see through is hiding in closets. Generally not available to the crew.&lt;br /&gt;
&lt;br /&gt;
===[[Toxins]]===&lt;br /&gt;
That section of the station east of [[Medbay]], better called the [[Research Division]] containing [[Guide to research and development|Research and Development]], [[Xenobiology]], the [[Toxins Lab]] and the [[Research Director]]&#039;s office.&lt;br /&gt;
&lt;br /&gt;
It is very rarely not filled with fire, hot gas, poisonous vapors, blood, acid, foam of all kinds and dangers, or the aftermath of all this destruction.&lt;br /&gt;
&lt;br /&gt;
===[[Traitor]]===&lt;br /&gt;
Used to refer to the [[Game Mode|mode]] or an actual [[Traitor]] (assigned by the game mode or by admins).&lt;br /&gt;
&lt;br /&gt;
===TraitorChan===&lt;br /&gt;
Used to refer to the [[Game_Mode#Traitor.2BChangeling|game mode]], a combination of [[Traitor]] and [[Changeling]].&lt;br /&gt;
&lt;br /&gt;
===Valid/Validhunting===&lt;br /&gt;
Adjective: Someone whom it is allowed under the [[Rules]] to kill, usually on grounds of being a loud traitor. Verb: The act of killing or deliberately seeking out said kill. An inherently controversial subject.&lt;br /&gt;
&lt;br /&gt;
===Voice in Your Head===&lt;br /&gt;
A subtle, in-character message from an admin.&lt;br /&gt;
&lt;br /&gt;
===Vote===&lt;br /&gt;
A command which lets you call a vote to restart the game or change the game mode (which will restart the game anyway), or a request by other players indicating that the command should be typed. Calling votes when an unruined game is in progress for any reason is looked down upon, but it&#039;s not like votes work when the game really is ruined either. All votes are liable to being canceled by admins.&lt;br /&gt;
&lt;br /&gt;
===VOX===&lt;br /&gt;
The audio announcement system that the [[AI]] will use to &amp;lt;s&amp;gt;curse at&amp;lt;/s&amp;gt; send messages to the crew.&lt;br /&gt;
&lt;br /&gt;
===WGW===&lt;br /&gt;
The legendary tale of [[Woody&#039;s Got Wood]]. The book obtained from the library. This vile tome is highly forbidden, and someone will eventually print it to spam over the radio any chance they get. Doing so will usually result in a station-wide manhunt, or the admin spawning a Space Carp named &amp;quot;Video Games&amp;quot; outside your hidey hole.&lt;br /&gt;
&lt;br /&gt;
===[[Wormhole]]===&lt;br /&gt;
A black swirly portal that shows up during the Space-Time Anomaly random event or the verb used when thrown through a wormhole by an aggressor or your own stupidity. Anything coming into contact with a wormhole will be teleported to a random area on or off the station. They can be fairly dangerous or cause temporary blockades. Not to be confused with portals made from the Handheld Teleporter, which are blue or (more rarely) orange.&lt;br /&gt;
&lt;br /&gt;
===[[Xeno]]===&lt;br /&gt;
Can refer to [[Aliens]], or [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
===[[Wizard]]===&lt;br /&gt;
Usually refers to the [[Wizard]] game mode, or a Wizard player who has access to a number of spells and will probably wreck your shit on sight or die in the first 12 seconds of a Wizard game.&lt;br /&gt;
&lt;br /&gt;
===Z-Level===&lt;br /&gt;
Another area/map which the game consists of. Gameplay-wise, it&#039;s just a level.&lt;br /&gt;
&lt;br /&gt;
Z-levels are areas you randomly spawn into when you go over the edge of an area. Part of BYOND&#039;s functionality. For example, the station, DJ station, Central Command and the [[Derelict]] are all on different Z-levels. Going off the edge of one Z-Level will take you to another.&lt;br /&gt;
&lt;br /&gt;
[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D0%B0%D1%80%D1%82%D0%BE%D0%B3%D1%80%D0%B0%D1%84%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B5_%D0%B8%D1%81%D1%82%D0%B8%D0%BD%D1%8B&amp;diff=12544</id>
		<title>Картографические истины</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D0%B0%D1%80%D1%82%D0%BE%D0%B3%D1%80%D0%B0%D1%84%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B5_%D0%B8%D1%81%D1%82%D0%B8%D0%BD%D1%8B&amp;diff=12544"/>
		<updated>2022-04-07T21:18:52Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: Запоздалое продолжение работы.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = TrashDoxx}}&lt;br /&gt;
== Руководство для страждующих мапперов ==&lt;br /&gt;
&#039;&#039;&#039;Адресовано как тем, кто имеет хоть какое-то представление о том, как пользоваться редактором, так и для тех, кто не имеет его вовсе.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Я понятия не имею, насколько опытен тот, кто это читает, поэтому начну с самых азов. Во-первых, вам нужно получить копию всех файлов для редактирования. Для этого перейдите в требуемый репозиторий (например, [https://www.github.com/ss220-space/tgstation сюда]) и нажмите зелёную кнопку &#039;&#039;&#039;Code&#039;&#039;&#039;, затем, в выпадающем меню выберите &#039;&#039;&#039;Download ZIP&#039;&#039;&#039;. Если вы пока не имеете представления о том, что делаете - этого будет достаточно для ознакомления. Но конечно, если вы уже умеете обращаться с версиями проектов на &#039;&#039;&#039;GitHub&#039;&#039;&#039;, вы можете использовать привычные для себя инструменты. Когда вы получите архив - распакуйте его куда вам угодно.&lt;br /&gt;
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Итак, теперь у вас есть папка с последней версией кода и резервная копия в архиве, к которой можно вернуться, если вы всё сломаете. В основной папке вы увидите файл в формате - &#039;&#039;&#039;.dme&#039;&#039;&#039;, который содержит в себе ссылки на всё, что должно быть в игре после компиляции. Фактически, это такая среда с необходимыми ресурсами. Вам необходимо открыть этот файл. Для этого вы можете использовать встроенный инструментарий BYOND&#039;а или внешние редакторы, о которых я упомяну позднее. На данный момент вам достаточно дважды кликнуть по нему. Когда вы откроете программу, вы увидите две вкладки слева: &#039;&#039;&#039;File&#039;&#039;&#039; и &#039;&#039;&#039;Object&#039;&#039;&#039;. Во вкладке &#039;&#039;&#039;File&#039;&#039;&#039; откройте директорию с картами, а затем откройте файл в формате - &#039;&#039;&#039;.dmm&#039;&#039;&#039;. Именно в этом формате записываются игровые карты. В результате вы получите что-то похожее на это:&lt;br /&gt;
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[Тут могла быть ваша реклама, но она появится чуть позднее].&lt;br /&gt;
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Переключитесь с вкладки &#039;&#039;&#039;File&#039;&#039;&#039; на вкладку &#039;&#039;&#039;Object&#039;&#039;&#039; и вы увидите &#039;&#039;&#039;области (area)&#039;&#039;&#039;, &#039;&#039;&#039;мобов (mob)&#039;&#039;&#039;, &#039;&#039;&#039;объекты (object)&#039;&#039;&#039; и &#039;&#039;&#039;покрытия (turf)&#039;&#039;&#039;. Это четыре основных слоя с которыми вам предстоит работать. Вы можете переключать их видимость, а также более детально настраивать их интерактивную видимость с помощью контекстного меню сверху - &#039;&#039;&#039;Layers&#039;&#039;&#039;. Я бы посоветовал скопировать эту карту и переименовать ее, скажем, в &#039;&#039;&#039;test.dmm&#039;&#039;&#039;. Возможно, удалите большую часть или всю станцию по умолчанию и стройте на пустом теперь Z-уровне, где захотите. Чтобы строить, используйте дерево объектов в левой части пользовательского интерфейса для выбора объектов, затем щелкните, чтобы разместить их. Простой щелчок позволяет разместить по одному предмету на плитку из каждой категории, в то время как Ctrl-клик складывает его поверх всех предыдущих, а Shift-клик удаляет самый верхний предмет. Можно открыть несколько карт одновременно - у меня обычно открыта основная карта и  её экспериментальная копия, что предназначена для изменений. В таком случае бесстыдно копировать-вставлять вещи гораздо проще. Кроме того, поиск предметов в дереве объектов может быть чертовски утомительным - щелкните правой кнопкой мыши на предмете, который вы видите, и вы увидите его путь в дереве - obj/structure/closet/etc. Это поможет вам найти вещи. С этого момента, действительно, можно приступать к созданию карты.&lt;br /&gt;
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Вы можете выбрать области для копирования/вставки/удаления, а также войти в режим добавления или заливки при размещении объектов. В общем, просто пощёлкайте по всем меню и вы поймете, как они работают, более или менее. Опции &amp;gt; Увеличение позволяет уменьшить масштаб до 50%, чтобы увидеть больше вещей. Используйте слои, чтобы выбрать, какую область, объекты и территорию вы хотите редактировать. Если вы действительно хотите иметь возможность видеть что-либо, я бы отменил выделение области и поставил галочку &amp;quot;показывать только выделенные слои&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Первым шагом будет создание нескольких помещений. Выберите турфы (пол) из общих смоделированных полов. Они будут иметь нужный состав и давление воздуха на них, что вам и нужно. Окружите эти полы стенами, и вот вам комната. Попробуйте поставить там несколько столов, возможно, торговый автомат или два.&lt;br /&gt;
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Если вы хотите добавить несколько фишек в ваше новое логово, но вам не нравится, как они аккуратно уложены друг на друга, вы можете изменить их значения &amp;quot;pixel_x&amp;quot; и &amp;quot;pixel_y&amp;quot; в rmb-меню &amp;quot;edit&amp;quot;, чтобы расположить их так, как вам хочется! (Не забывайте начинать и заканчивать значение двойными кавычками! Кроме того, все пользовательские значения выделены жирным шрифтом, чтобы их было легче идентифицировать.) На самом деле, большинство настенных автоматов на станциях смещены именно так, и хотя они кажутся расположенными на стене, на самом деле они находятся на плитке перед ней. Только не переусердствуйте с этим, так как каждый новый экземпляр объекта добавляется как отдельный пункт в меню, а когда их десятки, бывает трудно вспомнить, какой из них вам нужен. Как только вы обустроите комнату, вам захочется установить в ней свет.&lt;br /&gt;
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{|&lt;br /&gt;
|[[File:Mystery pipe.png|left|frame|There is one uninvited guest here!]]&lt;br /&gt;
|&#039;&#039;&#039;Важно:&#039;&#039;&#039; Во время строительства вы можете обнаружить, что вам нужен объект с определенным направлением (окна, трубы, кабели и т.д.), который не отображается в вашем меню. Это происходит потому, что BYOND не симулирует экземпляры объекта, кроме его базового состояния, если они не присутствуют на карте. Вы можете создать их, щелкнув правой кнопкой мыши на объекте и выбрав &amp;quot;generate instance from state/direction&amp;quot;. Эта функция имеет нежелательную особенность, при которой сгенерированный объект иногда автоматически добавляет метку. Эти метки могут вызывать ошибки в работе некоторых функций игры во время раунда, и их необходимо удалять. Чтобы проверить это, щелкните правой кнопкой мыши объект на карте или в меню, выберите &amp;quot;редактировать&amp;quot; и прокрутите до строки &amp;quot;тег&amp;quot;, которая должна быть пустой, за исключением двух двойных кавычек (&amp;quot;&amp;quot;). Если это не так (что легко определить, поскольку тег массивный и жирный, его невозможно пропустить даже при прокрутке со скоростью света), измените его. В хорошо поддерживаемых картах таких тегов обычно нет, так что можете смело копировать-вставлять на свое усмотрение. В качестве совета, помните, что все нестандартные объекты имеют свой собственный пункт в меню, а наличие тега вообще не является стандартным для большинства объектов!&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Editinstance.png|left|200px]]&lt;br /&gt;
| So now we get to the basics of making a functioning room. First of all, you&#039;ll need to re-enable the area layer. Pick some area from the object tree, and cover your room in it. You can rename this area if you want, we&#039;ll do that later. Make sure the area isn&#039;t used anywhere else on the map. Each area should have one APC or Area Power Controller in it. Copy one in from the default map or spawn one yourself, then rename its &amp;quot;name&amp;quot; variable through &amp;quot;edit&amp;quot; to something appropriate. If you copied your APC from another map, chances are that cell type and dir are both in bold. Cell type defines how much power the APC can hold, and for your first map you&#039;ll want to set this nice and high as you don&#039;t have any sort of generator yet - 10,000 ought to do. Dir defines the direction the APC is in with regards to the cell it occupies. Basically, 1 means it is above the cell you place it in, 2 is below, 4 is to the right and 8 to the left.&lt;br /&gt;
&lt;br /&gt;
Note that with APCs, &#039;&#039;&#039;dir &#039;&#039;&#039; is the only variable controlling their position. Other objects have their positions defined by &#039;&#039;&#039;pixel_x &#039;&#039;&#039;and &#039;&#039;&#039;pixel_y&#039;&#039;&#039; - this changes where APCs appear in the editor, but once ingame they snap to whatever the &#039;&#039;&#039;dir&#039;&#039;&#039; variable says. Other things, like signs on walls, will only take notice of the pixel variables and not necessarily dir. In a normal power system, you&#039;d connect the APC up to all the others and the station&#039;s generator via SMES cells, but we&#039;ll do that later. For now you have a basic room that is powered and starts with enough air to breathe happily. You can put an air canister in if you think you&#039;ll consume all the oxygen, or somesuch. &lt;br /&gt;
|[[File:Directions.png|right|200px]]&lt;br /&gt;
|}&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Important Note:&amp;lt;/u&amp;gt;&#039;&#039;&#039; There are &#039;&#039;&#039;nudge_x &#039;&#039;&#039;and &#039;&#039;&#039;nudge_y&#039;&#039;&#039; variables in the editor, as well as various z-axis variables. Don&#039;t ever change these, they&#039;re not used in SS13 and break things.&lt;br /&gt;
&lt;br /&gt;
To be able to actually spawn into a room, you&#039;ll want to place spawners. You&#039;ll see these as the big red X symbols on the default map, for each role. There are also blue Xs for xeno spawn locations and the spawns for all latecomers on the arrival shuttle. Stick in a spawn_late somewhere in your room for now. &lt;br /&gt;
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To actually play your map and be able to screw around in it as an admin, you&#039;ll have to compile it. First, make sure the file tree (on the left like the object tree, click the file tab) is open, and go to maps. Make sure the only one ticked is your own. Then click Build&amp;gt;Compile from the top, and wait for it to finish. This will give you a something like &amp;quot;tgstation.dmb&amp;quot; in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open &#039;admins.txt&#039;. Replace everything in there with:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;yourbyondname&amp;gt; = Game Master&amp;quot;, filling in your BYOND name.&lt;br /&gt;
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This will make you an admin, which is very helpful for tinkering ingame. Now to actually boot up a server so you can run your map! Find &#039;Dream Daemon&#039; (has a big green icon) in your BYOND folder, and click the &#039;File&#039; dropdown at the bottom. Select your &amp;quot;tgstation.dmb&amp;quot;. Select a port if you want, put security on safe, and visibility to invisible, for now. Click start to start the server, which will take a little while. You can then connect to it through BYOND by putting in either your external IP, shown in Dream Daemon, if that port is correctly forwarded. Otherwise use your internal IP, 192.168.x.x, where x is whatever. If you don&#039;t know this, ask and I can help. Once in, go to the admin tab and click &#039;start game&#039;. By joining after the start, you&#039;ll spawn at the late spawn you made, and, being an admin, will be able to make stuff, delete stuff, and other handy admin things (like causing massive explosions). &lt;br /&gt;
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From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn&#039;t too hard and is fairly rewarding. You could just tweak the default one for a bit if you like. The first thing I made was a small shuttle - you can see this at the bottom. Just tweak it and add stuff and you&#039;ll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I&#039;ll add an atmos guide later on, as well as a power generation and wiring guide. If you&#039;re a good engineer in-game, it&#039;ll help a lot as a mapper. &lt;br /&gt;
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If you&#039;ve managed to get all the way to the end of this before I&#039;ve added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I&#039;ll add more stuff here soon.&lt;br /&gt;
&lt;br /&gt;
== Pre-commit checks ==&lt;br /&gt;
&lt;br /&gt;
*Are floors with or without air, as they should be? (regular or airless)&lt;br /&gt;
*Does the area have an APC?&lt;br /&gt;
*Does the area have an Air Alarm?&lt;br /&gt;
*Does the area have a Request Console?&lt;br /&gt;
*Does the area have lights?&lt;br /&gt;
*Does the area have a light switch?&lt;br /&gt;
*Does the area have enough intercoms?&lt;br /&gt;
*Does the area have enough security cameras? (Use the verbs under Mapping for help)&lt;br /&gt;
*Is the area connected to the scrubbers air loop?&lt;br /&gt;
*Is the area connected to the vent air loop? (vent pumps)&lt;br /&gt;
*Is everything wired properly?&lt;br /&gt;
*Does the area have a fire alarm and firedoors?&lt;br /&gt;
*Do all pod doors work properly?&lt;br /&gt;
*Are accesses set properly on doors, pod buttons, etc.&lt;br /&gt;
*Are all items placed properly? (not below vents, scrubbers, tables)&lt;br /&gt;
*Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?&lt;br /&gt;
*Check for any misplaced or stacked piece of pipe (air and disposal)&lt;br /&gt;
*Check for any misplaced or stacked piece of wire&lt;br /&gt;
*Identify how hard it is to break into the area and where the weak points are, and balance the area accordingly (eg. the Vault should be made of reinforced structures and electrified windows, the Kitchen should not)&lt;br /&gt;
*Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels&lt;br /&gt;
*Are there any [[guide_to_mapping#Room Structure|indestructible turfs]] where they shouldn&#039;t be?&lt;br /&gt;
&lt;br /&gt;
== General Station-wide Mapping Guidelines ==&lt;br /&gt;
&lt;br /&gt;
=== In general ===&lt;br /&gt;
* Don&#039;t run pipes/cables/disposals through walls if you can avoid it. Otherwise it&#039;s a pain to repair or sabotage them, especially under r-walls.&lt;br /&gt;
* Try to connect departments to maintenance through a back or side door. This lets players escape and allows antags to break in. Metastation is a good example for this.&lt;br /&gt;
&lt;br /&gt;
=== Atmospherics ===&lt;br /&gt;
* Each area should have EXACTLY one air alarm (Exceptions are only possible if a room has scrubbers or vent pumps on different frequencies).&lt;br /&gt;
* Each ROOM (Walled off space) should have at least one vent pump and scrubber, which is properly connected to its respective loop.&amp;lt;br&amp;gt; Keep in mind that scrubbers don&#039;t detect gases/pressure; only air alarms do.&lt;br /&gt;
* The air supply loop&#039;s pipes should be colored blue.&lt;br /&gt;
* The scrubbers loop&#039;s pipes should be colored red.&lt;br /&gt;
* Some areas require special air alarm subtypes: /engine for the SME and /server for tcomms or the RnD server room.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
* Each area (which requires power) should have exactly one APC. For areas with a high roundstart power draw (engineering/cargo), one of the highcap subtypes can be used.&lt;br /&gt;
&lt;br /&gt;
== Atmospherics ==&lt;br /&gt;
&lt;br /&gt;
=== Pipes and manifolds ===&lt;br /&gt;
&lt;br /&gt;
Atmospherics releases it&#039;s cocktail of gases into the air supply loop (blue pipes). The station is also equipped with a scrubber loop, which filters unwanted gases and sends them back to atmospherics via the scrubber loop (red pipes).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re expanding the air supply loop (blue pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/supply/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/supply/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are expanding the scrubber loop (red pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/scrubbers/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/scrubbers/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are however building a pipe network which has nothing to do with the air supply or scrubbers loop, you should use the objects in /obj/machinery/atmospherics/pipe/simple/general/visible or ../hidden. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/general/visible and ../hidden. &lt;br /&gt;
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To add new colors of pipes, you will need add a new subtypes in the appropriate .dm files located in tgstation\code\modules\atmospherics\machinery\pipes&lt;br /&gt;
&lt;br /&gt;
Please refrain from var-editing pipes, as it typically introduces graphical glitches and other issues.&lt;br /&gt;
&lt;br /&gt;
=== Air Alarm ===&lt;br /&gt;
&lt;br /&gt;
Every single area (with scrubbers and/or vent pumps) should have exactly one air alarm. More than one should be placed if vent pumps or scrubbers use different radio frequencies than the default one (1439).&lt;br /&gt;
&lt;br /&gt;
=== Scrubbers (Station air supply) ===&lt;br /&gt;
&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one scrubber.&lt;br /&gt;
&lt;br /&gt;
The path for scrubbers that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_scrubber/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the scrubber is connected to the scrubber loop!!&lt;br /&gt;
&lt;br /&gt;
=== Vent Pumps (Station air supply) ===&lt;br /&gt;
&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one vent pump.&lt;br /&gt;
&lt;br /&gt;
The path for vents that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_pump/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Please make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the vent pump is connected to the air supply loop!!&lt;br /&gt;
&lt;br /&gt;
=== Gas tanks and filters ===&lt;br /&gt;
&lt;br /&gt;
Each station should have a full set of these - or at the bare minimum, one for N2, one for O2 and a third tank to filter dangerous gases into.&lt;br /&gt;
&lt;br /&gt;
[[File:Atmos mapping.jpg|right|frame|Left to right: N2, O2, Airmix. The canisters inside are just for decoration.]]&lt;br /&gt;
&lt;br /&gt;
Each gas tank needs:&lt;br /&gt;
* &#039;&#039;&#039;Outside&#039;&#039;&#039;: A tank computer and a gas filter to pick what gases will be filtered into it.&lt;br /&gt;
* &#039;&#039;&#039;Inside&#039;&#039;&#039;: A gas injector (input), a vent pump (output), a gas sensor and a specific turf.&lt;br /&gt;
&lt;br /&gt;
The tank computer controls the input/output and receives data from the gas sensor.&lt;br /&gt;
&lt;br /&gt;
The specific turf creates the gases that will be inside each tank - the gas canister is just for decoration.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a look at the MetaStation N2 tank:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tank computer&#039;&#039;&#039;: /obj/machinery/computer/atmos_control/tank/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;N2 filter&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/filter/atmos/n2&lt;br /&gt;
* &#039;&#039;&#039;Gas injector&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/outlet_injector/atmos/nitrogen_input&lt;br /&gt;
* &#039;&#039;&#039;Vent pump&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/vent_pump/siphon/atmos/nitrogen_output&lt;br /&gt;
* &#039;&#039;&#039;Gas sensor&#039;&#039;&#039;: /obj/machinery/air_sensor/atmos/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;Turf&#039;&#039;&#039;: /turf/open/floor/engine/n2&lt;br /&gt;
&lt;br /&gt;
These objects have all the neccessary vars preset and start switched on - you&#039;ll only have to edit the dir if neccessary.&lt;br /&gt;
&lt;br /&gt;
Additionally, you&#039;ll want this type of gas mixer for the airmix tank (N2 + O2):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air mixer&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/mixer/airmix&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&lt;br /&gt;
=== APC ===&lt;br /&gt;
Each new room needs at least one, this will provide all the power for the room (magically). Each piece of machinery inside the APC&#039;s area will draw power from either the lighting, equipment or environmental channel.&lt;br /&gt;
&lt;br /&gt;
Any room that is very equipment heavy (for example cargo bay) may need a beefed up APC (apc/highcap) to prevent early blackouts. These start with higher capacity power cells.&lt;br /&gt;
&lt;br /&gt;
=== Wiring ===&lt;br /&gt;
Make sure the wires lead from the main power grid, and to the APC(s) of your area. If any equipment in your new area requires a wire under it, line it up, connected to the main power grid, and under the machinery. &lt;br /&gt;
&lt;br /&gt;
Wires are also helpful when making electrical grilles (just dot wire under a grille), make sure the wires touch the main power grid (or they won&#039;t shock people).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Lights ===&lt;br /&gt;
Lights take up a lot of power, don&#039;t use too many! Make sure to put in just enough so the room is fully lit, but not so many that the equipment will go out in ten minutes of the round starting.&lt;br /&gt;
&lt;br /&gt;
=== Light switch ===&lt;br /&gt;
For mood lighting, or to show the room is currently not in use by the primary occupant. These disable the lighting equipment (and power drain associated) in the area, but not desk lamps. Place these on walls, usually by a door.&lt;br /&gt;
&lt;br /&gt;
=== Request Console ===&lt;br /&gt;
If a certain room has no need for materials, or produces no materials, do not give it a Request Console. If it does (for either case or both) make sure it has at least one, that is in a place where some one will see it.&lt;br /&gt;
&lt;br /&gt;
=== Intercoms ===&lt;br /&gt;
At least every room should have one of these. They should be set to 145.9, and be speaker ON Microphone OFF. This is so radio signals can reach people even without head sets on. Larger room will require more than one at a time.&lt;br /&gt;
&lt;br /&gt;
=== Security Cameras ===&lt;br /&gt;
Most areas should have these, enough to see the general area from a Human point of view, but, not bunched together for the AI&#039;s sake. Larger rooms may require more than one.&lt;br /&gt;
&lt;br /&gt;
== Room Structure ==&lt;br /&gt;
&lt;br /&gt;
=== Access ===&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#FF5238&amp;quot;&amp;gt; Refer to ..\code\__DEFINES\access.dm for door access values.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one&#039;s we&#039;re concerned with are &#039;&#039;&#039;req_access_txt&#039;&#039;&#039; and &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it&#039;s a public door, the access is set to &amp;quot;0&amp;quot;, as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that&#039;s the value for Security front doors - accessible by Security positions, but no one else.&lt;br /&gt;
&lt;br /&gt;
Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. &amp;quot;28;31&amp;quot; is for Kitchen and Cargo access). This might seem worthless, but it&#039;s useful for small maps, where jobs might need to share access due to cramped spaces.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an important difference between the two that you need to pay attention to - req_access_txt requires &#039;&#039;&#039;ALL LISTED ACCESSES&#039;&#039;&#039; to open the door, while req_one_access_txt lets anyone with &#039;&#039;&#039;ONE OF THE LISTED ACCESSES&#039;&#039;&#039; open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put &amp;quot;63;4&amp;quot; in &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;, because we want the Detective &#039;&#039;&#039;AND&#039;&#039;&#039; Security to have access. If we used req_access_txt, you would need &#039;&#039;&#039;BOTH&#039;&#039;&#039; accesses to open the door, meaning neither the Detective or Security could open it.&lt;br /&gt;
&lt;br /&gt;
You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren&#039;t sure, you can take a look at Boxstation&#039;s map file and check the value on the door you&#039;re looking for).&lt;br /&gt;
&lt;br /&gt;
=== Airless Floors ===&lt;br /&gt;
&lt;br /&gt;
Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency.&lt;br /&gt;
&lt;br /&gt;
Use these on external tiles (to prevent lag when the game starts) and chambers that will require gas mixing (toxins mix chamber/ furnace). Double check these to make sure you don&#039;t suffocate mobs in the new rooms.&lt;br /&gt;
&lt;br /&gt;
=== Fire Alarms and Fire Doors  ===&lt;br /&gt;
Make sure to put these INSIDE of the boundary of the area, so there is a lock down. Any spot that gets hot as a normal function should not have a fire Alarm right next to the heat source (toxin mix chamber). Make sure there is a fully sealed area (with the exception of maintenance doors for people to escape fires) that can&#039;t be open by normal civilians.&lt;br /&gt;
&lt;br /&gt;
=== Weak Points ===&lt;br /&gt;
Judge how high security the room will be, if it is high security, reinforced walls and electrified grill windows may be in order. Areas that do not need a lot of security can use basic walls, and windows to your liking (though normal glass windows break very very easy). Each room should have one place that&#039;s weaker than the rest (like a back door, side entrance, or a window), just because the main entrance might be out of commission (and realistically, for traitors to break into).&lt;br /&gt;
&lt;br /&gt;
=== Item and Machinery Distribution ===&lt;br /&gt;
Be smart about what will go in an area, keep a fine balance between the size of the room and amount of equipment. Large rooms may require multiple APCs to prevent power outages early in game. Second, make sure to place equipment that make sense for the area (security computer in a security area/ Medical vendor in a medical area).&lt;br /&gt;
&lt;br /&gt;
=== Indestructible Turfs ===&lt;br /&gt;
Before you finalize a map, check for any indestructible turfs. These turfs ignore things like external damage and are typically meant for things like special ruins/rooms where you want to avoid people trying to circumvent a path. Due to these characteristics, they have no real place on regular station maps and would probably lead to confusion for players more than anything.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
=== Item contents ===&lt;br /&gt;
The harder the room is to enter, the more goodies or sensitive equipment there is inside. Make sure to keep this in mind (and don&#039;t make an empty room that&#039;s covered in blast doors, electrified grills, reinforced walls, and captain level doors).&lt;br /&gt;
&lt;br /&gt;
=== Room security ===&lt;br /&gt;
A room is only as secure as its necessity. Public rooms should not have many security functions (other than a fire alarm), but private work space must be more secure (based on job). The bartenders do not need reinforced walls around their storage, but engineers do.&lt;br /&gt;
&lt;br /&gt;
The highest security rooms should utilize the highest security measures. The lowest security rooms should utilize the cheapest security measures.&lt;br /&gt;
&lt;br /&gt;
== Step_x, step_y and the broken movement syndrome ==&lt;br /&gt;
&lt;br /&gt;
So you compiled the map and suddenly whenever you move you no longer get the animation of moving but just &#039;appear&#039; on the next tile?&lt;br /&gt;
&lt;br /&gt;
So a while back step_x and step_y were introduced to allow pixel based movement. SS13 does not utilize this. Step_x and step_y are variables that each atom has. The way they work is that as soon as you set any object on the map to use one of these variables, the game interprets that you overrode all default movement code and wrote your own - but you didn&#039;t (The code that makes the animation from tile to tile). &lt;br /&gt;
&lt;br /&gt;
To fix this problem you need to close dream maker (save the project first, obviously). Open your map (.dmm) file in a text editor, such as notepad or notepad++. Search (ctrl+f) through the file for step_x and step_y and remove any reference to it. Once no more step_x or step_y -es are found in the file, save it and open it in dream maker once again. Compile the code and movement should work fine once more. Go to [[Community|the development IRC]] if you need more help.&lt;br /&gt;
&lt;br /&gt;
==Shuttles==&lt;br /&gt;
Basically there&#039;s 3 types of shuttle dock stationary, transit and mobile&lt;br /&gt;
*stationary == places where the shuttle can dock&lt;br /&gt;
*transit == shuttle as it moves&lt;br /&gt;
*mobile == the place with the actual shuttle&lt;br /&gt;
so you&#039;d have a transit dock in the transit area and 2 stationary docks, one in centcomm and the other one in the station and 1 mobile dock, in centcomm for most shuttles (apart from mining)&lt;br /&gt;
&lt;br /&gt;
The shuttle docks are grouped by id eg id = &amp;quot;cargo_away&amp;quot; id = &amp;quot;cargo_transit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You need to add the dock types to the map and edit the bounding boxes via varediting the dock, you need to varedit height, width, dheight and dwidth at minimum. These are offset by the dir so do keep that in mind, eg if dir == 2 then width goes from EAST to WEST, if dir == 4 then width goes from NORTH to SOUTH and dwidth/dheight are offsets from the lower-left corner of the plane switched to the dock&#039;s dir&lt;br /&gt;
&lt;br /&gt;
You should also ensure the directions face the shuttle or face away from the thing the shuttle docks with.&lt;br /&gt;
&lt;br /&gt;
If a shuttle&#039;s mobile docking port direction is different then the stationary docking port&#039;s direction, the shuttle and all items on it will be rotated accordingly. (Try it, it works properly for just about everything)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning the bounding box for the mobile dock must fit inside of the stationary dock (after any rotation)&#039;&#039;&#039; Or the shuttle will refuse to move.&lt;br /&gt;
&lt;br /&gt;
If the shuttle&#039;s mobile docking port is in an area that is a subtype of /area/shuttle, Only turfs in the bounding box in that same area are moved. Otherwise it moves all turfs in the bounding box. This can be used for odd shaped shuttles. (the area will be transfer over as well)&lt;br /&gt;
&lt;br /&gt;
Also note that the emergency shuttle and cargo shuttle need special subtypes of the dock type eg so /obj/docking_port/mobile/emergency&lt;br /&gt;
&lt;br /&gt;
The other variables of note is traveldir, which defines if the shuttle rotates on transit, it&#039;s an angle in degrees (just imagine the shuttle is inside a circle . For example, if you want the shuttle going right to left set it to 270 degrees.&lt;br /&gt;
&lt;br /&gt;
===Dwidth and Dheight in more depth===&lt;br /&gt;
dwidth/dheight is the offset of the docking_port obj from the (0,0) bounding box corner. In dir == 1 (north) 0,0 is the bottom left corner? This changes for each direction, For example when dir is 2 it&#039;s the upper right corner. so dwidth and dheight identify where the bounding box starts relative to the docking port obj whereaswidth and height determine the actual width and height of the bounding box&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: We count step 0 as a tile, so a height and width of 9 is actually 10 tiles (tile 0 to tile 9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is an example for the north facing shuttle dock direction - you can rotate this image to determine where the offset is for each other cardinal direction&lt;br /&gt;
[[File:ShuttleBox.png]]&lt;br /&gt;
&lt;br /&gt;
==Other files==&lt;br /&gt;
If you are adding a map to the game, you need to ensure it has a JSON file under _maps, and is included in the maps config file.&lt;br /&gt;
&lt;br /&gt;
==Helpful regular expressions==&lt;br /&gt;
Everything in the code blocks is a regular expression, most decent text editors are able to use regex in their searches.&lt;br /&gt;
&lt;br /&gt;
Replace the regex proceding &amp;lt;tt&amp;gt;=&amp;gt;&amp;lt;/tt&amp;gt; with what follows.&lt;br /&gt;
&lt;br /&gt;
=== Pesky var edits for the `something` var are all over my map ===&lt;br /&gt;
Replace &amp;lt;tt&amp;gt;something&amp;lt;/tt&amp;gt; with the var that needs to be removed. You need to run both replacements to catch all cases.&lt;br /&gt;
&lt;br /&gt;
For standard dmm format:&lt;br /&gt;
* &amp;lt;code&amp;gt;\bsomething *= *.+?; *&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
* &amp;lt;code&amp;gt;{\W*\bsomething *= *[^;]+?\W*}&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
&lt;br /&gt;
For TGM format:&lt;br /&gt;
* &amp;lt;code&amp;gt;^\W+\bsomething *= *.+?;\n&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
* &amp;lt;code&amp;gt;{\W*\bsomething *= *[^;]+?\W*}&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Multi-Z ==&lt;br /&gt;
&lt;br /&gt;
Multi-Z is a feature which allows a station map to have multiple Z-levels layered on top of each other, behaving as a single station with multiple floors. This feature is currently in use on the [[Tramstation]] and [[IceboxStation]] maps. A station&#039;s multiple levels can be bundled into one map file, or in several seperate files. The traits section of the map configuration json tells SS13 how to link the maps together. &lt;br /&gt;
&lt;br /&gt;
* If you are building station rooms on a lower Z level, ensure that a floor of some type is mapped on the Z level above the room. You can check the coordinates in the mapping editor to ensure you floor over the correct dimensions of the room. When running the server in Dream Daemon to test the map, you can go to the Debug tab and hit show debug verbs, go to Mapping tab and hit Show ATs, if the list is empty, you are good. &lt;br /&gt;
&lt;br /&gt;
* Earlier versions of multi-z did not require a baseturf to be defined under each z-level&#039;s traits in the config json. Each level must now have a baseturf set.&lt;br /&gt;
&lt;br /&gt;
* The maploader &#039;&#039;&#039;will not&#039;&#039;&#039; load and link a map file without areas or turfs defined. An empty space (nothing but baseturf) map will runtime. If you are adding a Z-level to an existing map, be aware of this.&lt;br /&gt;
&lt;br /&gt;
* SS13 will cache a map&#039;s configuration json file in data\next_map.json. If you alter a map&#039;s configuration json locally, you must also clear this file by using the change-map verb in game, deleting the file, or replacing it with your updated json file.&lt;br /&gt;
&lt;br /&gt;
== На будущее ==&lt;br /&gt;
Other related guides: [[Understanding SS13 code]], [[SS13 for experienced programmers]], [[Guide to door access]] and [[Map Merger]].&lt;br /&gt;
&lt;br /&gt;
It is important that you use the [[Map Merger]] tools before commiting any changes to a map. See [[Map_Merger|here]] for how.&lt;br /&gt;
&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=Guide_to_mapping&amp;diff=12292</id>
		<title>Guide to mapping</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=Guide_to_mapping&amp;diff=12292"/>
		<updated>2022-03-10T17:51:58Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: TrashDoxx переименовал страницу Guide to mapping в Картографические истины: Русификация. Вероятно, изменю позднее.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#перенаправление [[Картографические истины]]&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D0%B0%D1%80%D1%82%D0%BE%D0%B3%D1%80%D0%B0%D1%84%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B5_%D0%B8%D1%81%D1%82%D0%B8%D0%BD%D1%8B&amp;diff=12291</id>
		<title>Картографические истины</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D0%B0%D1%80%D1%82%D0%BE%D0%B3%D1%80%D0%B0%D1%84%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B5_%D0%B8%D1%81%D1%82%D0%B8%D0%BD%D1%8B&amp;diff=12291"/>
		<updated>2022-03-10T17:51:58Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: TrashDoxx переименовал страницу Guide to mapping в Картографические истины: Русификация. Вероятно, изменю позднее.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = TrashDoxx}}&lt;br /&gt;
== Руководство для страждующих мапперов ==&lt;br /&gt;
&#039;&#039;&#039;Адресовано как тем, кто имеет хоть какое-то представление о том, как пользоваться редактором, так и для тех, кто не имеет его вовсе.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Я понятия не имею, насколько опытен тот, кто это читает, поэтому начну с самых азов. Во-первых, вам нужно получить копию всех файлов для редактирования. Для этого перейдите в требуемый репозиторий (например, [https://www.github.com/ss220-space/tgstation сюда]) и нажмите зелёную кнопку &#039;&#039;&#039;Code&#039;&#039;&#039;, затем, в выпадающем меню выберите &#039;&#039;&#039;Download ZIP&#039;&#039;&#039;. Если вы пока не имеете представления о том, что делаете - этого будет достаточно для ознакомления. Но конечно, если вы уже умеете обращаться с версиями проектов на &#039;&#039;&#039;GitHub&#039;&#039;&#039;, вы можете использовать привычные для себя инструменты. Когда вы получите архив - распакуйте его куда вам угодно.&lt;br /&gt;
&lt;br /&gt;
Итак, теперь у вас есть папка с последней версией кода и резервная копия в архиве, к которой можно вернуться, если вы всё сломаете. В основной папке вы увидите файл в формате - &#039;&#039;&#039;.dme&#039;&#039;&#039;, который содержит в себе ссылки на всё, что должно быть в игре после компиляции. Фактически, это такая среда с необходимыми ресурсами. Вам необходимо открыть этот файл. Для этого вы можете использовать встроенный инструментарий BYOND&#039;а или внешние редакторы, о которых я упомяну позднее. На данный момент вам достаточно дважды кликнуть по нему. Когда вы откроете программу, вы увидите две вкладки слева: &#039;&#039;&#039;File&#039;&#039;&#039; и &#039;&#039;&#039;Object&#039;&#039;&#039;. Во вкладке &#039;&#039;&#039;File&#039;&#039;&#039; откройте директорию с картами, а затем откройте файл в формате - &#039;&#039;&#039;.dmm&#039;&#039;&#039;. Именно в этом формате записываются игровые карты. В результате вы получите что-то похожее на это:&lt;br /&gt;
&lt;br /&gt;
[Тут могла быть ваша реклама, но она появится чуть позднее].&lt;br /&gt;
&lt;br /&gt;
Switch from the &#039;&#039;&#039;files&#039;&#039;&#039; tab to the &#039;&#039;&#039;objects&#039;&#039;&#039; tab, and you&#039;ll see &#039;&#039;&#039;area&#039;&#039;&#039;, &#039;&#039;&#039;mob&#039;&#039;&#039;, &#039;&#039;&#039;objects&#039;&#039;&#039;, and &#039;&#039;&#039;turf&#039;&#039;&#039;. These are the four primary &#039;layers&#039; that you can see in the editor. You can toggle their visibility and interactivity on and off using the &#039;&#039;&#039;layers &#039;&#039;&#039;dropdown. I&#039;d advise copying this map, and renaming it to, say, teststation.dmm.  Perhaps delete most or all of the default station, and build on the now-empty z-level, wherever you like. To build stuff, use the object tree on the left of the UI to select things, then click to place them. A simple click lets you place one item per tile from each category, while Ctrl-click &#039;&#039;&#039;stacks&#039;&#039;&#039; it on &#039;&#039;&#039;top&#039;&#039;&#039; of all previous ones and Shift-click deletes the &#039;&#039;&#039;topmost&#039;&#039;&#039; item. You can have multiple maps open at once - I usually have the default /tg/station map and mine open, and can then shamelessly copy-paste things far more easily. Also, finding stuff in the object tree can be tedious as hell - right click something you see and you can see its path in the tree - obj/structure/closet/etc. This will help you find things. From this point on, really, you can begin mapping proper.&lt;br /&gt;
&lt;br /&gt;
You can select areas to copy/paste/delete, or enter add or fill mode when placing objects. Basically just click around all the menus and you&#039;ll work out how they work, more or less. &#039;&#039;&#039;Options&amp;gt;Zoom&#039;&#039;&#039; allows you to zoom out to 50% to see more stuff. Use layers to select which of area, objects and turf you want to edit. If you actually want to be able to see anything, I&#039;d deselect area, and tick &#039;only show selectable layers&#039;.&lt;br /&gt;
&lt;br /&gt;
The first step, then, is to be able to create your first few rooms. Select a turf (floor) from the generic simulated floors. These will start with the right make-up and pressure of air on them, which is how you&#039;ll want it. Surround these floors with walls, and hey presto you have a room. Try sticking some tables in there, perhaps a vending machine or two. &lt;br /&gt;
&lt;br /&gt;
If you want to add some chips to your new den but are unhappy of how they neatly stack on top of eachother, you can change their &amp;quot;pixel_x&amp;quot; and &amp;quot;pixel_y&amp;quot; values in the &amp;quot;edit&amp;quot; rmb-menu to arrange them as you want! (Remember to start and end the value with doublequotes! Also, all custom values are &#039;&#039;&#039;bold&#039;&#039;&#039; so it&#039;s easier to identify them.) In fact, most wall-mounted machines on stations are shifted like this, and while they APPEAR to be on a wall, they are actually on the tile in front of it. Just don&#039;t go overboard with this, as every new instance of an object is added as its own entry in the menu, and when there are dozens of them it can get hard to remember which one you wanted. Once you&#039;ve made your room you&#039;ll want to put lights in. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Mystery pipe.png|left|frame|There is one uninvited guest here!]]&lt;br /&gt;
|&#039;&#039;&#039;Important:&#039;&#039;&#039; While building your station you might find yourself in need of an object with a specific alignment (windows, pipes, cables etc) that does not appear in your menu. This is because BYOND does not simulate instances of an object other than its base state unless they are present on the map. You can generate them by right clicking an object and selecting &amp;quot;generate instance from state/direction&amp;quot;. This function has an &#039;&#039;&#039;unwanted feature&#039;&#039;&#039; in which a generated object sometimes has a tag added automatically. These tags can cause error with certain features of the game during a round, and need to be removed. To check for it, right click an item on the map or in the menu, select &amp;quot;edit&amp;quot; and scroll to the &amp;quot;tag&amp;quot; line, which should be empty save for two doublequotes (&amp;quot;&amp;quot;). If it&#039;s not (which is easy to tell since the tag is massive and bold, impossible to miss even scrolling at lightspeed), change it. Well maintained maps don&#039;t usually contain these, so you should be safe to copy-paste to your heart&#039;s content. As a tip, remember that all non-standard objects have their own entry in the menu, and having a tag is not standard at all for most object!&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Editinstance.png|left|200px]]&lt;br /&gt;
| So now we get to the basics of making a functioning room. First of all, you&#039;ll need to re-enable the area layer. Pick some area from the object tree, and cover your room in it. You can rename this area if you want, we&#039;ll do that later. Make sure the area isn&#039;t used anywhere else on the map. Each area should have one APC or Area Power Controller in it. Copy one in from the default map or spawn one yourself, then rename its &amp;quot;name&amp;quot; variable through &amp;quot;edit&amp;quot; to something appropriate. If you copied your APC from another map, chances are that cell type and dir are both in bold. Cell type defines how much power the APC can hold, and for your first map you&#039;ll want to set this nice and high as you don&#039;t have any sort of generator yet - 10,000 ought to do. Dir defines the direction the APC is in with regards to the cell it occupies. Basically, 1 means it is above the cell you place it in, 2 is below, 4 is to the right and 8 to the left.&lt;br /&gt;
&lt;br /&gt;
Note that with APCs, &#039;&#039;&#039;dir &#039;&#039;&#039; is the only variable controlling their position. Other objects have their positions defined by &#039;&#039;&#039;pixel_x &#039;&#039;&#039;and &#039;&#039;&#039;pixel_y&#039;&#039;&#039; - this changes where APCs appear in the editor, but once ingame they snap to whatever the &#039;&#039;&#039;dir&#039;&#039;&#039; variable says. Other things, like signs on walls, will only take notice of the pixel variables and not necessarily dir. In a normal power system, you&#039;d connect the APC up to all the others and the station&#039;s generator via SMES cells, but we&#039;ll do that later. For now you have a basic room that is powered and starts with enough air to breathe happily. You can put an air canister in if you think you&#039;ll consume all the oxygen, or somesuch. &lt;br /&gt;
|[[File:Directions.png|right|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Important Note:&amp;lt;/u&amp;gt;&#039;&#039;&#039; There are &#039;&#039;&#039;nudge_x &#039;&#039;&#039;and &#039;&#039;&#039;nudge_y&#039;&#039;&#039; variables in the editor, as well as various z-axis variables. Don&#039;t ever change these, they&#039;re not used in SS13 and break things.&lt;br /&gt;
&lt;br /&gt;
To be able to actually spawn into a room, you&#039;ll want to place spawners. You&#039;ll see these as the big red X symbols on the default map, for each role. There are also blue Xs for xeno spawn locations and the spawns for all latecomers on the arrival shuttle. Stick in a spawn_late somewhere in your room for now. &lt;br /&gt;
&lt;br /&gt;
To actually play your map and be able to screw around in it as an admin, you&#039;ll have to compile it. First, make sure the file tree (on the left like the object tree, click the file tab) is open, and go to maps. Make sure the only one ticked is your own. Then click Build&amp;gt;Compile from the top, and wait for it to finish. This will give you a something like &amp;quot;tgstation.dmb&amp;quot; in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open &#039;admins.txt&#039;. Replace everything in there with:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;yourbyondname&amp;gt; = Game Master&amp;quot;, filling in your BYOND name.&lt;br /&gt;
&lt;br /&gt;
This will make you an admin, which is very helpful for tinkering ingame. Now to actually boot up a server so you can run your map! Find &#039;Dream Daemon&#039; (has a big green icon) in your BYOND folder, and click the &#039;File&#039; dropdown at the bottom. Select your &amp;quot;tgstation.dmb&amp;quot;. Select a port if you want, put security on safe, and visibility to invisible, for now. Click start to start the server, which will take a little while. You can then connect to it through BYOND by putting in either your external IP, shown in Dream Daemon, if that port is correctly forwarded. Otherwise use your internal IP, 192.168.x.x, where x is whatever. If you don&#039;t know this, ask and I can help. Once in, go to the admin tab and click &#039;start game&#039;. By joining after the start, you&#039;ll spawn at the late spawn you made, and, being an admin, will be able to make stuff, delete stuff, and other handy admin things (like causing massive explosions). &lt;br /&gt;
&lt;br /&gt;
From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn&#039;t too hard and is fairly rewarding. You could just tweak the default one for a bit if you like. The first thing I made was a small shuttle - you can see this at the bottom. Just tweak it and add stuff and you&#039;ll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I&#039;ll add an atmos guide later on, as well as a power generation and wiring guide. If you&#039;re a good engineer in-game, it&#039;ll help a lot as a mapper. &lt;br /&gt;
&lt;br /&gt;
If you&#039;ve managed to get all the way to the end of this before I&#039;ve added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I&#039;ll add more stuff here soon.&lt;br /&gt;
&lt;br /&gt;
== Pre-commit checks ==&lt;br /&gt;
&lt;br /&gt;
*Are floors with or without air, as they should be? (regular or airless)&lt;br /&gt;
*Does the area have an APC?&lt;br /&gt;
*Does the area have an Air Alarm?&lt;br /&gt;
*Does the area have a Request Console?&lt;br /&gt;
*Does the area have lights?&lt;br /&gt;
*Does the area have a light switch?&lt;br /&gt;
*Does the area have enough intercoms?&lt;br /&gt;
*Does the area have enough security cameras? (Use the verbs under Mapping for help)&lt;br /&gt;
*Is the area connected to the scrubbers air loop?&lt;br /&gt;
*Is the area connected to the vent air loop? (vent pumps)&lt;br /&gt;
*Is everything wired properly?&lt;br /&gt;
*Does the area have a fire alarm and firedoors?&lt;br /&gt;
*Do all pod doors work properly?&lt;br /&gt;
*Are accesses set properly on doors, pod buttons, etc.&lt;br /&gt;
*Are all items placed properly? (not below vents, scrubbers, tables)&lt;br /&gt;
*Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?&lt;br /&gt;
*Check for any misplaced or stacked piece of pipe (air and disposal)&lt;br /&gt;
*Check for any misplaced or stacked piece of wire&lt;br /&gt;
*Identify how hard it is to break into the area and where the weak points are, and balance the area accordingly (eg. the Vault should be made of reinforced structures and electrified windows, the Kitchen should not)&lt;br /&gt;
*Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels&lt;br /&gt;
*Are there any [[guide_to_mapping#Room Structure|indestructible turfs]] where they shouldn&#039;t be?&lt;br /&gt;
&lt;br /&gt;
== General Station-wide Mapping Guidelines ==&lt;br /&gt;
&lt;br /&gt;
=== In general ===&lt;br /&gt;
* Don&#039;t run pipes/cables/disposals through walls if you can avoid it. Otherwise it&#039;s a pain to repair or sabotage them, especially under r-walls.&lt;br /&gt;
* Try to connect departments to maintenance through a back or side door. This lets players escape and allows antags to break in. Metastation is a good example for this.&lt;br /&gt;
&lt;br /&gt;
=== Atmospherics ===&lt;br /&gt;
* Each area should have EXACTLY one air alarm (Exceptions are only possible if a room has scrubbers or vent pumps on different frequencies).&lt;br /&gt;
* Each ROOM (Walled off space) should have at least one vent pump and scrubber, which is properly connected to its respective loop.&amp;lt;br&amp;gt; Keep in mind that scrubbers don&#039;t detect gases/pressure; only air alarms do.&lt;br /&gt;
* The air supply loop&#039;s pipes should be colored blue.&lt;br /&gt;
* The scrubbers loop&#039;s pipes should be colored red.&lt;br /&gt;
* Some areas require special air alarm subtypes: /engine for the SME and /server for tcomms or the RnD server room.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
* Each area (which requires power) should have exactly one APC. For areas with a high roundstart power draw (engineering/cargo), one of the highcap subtypes can be used.&lt;br /&gt;
&lt;br /&gt;
== Atmospherics ==&lt;br /&gt;
&lt;br /&gt;
=== Pipes and manifolds ===&lt;br /&gt;
&lt;br /&gt;
Atmospherics releases it&#039;s cocktail of gases into the air supply loop (blue pipes). The station is also equipped with a scrubber loop, which filters unwanted gases and sends them back to atmospherics via the scrubber loop (red pipes).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re expanding the air supply loop (blue pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/supply/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/supply/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are expanding the scrubber loop (red pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/scrubbers/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/scrubbers/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are however building a pipe network which has nothing to do with the air supply or scrubbers loop, you should use the objects in /obj/machinery/atmospherics/pipe/simple/general/visible or ../hidden. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/general/visible and ../hidden. &lt;br /&gt;
&lt;br /&gt;
To add new colors of pipes, you will need add a new subtypes in the appropriate .dm files located in tgstation\code\modules\atmospherics\machinery\pipes&lt;br /&gt;
&lt;br /&gt;
Please refrain from var-editing pipes, as it typically introduces graphical glitches and other issues.&lt;br /&gt;
&lt;br /&gt;
=== Air Alarm ===&lt;br /&gt;
&lt;br /&gt;
Every single area (with scrubbers and/or vent pumps) should have exactly one air alarm. More than one should be placed if vent pumps or scrubbers use different radio frequencies than the default one (1439).&lt;br /&gt;
&lt;br /&gt;
=== Scrubbers (Station air supply) ===&lt;br /&gt;
&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one scrubber.&lt;br /&gt;
&lt;br /&gt;
The path for scrubbers that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_scrubber/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the scrubber is connected to the scrubber loop!!&lt;br /&gt;
&lt;br /&gt;
=== Vent Pumps (Station air supply) ===&lt;br /&gt;
&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one vent pump.&lt;br /&gt;
&lt;br /&gt;
The path for vents that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_pump/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Please make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the vent pump is connected to the air supply loop!!&lt;br /&gt;
&lt;br /&gt;
=== Gas tanks and filters ===&lt;br /&gt;
&lt;br /&gt;
Each station should have a full set of these - or at the bare minimum, one for N2, one for O2 and a third tank to filter dangerous gases into.&lt;br /&gt;
&lt;br /&gt;
[[File:Atmos mapping.jpg|right|frame|Left to right: N2, O2, Airmix. The canisters inside are just for decoration.]]&lt;br /&gt;
&lt;br /&gt;
Each gas tank needs:&lt;br /&gt;
* &#039;&#039;&#039;Outside&#039;&#039;&#039;: A tank computer and a gas filter to pick what gases will be filtered into it.&lt;br /&gt;
* &#039;&#039;&#039;Inside&#039;&#039;&#039;: A gas injector (input), a vent pump (output), a gas sensor and a specific turf.&lt;br /&gt;
&lt;br /&gt;
The tank computer controls the input/output and receives data from the gas sensor.&lt;br /&gt;
&lt;br /&gt;
The specific turf creates the gases that will be inside each tank - the gas canister is just for decoration.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a look at the MetaStation N2 tank:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tank computer&#039;&#039;&#039;: /obj/machinery/computer/atmos_control/tank/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;N2 filter&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/filter/atmos/n2&lt;br /&gt;
* &#039;&#039;&#039;Gas injector&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/outlet_injector/atmos/nitrogen_input&lt;br /&gt;
* &#039;&#039;&#039;Vent pump&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/vent_pump/siphon/atmos/nitrogen_output&lt;br /&gt;
* &#039;&#039;&#039;Gas sensor&#039;&#039;&#039;: /obj/machinery/air_sensor/atmos/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;Turf&#039;&#039;&#039;: /turf/open/floor/engine/n2&lt;br /&gt;
&lt;br /&gt;
These objects have all the neccessary vars preset and start switched on - you&#039;ll only have to edit the dir if neccessary.&lt;br /&gt;
&lt;br /&gt;
Additionally, you&#039;ll want this type of gas mixer for the airmix tank (N2 + O2):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air mixer&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/mixer/airmix&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&lt;br /&gt;
=== APC ===&lt;br /&gt;
Each new room needs at least one, this will provide all the power for the room (magically). Each piece of machinery inside the APC&#039;s area will draw power from either the lighting, equipment or environmental channel.&lt;br /&gt;
&lt;br /&gt;
Any room that is very equipment heavy (for example cargo bay) may need a beefed up APC (apc/highcap) to prevent early blackouts. These start with higher capacity power cells.&lt;br /&gt;
&lt;br /&gt;
=== Wiring ===&lt;br /&gt;
Make sure the wires lead from the main power grid, and to the APC(s) of your area. If any equipment in your new area requires a wire under it, line it up, connected to the main power grid, and under the machinery. &lt;br /&gt;
&lt;br /&gt;
Wires are also helpful when making electrical grilles (just dot wire under a grille), make sure the wires touch the main power grid (or they won&#039;t shock people).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Lights ===&lt;br /&gt;
Lights take up a lot of power, don&#039;t use too many! Make sure to put in just enough so the room is fully lit, but not so many that the equipment will go out in ten minutes of the round starting.&lt;br /&gt;
&lt;br /&gt;
=== Light switch ===&lt;br /&gt;
For mood lighting, or to show the room is currently not in use by the primary occupant. These disable the lighting equipment (and power drain associated) in the area, but not desk lamps. Place these on walls, usually by a door.&lt;br /&gt;
&lt;br /&gt;
=== Request Console ===&lt;br /&gt;
If a certain room has no need for materials, or produces no materials, do not give it a Request Console. If it does (for either case or both) make sure it has at least one, that is in a place where some one will see it.&lt;br /&gt;
&lt;br /&gt;
=== Intercoms ===&lt;br /&gt;
At least every room should have one of these. They should be set to 145.9, and be speaker ON Microphone OFF. This is so radio signals can reach people even without head sets on. Larger room will require more than one at a time.&lt;br /&gt;
&lt;br /&gt;
=== Security Cameras ===&lt;br /&gt;
Most areas should have these, enough to see the general area from a Human point of view, but, not bunched together for the AI&#039;s sake. Larger rooms may require more than one.&lt;br /&gt;
&lt;br /&gt;
== Room Structure ==&lt;br /&gt;
&lt;br /&gt;
=== Access ===&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#FF5238&amp;quot;&amp;gt; Refer to ..\code\__DEFINES\access.dm for door access values.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one&#039;s we&#039;re concerned with are &#039;&#039;&#039;req_access_txt&#039;&#039;&#039; and &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it&#039;s a public door, the access is set to &amp;quot;0&amp;quot;, as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that&#039;s the value for Security front doors - accessible by Security positions, but no one else.&lt;br /&gt;
&lt;br /&gt;
Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. &amp;quot;28;31&amp;quot; is for Kitchen and Cargo access). This might seem worthless, but it&#039;s useful for small maps, where jobs might need to share access due to cramped spaces.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an important difference between the two that you need to pay attention to - req_access_txt requires &#039;&#039;&#039;ALL LISTED ACCESSES&#039;&#039;&#039; to open the door, while req_one_access_txt lets anyone with &#039;&#039;&#039;ONE OF THE LISTED ACCESSES&#039;&#039;&#039; open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put &amp;quot;63;4&amp;quot; in &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;, because we want the Detective &#039;&#039;&#039;AND&#039;&#039;&#039; Security to have access. If we used req_access_txt, you would need &#039;&#039;&#039;BOTH&#039;&#039;&#039; accesses to open the door, meaning neither the Detective or Security could open it.&lt;br /&gt;
&lt;br /&gt;
You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren&#039;t sure, you can take a look at Boxstation&#039;s map file and check the value on the door you&#039;re looking for).&lt;br /&gt;
&lt;br /&gt;
=== Airless Floors ===&lt;br /&gt;
&lt;br /&gt;
Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency.&lt;br /&gt;
&lt;br /&gt;
Use these on external tiles (to prevent lag when the game starts) and chambers that will require gas mixing (toxins mix chamber/ furnace). Double check these to make sure you don&#039;t suffocate mobs in the new rooms.&lt;br /&gt;
&lt;br /&gt;
=== Fire Alarms and Fire Doors  ===&lt;br /&gt;
Make sure to put these INSIDE of the boundary of the area, so there is a lock down. Any spot that gets hot as a normal function should not have a fire Alarm right next to the heat source (toxin mix chamber). Make sure there is a fully sealed area (with the exception of maintenance doors for people to escape fires) that can&#039;t be open by normal civilians.&lt;br /&gt;
&lt;br /&gt;
=== Weak Points ===&lt;br /&gt;
Judge how high security the room will be, if it is high security, reinforced walls and electrified grill windows may be in order. Areas that do not need a lot of security can use basic walls, and windows to your liking (though normal glass windows break very very easy). Each room should have one place that&#039;s weaker than the rest (like a back door, side entrance, or a window), just because the main entrance might be out of commission (and realistically, for traitors to break into).&lt;br /&gt;
&lt;br /&gt;
=== Item and Machinery Distribution ===&lt;br /&gt;
Be smart about what will go in an area, keep a fine balance between the size of the room and amount of equipment. Large rooms may require multiple APCs to prevent power outages early in game. Second, make sure to place equipment that make sense for the area (security computer in a security area/ Medical vendor in a medical area).&lt;br /&gt;
&lt;br /&gt;
=== Indestructible Turfs ===&lt;br /&gt;
Before you finalize a map, check for any indestructible turfs. These turfs ignore things like external damage and are typically meant for things like special ruins/rooms where you want to avoid people trying to circumvent a path. Due to these characteristics, they have no real place on regular station maps and would probably lead to confusion for players more than anything.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
=== Item contents ===&lt;br /&gt;
The harder the room is to enter, the more goodies or sensitive equipment there is inside. Make sure to keep this in mind (and don&#039;t make an empty room that&#039;s covered in blast doors, electrified grills, reinforced walls, and captain level doors).&lt;br /&gt;
&lt;br /&gt;
=== Room security ===&lt;br /&gt;
A room is only as secure as its necessity. Public rooms should not have many security functions (other than a fire alarm), but private work space must be more secure (based on job). The bartenders do not need reinforced walls around their storage, but engineers do.&lt;br /&gt;
&lt;br /&gt;
The highest security rooms should utilize the highest security measures. The lowest security rooms should utilize the cheapest security measures.&lt;br /&gt;
&lt;br /&gt;
== Step_x, step_y and the broken movement syndrome ==&lt;br /&gt;
&lt;br /&gt;
So you compiled the map and suddenly whenever you move you no longer get the animation of moving but just &#039;appear&#039; on the next tile?&lt;br /&gt;
&lt;br /&gt;
So a while back step_x and step_y were introduced to allow pixel based movement. SS13 does not utilize this. Step_x and step_y are variables that each atom has. The way they work is that as soon as you set any object on the map to use one of these variables, the game interprets that you overrode all default movement code and wrote your own - but you didn&#039;t (The code that makes the animation from tile to tile). &lt;br /&gt;
&lt;br /&gt;
To fix this problem you need to close dream maker (save the project first, obviously). Open your map (.dmm) file in a text editor, such as notepad or notepad++. Search (ctrl+f) through the file for step_x and step_y and remove any reference to it. Once no more step_x or step_y -es are found in the file, save it and open it in dream maker once again. Compile the code and movement should work fine once more. Go to [[Community|the development IRC]] if you need more help.&lt;br /&gt;
&lt;br /&gt;
==Shuttles==&lt;br /&gt;
Basically there&#039;s 3 types of shuttle dock stationary, transit and mobile&lt;br /&gt;
*stationary == places where the shuttle can dock&lt;br /&gt;
*transit == shuttle as it moves&lt;br /&gt;
*mobile == the place with the actual shuttle&lt;br /&gt;
so you&#039;d have a transit dock in the transit area and 2 stationary docks, one in centcomm and the other one in the station and 1 mobile dock, in centcomm for most shuttles (apart from mining)&lt;br /&gt;
&lt;br /&gt;
The shuttle docks are grouped by id eg id = &amp;quot;cargo_away&amp;quot; id = &amp;quot;cargo_transit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You need to add the dock types to the map and edit the bounding boxes via varediting the dock, you need to varedit height, width, dheight and dwidth at minimum. These are offset by the dir so do keep that in mind, eg if dir == 2 then width goes from EAST to WEST, if dir == 4 then width goes from NORTH to SOUTH and dwidth/dheight are offsets from the lower-left corner of the plane switched to the dock&#039;s dir&lt;br /&gt;
&lt;br /&gt;
You should also ensure the directions face the shuttle or face away from the thing the shuttle docks with.&lt;br /&gt;
&lt;br /&gt;
If a shuttle&#039;s mobile docking port direction is different then the stationary docking port&#039;s direction, the shuttle and all items on it will be rotated accordingly. (Try it, it works properly for just about everything)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning the bounding box for the mobile dock must fit inside of the stationary dock (after any rotation)&#039;&#039;&#039; Or the shuttle will refuse to move.&lt;br /&gt;
&lt;br /&gt;
If the shuttle&#039;s mobile docking port is in an area that is a subtype of /area/shuttle, Only turfs in the bounding box in that same area are moved. Otherwise it moves all turfs in the bounding box. This can be used for odd shaped shuttles. (the area will be transfer over as well)&lt;br /&gt;
&lt;br /&gt;
Also note that the emergency shuttle and cargo shuttle need special subtypes of the dock type eg so /obj/docking_port/mobile/emergency&lt;br /&gt;
&lt;br /&gt;
The other variables of note is traveldir, which defines if the shuttle rotates on transit, it&#039;s an angle in degrees (just imagine the shuttle is inside a circle . For example, if you want the shuttle going right to left set it to 270 degrees.&lt;br /&gt;
&lt;br /&gt;
===Dwidth and Dheight in more depth===&lt;br /&gt;
dwidth/dheight is the offset of the docking_port obj from the (0,0) bounding box corner. In dir == 1 (north) 0,0 is the bottom left corner? This changes for each direction, For example when dir is 2 it&#039;s the upper right corner. so dwidth and dheight identify where the bounding box starts relative to the docking port obj whereaswidth and height determine the actual width and height of the bounding box&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: We count step 0 as a tile, so a height and width of 9 is actually 10 tiles (tile 0 to tile 9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is an example for the north facing shuttle dock direction - you can rotate this image to determine where the offset is for each other cardinal direction&lt;br /&gt;
[[File:ShuttleBox.png]]&lt;br /&gt;
&lt;br /&gt;
==Other files==&lt;br /&gt;
If you are adding a map to the game, you need to ensure it has a JSON file under _maps, and is included in the maps config file.&lt;br /&gt;
&lt;br /&gt;
==Helpful regular expressions==&lt;br /&gt;
Everything in the code blocks is a regular expression, most decent text editors are able to use regex in their searches.&lt;br /&gt;
&lt;br /&gt;
Replace the regex proceding &amp;lt;tt&amp;gt;=&amp;gt;&amp;lt;/tt&amp;gt; with what follows.&lt;br /&gt;
&lt;br /&gt;
=== Pesky var edits for the `something` var are all over my map ===&lt;br /&gt;
Replace &amp;lt;tt&amp;gt;something&amp;lt;/tt&amp;gt; with the var that needs to be removed. You need to run both replacements to catch all cases.&lt;br /&gt;
&lt;br /&gt;
For standard dmm format:&lt;br /&gt;
* &amp;lt;code&amp;gt;\bsomething *= *.+?; *&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
* &amp;lt;code&amp;gt;{\W*\bsomething *= *[^;]+?\W*}&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
&lt;br /&gt;
For TGM format:&lt;br /&gt;
* &amp;lt;code&amp;gt;^\W+\bsomething *= *.+?;\n&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
* &amp;lt;code&amp;gt;{\W*\bsomething *= *[^;]+?\W*}&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Multi-Z ==&lt;br /&gt;
&lt;br /&gt;
Multi-Z is a feature which allows a station map to have multiple Z-levels layered on top of each other, behaving as a single station with multiple floors. This feature is currently in use on the [[Tramstation]] and [[IceboxStation]] maps. A station&#039;s multiple levels can be bundled into one map file, or in several seperate files. The traits section of the map configuration json tells SS13 how to link the maps together. &lt;br /&gt;
&lt;br /&gt;
* If you are building station rooms on a lower Z level, ensure that a floor of some type is mapped on the Z level above the room. You can check the coordinates in the mapping editor to ensure you floor over the correct dimensions of the room. When running the server in Dream Daemon to test the map, you can go to the Debug tab and hit show debug verbs, go to Mapping tab and hit Show ATs, if the list is empty, you are good. &lt;br /&gt;
&lt;br /&gt;
* Earlier versions of multi-z did not require a baseturf to be defined under each z-level&#039;s traits in the config json. Each level must now have a baseturf set.&lt;br /&gt;
&lt;br /&gt;
* The maploader &#039;&#039;&#039;will not&#039;&#039;&#039; load and link a map file without areas or turfs defined. An empty space (nothing but baseturf) map will runtime. If you are adding a Z-level to an existing map, be aware of this.&lt;br /&gt;
&lt;br /&gt;
* SS13 will cache a map&#039;s configuration json file in data\next_map.json. If you alter a map&#039;s configuration json locally, you must also clear this file by using the change-map verb in game, deleting the file, or replacing it with your updated json file.&lt;br /&gt;
&lt;br /&gt;
== На будущее ==&lt;br /&gt;
Other related guides: [[Understanding SS13 code]], [[SS13 for experienced programmers]], [[Guide to door access]] and [[Map Merger]].&lt;br /&gt;
&lt;br /&gt;
It is important that you use the [[Map Merger]] tools before commiting any changes to a map. See [[Map_Merger|here]] for how.&lt;br /&gt;
&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D0%B0%D1%80%D1%82%D0%BE%D0%B3%D1%80%D0%B0%D1%84%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B5_%D0%B8%D1%81%D1%82%D0%B8%D0%BD%D1%8B&amp;diff=12290</id>
		<title>Картографические истины</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D0%B0%D1%80%D1%82%D0%BE%D0%B3%D1%80%D0%B0%D1%84%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B5_%D0%B8%D1%81%D1%82%D0%B8%D0%BD%D1%8B&amp;diff=12290"/>
		<updated>2022-03-10T17:48:55Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: Начальная стадия работы.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = TrashDoxx}}&lt;br /&gt;
== Руководство для страждующих мапперов ==&lt;br /&gt;
&#039;&#039;&#039;Адресовано как тем, кто имеет хоть какое-то представление о том, как пользоваться редактором, так и для тех, кто не имеет его вовсе.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Я понятия не имею, насколько опытен тот, кто это читает, поэтому начну с самых азов. Во-первых, вам нужно получить копию всех файлов для редактирования. Для этого перейдите в требуемый репозиторий (например, [https://www.github.com/ss220-space/tgstation сюда]) и нажмите зелёную кнопку &#039;&#039;&#039;Code&#039;&#039;&#039;, затем, в выпадающем меню выберите &#039;&#039;&#039;Download ZIP&#039;&#039;&#039;. Если вы пока не имеете представления о том, что делаете - этого будет достаточно для ознакомления. Но конечно, если вы уже умеете обращаться с версиями проектов на &#039;&#039;&#039;GitHub&#039;&#039;&#039;, вы можете использовать привычные для себя инструменты. Когда вы получите архив - распакуйте его куда вам угодно.&lt;br /&gt;
&lt;br /&gt;
Итак, теперь у вас есть папка с последней версией кода и резервная копия в архиве, к которой можно вернуться, если вы всё сломаете. В основной папке вы увидите файл в формате - &#039;&#039;&#039;.dme&#039;&#039;&#039;, который содержит в себе ссылки на всё, что должно быть в игре после компиляции. Фактически, это такая среда с необходимыми ресурсами. Вам необходимо открыть этот файл. Для этого вы можете использовать встроенный инструментарий BYOND&#039;а или внешние редакторы, о которых я упомяну позднее. На данный момент вам достаточно дважды кликнуть по нему. Когда вы откроете программу, вы увидите две вкладки слева: &#039;&#039;&#039;File&#039;&#039;&#039; и &#039;&#039;&#039;Object&#039;&#039;&#039;. Во вкладке &#039;&#039;&#039;File&#039;&#039;&#039; откройте директорию с картами, а затем откройте файл в формате - &#039;&#039;&#039;.dmm&#039;&#039;&#039;. Именно в этом формате записываются игровые карты. В результате вы получите что-то похожее на это:&lt;br /&gt;
&lt;br /&gt;
[Тут могла быть ваша реклама, но она появится чуть позднее].&lt;br /&gt;
&lt;br /&gt;
Switch from the &#039;&#039;&#039;files&#039;&#039;&#039; tab to the &#039;&#039;&#039;objects&#039;&#039;&#039; tab, and you&#039;ll see &#039;&#039;&#039;area&#039;&#039;&#039;, &#039;&#039;&#039;mob&#039;&#039;&#039;, &#039;&#039;&#039;objects&#039;&#039;&#039;, and &#039;&#039;&#039;turf&#039;&#039;&#039;. These are the four primary &#039;layers&#039; that you can see in the editor. You can toggle their visibility and interactivity on and off using the &#039;&#039;&#039;layers &#039;&#039;&#039;dropdown. I&#039;d advise copying this map, and renaming it to, say, teststation.dmm.  Perhaps delete most or all of the default station, and build on the now-empty z-level, wherever you like. To build stuff, use the object tree on the left of the UI to select things, then click to place them. A simple click lets you place one item per tile from each category, while Ctrl-click &#039;&#039;&#039;stacks&#039;&#039;&#039; it on &#039;&#039;&#039;top&#039;&#039;&#039; of all previous ones and Shift-click deletes the &#039;&#039;&#039;topmost&#039;&#039;&#039; item. You can have multiple maps open at once - I usually have the default /tg/station map and mine open, and can then shamelessly copy-paste things far more easily. Also, finding stuff in the object tree can be tedious as hell - right click something you see and you can see its path in the tree - obj/structure/closet/etc. This will help you find things. From this point on, really, you can begin mapping proper.&lt;br /&gt;
&lt;br /&gt;
You can select areas to copy/paste/delete, or enter add or fill mode when placing objects. Basically just click around all the menus and you&#039;ll work out how they work, more or less. &#039;&#039;&#039;Options&amp;gt;Zoom&#039;&#039;&#039; allows you to zoom out to 50% to see more stuff. Use layers to select which of area, objects and turf you want to edit. If you actually want to be able to see anything, I&#039;d deselect area, and tick &#039;only show selectable layers&#039;.&lt;br /&gt;
&lt;br /&gt;
The first step, then, is to be able to create your first few rooms. Select a turf (floor) from the generic simulated floors. These will start with the right make-up and pressure of air on them, which is how you&#039;ll want it. Surround these floors with walls, and hey presto you have a room. Try sticking some tables in there, perhaps a vending machine or two. &lt;br /&gt;
&lt;br /&gt;
If you want to add some chips to your new den but are unhappy of how they neatly stack on top of eachother, you can change their &amp;quot;pixel_x&amp;quot; and &amp;quot;pixel_y&amp;quot; values in the &amp;quot;edit&amp;quot; rmb-menu to arrange them as you want! (Remember to start and end the value with doublequotes! Also, all custom values are &#039;&#039;&#039;bold&#039;&#039;&#039; so it&#039;s easier to identify them.) In fact, most wall-mounted machines on stations are shifted like this, and while they APPEAR to be on a wall, they are actually on the tile in front of it. Just don&#039;t go overboard with this, as every new instance of an object is added as its own entry in the menu, and when there are dozens of them it can get hard to remember which one you wanted. Once you&#039;ve made your room you&#039;ll want to put lights in. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Mystery pipe.png|left|frame|There is one uninvited guest here!]]&lt;br /&gt;
|&#039;&#039;&#039;Important:&#039;&#039;&#039; While building your station you might find yourself in need of an object with a specific alignment (windows, pipes, cables etc) that does not appear in your menu. This is because BYOND does not simulate instances of an object other than its base state unless they are present on the map. You can generate them by right clicking an object and selecting &amp;quot;generate instance from state/direction&amp;quot;. This function has an &#039;&#039;&#039;unwanted feature&#039;&#039;&#039; in which a generated object sometimes has a tag added automatically. These tags can cause error with certain features of the game during a round, and need to be removed. To check for it, right click an item on the map or in the menu, select &amp;quot;edit&amp;quot; and scroll to the &amp;quot;tag&amp;quot; line, which should be empty save for two doublequotes (&amp;quot;&amp;quot;). If it&#039;s not (which is easy to tell since the tag is massive and bold, impossible to miss even scrolling at lightspeed), change it. Well maintained maps don&#039;t usually contain these, so you should be safe to copy-paste to your heart&#039;s content. As a tip, remember that all non-standard objects have their own entry in the menu, and having a tag is not standard at all for most object!&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Editinstance.png|left|200px]]&lt;br /&gt;
| So now we get to the basics of making a functioning room. First of all, you&#039;ll need to re-enable the area layer. Pick some area from the object tree, and cover your room in it. You can rename this area if you want, we&#039;ll do that later. Make sure the area isn&#039;t used anywhere else on the map. Each area should have one APC or Area Power Controller in it. Copy one in from the default map or spawn one yourself, then rename its &amp;quot;name&amp;quot; variable through &amp;quot;edit&amp;quot; to something appropriate. If you copied your APC from another map, chances are that cell type and dir are both in bold. Cell type defines how much power the APC can hold, and for your first map you&#039;ll want to set this nice and high as you don&#039;t have any sort of generator yet - 10,000 ought to do. Dir defines the direction the APC is in with regards to the cell it occupies. Basically, 1 means it is above the cell you place it in, 2 is below, 4 is to the right and 8 to the left.&lt;br /&gt;
&lt;br /&gt;
Note that with APCs, &#039;&#039;&#039;dir &#039;&#039;&#039; is the only variable controlling their position. Other objects have their positions defined by &#039;&#039;&#039;pixel_x &#039;&#039;&#039;and &#039;&#039;&#039;pixel_y&#039;&#039;&#039; - this changes where APCs appear in the editor, but once ingame they snap to whatever the &#039;&#039;&#039;dir&#039;&#039;&#039; variable says. Other things, like signs on walls, will only take notice of the pixel variables and not necessarily dir. In a normal power system, you&#039;d connect the APC up to all the others and the station&#039;s generator via SMES cells, but we&#039;ll do that later. For now you have a basic room that is powered and starts with enough air to breathe happily. You can put an air canister in if you think you&#039;ll consume all the oxygen, or somesuch. &lt;br /&gt;
|[[File:Directions.png|right|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Important Note:&amp;lt;/u&amp;gt;&#039;&#039;&#039; There are &#039;&#039;&#039;nudge_x &#039;&#039;&#039;and &#039;&#039;&#039;nudge_y&#039;&#039;&#039; variables in the editor, as well as various z-axis variables. Don&#039;t ever change these, they&#039;re not used in SS13 and break things.&lt;br /&gt;
&lt;br /&gt;
To be able to actually spawn into a room, you&#039;ll want to place spawners. You&#039;ll see these as the big red X symbols on the default map, for each role. There are also blue Xs for xeno spawn locations and the spawns for all latecomers on the arrival shuttle. Stick in a spawn_late somewhere in your room for now. &lt;br /&gt;
&lt;br /&gt;
To actually play your map and be able to screw around in it as an admin, you&#039;ll have to compile it. First, make sure the file tree (on the left like the object tree, click the file tab) is open, and go to maps. Make sure the only one ticked is your own. Then click Build&amp;gt;Compile from the top, and wait for it to finish. This will give you a something like &amp;quot;tgstation.dmb&amp;quot; in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open &#039;admins.txt&#039;. Replace everything in there with:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;yourbyondname&amp;gt; = Game Master&amp;quot;, filling in your BYOND name.&lt;br /&gt;
&lt;br /&gt;
This will make you an admin, which is very helpful for tinkering ingame. Now to actually boot up a server so you can run your map! Find &#039;Dream Daemon&#039; (has a big green icon) in your BYOND folder, and click the &#039;File&#039; dropdown at the bottom. Select your &amp;quot;tgstation.dmb&amp;quot;. Select a port if you want, put security on safe, and visibility to invisible, for now. Click start to start the server, which will take a little while. You can then connect to it through BYOND by putting in either your external IP, shown in Dream Daemon, if that port is correctly forwarded. Otherwise use your internal IP, 192.168.x.x, where x is whatever. If you don&#039;t know this, ask and I can help. Once in, go to the admin tab and click &#039;start game&#039;. By joining after the start, you&#039;ll spawn at the late spawn you made, and, being an admin, will be able to make stuff, delete stuff, and other handy admin things (like causing massive explosions). &lt;br /&gt;
&lt;br /&gt;
From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn&#039;t too hard and is fairly rewarding. You could just tweak the default one for a bit if you like. The first thing I made was a small shuttle - you can see this at the bottom. Just tweak it and add stuff and you&#039;ll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I&#039;ll add an atmos guide later on, as well as a power generation and wiring guide. If you&#039;re a good engineer in-game, it&#039;ll help a lot as a mapper. &lt;br /&gt;
&lt;br /&gt;
If you&#039;ve managed to get all the way to the end of this before I&#039;ve added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I&#039;ll add more stuff here soon.&lt;br /&gt;
&lt;br /&gt;
== Pre-commit checks ==&lt;br /&gt;
&lt;br /&gt;
*Are floors with or without air, as they should be? (regular or airless)&lt;br /&gt;
*Does the area have an APC?&lt;br /&gt;
*Does the area have an Air Alarm?&lt;br /&gt;
*Does the area have a Request Console?&lt;br /&gt;
*Does the area have lights?&lt;br /&gt;
*Does the area have a light switch?&lt;br /&gt;
*Does the area have enough intercoms?&lt;br /&gt;
*Does the area have enough security cameras? (Use the verbs under Mapping for help)&lt;br /&gt;
*Is the area connected to the scrubbers air loop?&lt;br /&gt;
*Is the area connected to the vent air loop? (vent pumps)&lt;br /&gt;
*Is everything wired properly?&lt;br /&gt;
*Does the area have a fire alarm and firedoors?&lt;br /&gt;
*Do all pod doors work properly?&lt;br /&gt;
*Are accesses set properly on doors, pod buttons, etc.&lt;br /&gt;
*Are all items placed properly? (not below vents, scrubbers, tables)&lt;br /&gt;
*Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?&lt;br /&gt;
*Check for any misplaced or stacked piece of pipe (air and disposal)&lt;br /&gt;
*Check for any misplaced or stacked piece of wire&lt;br /&gt;
*Identify how hard it is to break into the area and where the weak points are, and balance the area accordingly (eg. the Vault should be made of reinforced structures and electrified windows, the Kitchen should not)&lt;br /&gt;
*Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels&lt;br /&gt;
*Are there any [[guide_to_mapping#Room Structure|indestructible turfs]] where they shouldn&#039;t be?&lt;br /&gt;
&lt;br /&gt;
== General Station-wide Mapping Guidelines ==&lt;br /&gt;
&lt;br /&gt;
=== In general ===&lt;br /&gt;
* Don&#039;t run pipes/cables/disposals through walls if you can avoid it. Otherwise it&#039;s a pain to repair or sabotage them, especially under r-walls.&lt;br /&gt;
* Try to connect departments to maintenance through a back or side door. This lets players escape and allows antags to break in. Metastation is a good example for this.&lt;br /&gt;
&lt;br /&gt;
=== Atmospherics ===&lt;br /&gt;
* Each area should have EXACTLY one air alarm (Exceptions are only possible if a room has scrubbers or vent pumps on different frequencies).&lt;br /&gt;
* Each ROOM (Walled off space) should have at least one vent pump and scrubber, which is properly connected to its respective loop.&amp;lt;br&amp;gt; Keep in mind that scrubbers don&#039;t detect gases/pressure; only air alarms do.&lt;br /&gt;
* The air supply loop&#039;s pipes should be colored blue.&lt;br /&gt;
* The scrubbers loop&#039;s pipes should be colored red.&lt;br /&gt;
* Some areas require special air alarm subtypes: /engine for the SME and /server for tcomms or the RnD server room.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
* Each area (which requires power) should have exactly one APC. For areas with a high roundstart power draw (engineering/cargo), one of the highcap subtypes can be used.&lt;br /&gt;
&lt;br /&gt;
== Atmospherics ==&lt;br /&gt;
&lt;br /&gt;
=== Pipes and manifolds ===&lt;br /&gt;
&lt;br /&gt;
Atmospherics releases it&#039;s cocktail of gases into the air supply loop (blue pipes). The station is also equipped with a scrubber loop, which filters unwanted gases and sends them back to atmospherics via the scrubber loop (red pipes).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re expanding the air supply loop (blue pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/supply/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/supply/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are expanding the scrubber loop (red pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/scrubbers/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/scrubbers/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are however building a pipe network which has nothing to do with the air supply or scrubbers loop, you should use the objects in /obj/machinery/atmospherics/pipe/simple/general/visible or ../hidden. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/general/visible and ../hidden. &lt;br /&gt;
&lt;br /&gt;
To add new colors of pipes, you will need add a new subtypes in the appropriate .dm files located in tgstation\code\modules\atmospherics\machinery\pipes&lt;br /&gt;
&lt;br /&gt;
Please refrain from var-editing pipes, as it typically introduces graphical glitches and other issues.&lt;br /&gt;
&lt;br /&gt;
=== Air Alarm ===&lt;br /&gt;
&lt;br /&gt;
Every single area (with scrubbers and/or vent pumps) should have exactly one air alarm. More than one should be placed if vent pumps or scrubbers use different radio frequencies than the default one (1439).&lt;br /&gt;
&lt;br /&gt;
=== Scrubbers (Station air supply) ===&lt;br /&gt;
&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one scrubber.&lt;br /&gt;
&lt;br /&gt;
The path for scrubbers that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_scrubber/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the scrubber is connected to the scrubber loop!!&lt;br /&gt;
&lt;br /&gt;
=== Vent Pumps (Station air supply) ===&lt;br /&gt;
&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one vent pump.&lt;br /&gt;
&lt;br /&gt;
The path for vents that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_pump/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Please make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the vent pump is connected to the air supply loop!!&lt;br /&gt;
&lt;br /&gt;
=== Gas tanks and filters ===&lt;br /&gt;
&lt;br /&gt;
Each station should have a full set of these - or at the bare minimum, one for N2, one for O2 and a third tank to filter dangerous gases into.&lt;br /&gt;
&lt;br /&gt;
[[File:Atmos mapping.jpg|right|frame|Left to right: N2, O2, Airmix. The canisters inside are just for decoration.]]&lt;br /&gt;
&lt;br /&gt;
Each gas tank needs:&lt;br /&gt;
* &#039;&#039;&#039;Outside&#039;&#039;&#039;: A tank computer and a gas filter to pick what gases will be filtered into it.&lt;br /&gt;
* &#039;&#039;&#039;Inside&#039;&#039;&#039;: A gas injector (input), a vent pump (output), a gas sensor and a specific turf.&lt;br /&gt;
&lt;br /&gt;
The tank computer controls the input/output and receives data from the gas sensor.&lt;br /&gt;
&lt;br /&gt;
The specific turf creates the gases that will be inside each tank - the gas canister is just for decoration.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a look at the MetaStation N2 tank:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tank computer&#039;&#039;&#039;: /obj/machinery/computer/atmos_control/tank/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;N2 filter&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/filter/atmos/n2&lt;br /&gt;
* &#039;&#039;&#039;Gas injector&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/outlet_injector/atmos/nitrogen_input&lt;br /&gt;
* &#039;&#039;&#039;Vent pump&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/vent_pump/siphon/atmos/nitrogen_output&lt;br /&gt;
* &#039;&#039;&#039;Gas sensor&#039;&#039;&#039;: /obj/machinery/air_sensor/atmos/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;Turf&#039;&#039;&#039;: /turf/open/floor/engine/n2&lt;br /&gt;
&lt;br /&gt;
These objects have all the neccessary vars preset and start switched on - you&#039;ll only have to edit the dir if neccessary.&lt;br /&gt;
&lt;br /&gt;
Additionally, you&#039;ll want this type of gas mixer for the airmix tank (N2 + O2):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air mixer&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/mixer/airmix&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&lt;br /&gt;
=== APC ===&lt;br /&gt;
Each new room needs at least one, this will provide all the power for the room (magically). Each piece of machinery inside the APC&#039;s area will draw power from either the lighting, equipment or environmental channel.&lt;br /&gt;
&lt;br /&gt;
Any room that is very equipment heavy (for example cargo bay) may need a beefed up APC (apc/highcap) to prevent early blackouts. These start with higher capacity power cells.&lt;br /&gt;
&lt;br /&gt;
=== Wiring ===&lt;br /&gt;
Make sure the wires lead from the main power grid, and to the APC(s) of your area. If any equipment in your new area requires a wire under it, line it up, connected to the main power grid, and under the machinery. &lt;br /&gt;
&lt;br /&gt;
Wires are also helpful when making electrical grilles (just dot wire under a grille), make sure the wires touch the main power grid (or they won&#039;t shock people).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Lights ===&lt;br /&gt;
Lights take up a lot of power, don&#039;t use too many! Make sure to put in just enough so the room is fully lit, but not so many that the equipment will go out in ten minutes of the round starting.&lt;br /&gt;
&lt;br /&gt;
=== Light switch ===&lt;br /&gt;
For mood lighting, or to show the room is currently not in use by the primary occupant. These disable the lighting equipment (and power drain associated) in the area, but not desk lamps. Place these on walls, usually by a door.&lt;br /&gt;
&lt;br /&gt;
=== Request Console ===&lt;br /&gt;
If a certain room has no need for materials, or produces no materials, do not give it a Request Console. If it does (for either case or both) make sure it has at least one, that is in a place where some one will see it.&lt;br /&gt;
&lt;br /&gt;
=== Intercoms ===&lt;br /&gt;
At least every room should have one of these. They should be set to 145.9, and be speaker ON Microphone OFF. This is so radio signals can reach people even without head sets on. Larger room will require more than one at a time.&lt;br /&gt;
&lt;br /&gt;
=== Security Cameras ===&lt;br /&gt;
Most areas should have these, enough to see the general area from a Human point of view, but, not bunched together for the AI&#039;s sake. Larger rooms may require more than one.&lt;br /&gt;
&lt;br /&gt;
== Room Structure ==&lt;br /&gt;
&lt;br /&gt;
=== Access ===&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#FF5238&amp;quot;&amp;gt; Refer to ..\code\__DEFINES\access.dm for door access values.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one&#039;s we&#039;re concerned with are &#039;&#039;&#039;req_access_txt&#039;&#039;&#039; and &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it&#039;s a public door, the access is set to &amp;quot;0&amp;quot;, as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that&#039;s the value for Security front doors - accessible by Security positions, but no one else.&lt;br /&gt;
&lt;br /&gt;
Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. &amp;quot;28;31&amp;quot; is for Kitchen and Cargo access). This might seem worthless, but it&#039;s useful for small maps, where jobs might need to share access due to cramped spaces.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an important difference between the two that you need to pay attention to - req_access_txt requires &#039;&#039;&#039;ALL LISTED ACCESSES&#039;&#039;&#039; to open the door, while req_one_access_txt lets anyone with &#039;&#039;&#039;ONE OF THE LISTED ACCESSES&#039;&#039;&#039; open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put &amp;quot;63;4&amp;quot; in &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;, because we want the Detective &#039;&#039;&#039;AND&#039;&#039;&#039; Security to have access. If we used req_access_txt, you would need &#039;&#039;&#039;BOTH&#039;&#039;&#039; accesses to open the door, meaning neither the Detective or Security could open it.&lt;br /&gt;
&lt;br /&gt;
You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren&#039;t sure, you can take a look at Boxstation&#039;s map file and check the value on the door you&#039;re looking for).&lt;br /&gt;
&lt;br /&gt;
=== Airless Floors ===&lt;br /&gt;
&lt;br /&gt;
Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency.&lt;br /&gt;
&lt;br /&gt;
Use these on external tiles (to prevent lag when the game starts) and chambers that will require gas mixing (toxins mix chamber/ furnace). Double check these to make sure you don&#039;t suffocate mobs in the new rooms.&lt;br /&gt;
&lt;br /&gt;
=== Fire Alarms and Fire Doors  ===&lt;br /&gt;
Make sure to put these INSIDE of the boundary of the area, so there is a lock down. Any spot that gets hot as a normal function should not have a fire Alarm right next to the heat source (toxin mix chamber). Make sure there is a fully sealed area (with the exception of maintenance doors for people to escape fires) that can&#039;t be open by normal civilians.&lt;br /&gt;
&lt;br /&gt;
=== Weak Points ===&lt;br /&gt;
Judge how high security the room will be, if it is high security, reinforced walls and electrified grill windows may be in order. Areas that do not need a lot of security can use basic walls, and windows to your liking (though normal glass windows break very very easy). Each room should have one place that&#039;s weaker than the rest (like a back door, side entrance, or a window), just because the main entrance might be out of commission (and realistically, for traitors to break into).&lt;br /&gt;
&lt;br /&gt;
=== Item and Machinery Distribution ===&lt;br /&gt;
Be smart about what will go in an area, keep a fine balance between the size of the room and amount of equipment. Large rooms may require multiple APCs to prevent power outages early in game. Second, make sure to place equipment that make sense for the area (security computer in a security area/ Medical vendor in a medical area).&lt;br /&gt;
&lt;br /&gt;
=== Indestructible Turfs ===&lt;br /&gt;
Before you finalize a map, check for any indestructible turfs. These turfs ignore things like external damage and are typically meant for things like special ruins/rooms where you want to avoid people trying to circumvent a path. Due to these characteristics, they have no real place on regular station maps and would probably lead to confusion for players more than anything.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
=== Item contents ===&lt;br /&gt;
The harder the room is to enter, the more goodies or sensitive equipment there is inside. Make sure to keep this in mind (and don&#039;t make an empty room that&#039;s covered in blast doors, electrified grills, reinforced walls, and captain level doors).&lt;br /&gt;
&lt;br /&gt;
=== Room security ===&lt;br /&gt;
A room is only as secure as its necessity. Public rooms should not have many security functions (other than a fire alarm), but private work space must be more secure (based on job). The bartenders do not need reinforced walls around their storage, but engineers do.&lt;br /&gt;
&lt;br /&gt;
The highest security rooms should utilize the highest security measures. The lowest security rooms should utilize the cheapest security measures.&lt;br /&gt;
&lt;br /&gt;
== Step_x, step_y and the broken movement syndrome ==&lt;br /&gt;
&lt;br /&gt;
So you compiled the map and suddenly whenever you move you no longer get the animation of moving but just &#039;appear&#039; on the next tile?&lt;br /&gt;
&lt;br /&gt;
So a while back step_x and step_y were introduced to allow pixel based movement. SS13 does not utilize this. Step_x and step_y are variables that each atom has. The way they work is that as soon as you set any object on the map to use one of these variables, the game interprets that you overrode all default movement code and wrote your own - but you didn&#039;t (The code that makes the animation from tile to tile). &lt;br /&gt;
&lt;br /&gt;
To fix this problem you need to close dream maker (save the project first, obviously). Open your map (.dmm) file in a text editor, such as notepad or notepad++. Search (ctrl+f) through the file for step_x and step_y and remove any reference to it. Once no more step_x or step_y -es are found in the file, save it and open it in dream maker once again. Compile the code and movement should work fine once more. Go to [[Community|the development IRC]] if you need more help.&lt;br /&gt;
&lt;br /&gt;
==Shuttles==&lt;br /&gt;
Basically there&#039;s 3 types of shuttle dock stationary, transit and mobile&lt;br /&gt;
*stationary == places where the shuttle can dock&lt;br /&gt;
*transit == shuttle as it moves&lt;br /&gt;
*mobile == the place with the actual shuttle&lt;br /&gt;
so you&#039;d have a transit dock in the transit area and 2 stationary docks, one in centcomm and the other one in the station and 1 mobile dock, in centcomm for most shuttles (apart from mining)&lt;br /&gt;
&lt;br /&gt;
The shuttle docks are grouped by id eg id = &amp;quot;cargo_away&amp;quot; id = &amp;quot;cargo_transit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You need to add the dock types to the map and edit the bounding boxes via varediting the dock, you need to varedit height, width, dheight and dwidth at minimum. These are offset by the dir so do keep that in mind, eg if dir == 2 then width goes from EAST to WEST, if dir == 4 then width goes from NORTH to SOUTH and dwidth/dheight are offsets from the lower-left corner of the plane switched to the dock&#039;s dir&lt;br /&gt;
&lt;br /&gt;
You should also ensure the directions face the shuttle or face away from the thing the shuttle docks with.&lt;br /&gt;
&lt;br /&gt;
If a shuttle&#039;s mobile docking port direction is different then the stationary docking port&#039;s direction, the shuttle and all items on it will be rotated accordingly. (Try it, it works properly for just about everything)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning the bounding box for the mobile dock must fit inside of the stationary dock (after any rotation)&#039;&#039;&#039; Or the shuttle will refuse to move.&lt;br /&gt;
&lt;br /&gt;
If the shuttle&#039;s mobile docking port is in an area that is a subtype of /area/shuttle, Only turfs in the bounding box in that same area are moved. Otherwise it moves all turfs in the bounding box. This can be used for odd shaped shuttles. (the area will be transfer over as well)&lt;br /&gt;
&lt;br /&gt;
Also note that the emergency shuttle and cargo shuttle need special subtypes of the dock type eg so /obj/docking_port/mobile/emergency&lt;br /&gt;
&lt;br /&gt;
The other variables of note is traveldir, which defines if the shuttle rotates on transit, it&#039;s an angle in degrees (just imagine the shuttle is inside a circle . For example, if you want the shuttle going right to left set it to 270 degrees.&lt;br /&gt;
&lt;br /&gt;
===Dwidth and Dheight in more depth===&lt;br /&gt;
dwidth/dheight is the offset of the docking_port obj from the (0,0) bounding box corner. In dir == 1 (north) 0,0 is the bottom left corner? This changes for each direction, For example when dir is 2 it&#039;s the upper right corner. so dwidth and dheight identify where the bounding box starts relative to the docking port obj whereaswidth and height determine the actual width and height of the bounding box&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: We count step 0 as a tile, so a height and width of 9 is actually 10 tiles (tile 0 to tile 9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is an example for the north facing shuttle dock direction - you can rotate this image to determine where the offset is for each other cardinal direction&lt;br /&gt;
[[File:ShuttleBox.png]]&lt;br /&gt;
&lt;br /&gt;
==Other files==&lt;br /&gt;
If you are adding a map to the game, you need to ensure it has a JSON file under _maps, and is included in the maps config file.&lt;br /&gt;
&lt;br /&gt;
==Helpful regular expressions==&lt;br /&gt;
Everything in the code blocks is a regular expression, most decent text editors are able to use regex in their searches.&lt;br /&gt;
&lt;br /&gt;
Replace the regex proceding &amp;lt;tt&amp;gt;=&amp;gt;&amp;lt;/tt&amp;gt; with what follows.&lt;br /&gt;
&lt;br /&gt;
=== Pesky var edits for the `something` var are all over my map ===&lt;br /&gt;
Replace &amp;lt;tt&amp;gt;something&amp;lt;/tt&amp;gt; with the var that needs to be removed. You need to run both replacements to catch all cases.&lt;br /&gt;
&lt;br /&gt;
For standard dmm format:&lt;br /&gt;
* &amp;lt;code&amp;gt;\bsomething *= *.+?; *&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
* &amp;lt;code&amp;gt;{\W*\bsomething *= *[^;]+?\W*}&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
&lt;br /&gt;
For TGM format:&lt;br /&gt;
* &amp;lt;code&amp;gt;^\W+\bsomething *= *.+?;\n&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
* &amp;lt;code&amp;gt;{\W*\bsomething *= *[^;]+?\W*}&amp;lt;/code&amp;gt; =&amp;gt; nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Multi-Z ==&lt;br /&gt;
&lt;br /&gt;
Multi-Z is a feature which allows a station map to have multiple Z-levels layered on top of each other, behaving as a single station with multiple floors. This feature is currently in use on the [[Tramstation]] and [[IceboxStation]] maps. A station&#039;s multiple levels can be bundled into one map file, or in several seperate files. The traits section of the map configuration json tells SS13 how to link the maps together. &lt;br /&gt;
&lt;br /&gt;
* If you are building station rooms on a lower Z level, ensure that a floor of some type is mapped on the Z level above the room. You can check the coordinates in the mapping editor to ensure you floor over the correct dimensions of the room. When running the server in Dream Daemon to test the map, you can go to the Debug tab and hit show debug verbs, go to Mapping tab and hit Show ATs, if the list is empty, you are good. &lt;br /&gt;
&lt;br /&gt;
* Earlier versions of multi-z did not require a baseturf to be defined under each z-level&#039;s traits in the config json. Each level must now have a baseturf set.&lt;br /&gt;
&lt;br /&gt;
* The maploader &#039;&#039;&#039;will not&#039;&#039;&#039; load and link a map file without areas or turfs defined. An empty space (nothing but baseturf) map will runtime. If you are adding a Z-level to an existing map, be aware of this.&lt;br /&gt;
&lt;br /&gt;
* SS13 will cache a map&#039;s configuration json file in data\next_map.json. If you alter a map&#039;s configuration json locally, you must also clear this file by using the change-map verb in game, deleting the file, or replacing it with your updated json file.&lt;br /&gt;
&lt;br /&gt;
== На будущее ==&lt;br /&gt;
Other related guides: [[Understanding SS13 code]], [[SS13 for experienced programmers]], [[Guide to door access]] and [[Map Merger]].&lt;br /&gt;
&lt;br /&gt;
It is important that you use the [[Map Merger]] tools before commiting any changes to a map. See [[Map_Merger|here]] for how.&lt;br /&gt;
&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:TrashDoxx&amp;diff=12289</id>
		<title>Участник:TrashDoxx</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:TrashDoxx&amp;diff=12289"/>
		<updated>2022-03-10T17:21:47Z</updated>

		<summary type="html">&lt;p&gt;TrashDoxx: Дружелюбное приветствие это всегда хорошо.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Привет, меня зовут Войцех! А тебя?&lt;/div&gt;</summary>
		<author><name>TrashDoxx</name></author>
	</entry>
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