Картографические истины

Материал из SS220 /tg/station13 (Space Station 13)
(перенаправлено с «Guide to mapping»)
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Руководство для страждующих мапперов

Адресовано как тем, кто имеет хоть какое-то представление о том, как пользоваться редактором, так и для тех, кто не имеет его вовсе.

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, сюда) и нажмите зелёную кнопку Code, затем, в выпадающем меню выберите Download ZIP. 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 GitHub, вы можете использовать привычные для себя инструменты. Когда вы получите архив - распакуйте его куда вам угодно.

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 - .dme, 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'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: File и Object. Во вкладке File откройте директорию с картами, а затем откройте файл в формате - .dmm. Именно в этом формате записываются игровые карты. В результате вы получите что-то похожее на это:

[Тут могла быть ваша реклама, но она появится чуть позднее].

Переключитесь с вкладки File на вкладку Object и вы увидите области (area), мобов (mob), объекты (object) и покрытия (turf). 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 - Layers. Я бы посоветовал скопировать эту карту и переименовать ее, скажем, в test.dmm. 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.

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 > 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 "показывать только выделенные слои".

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.

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 "pixel_x" и "pixel_y" в rmb-меню "edit", 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.

There is one uninvited guest here!
Важно: 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 "generate instance from state/direction". 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 "редактировать" и прокрутите до строки "тег", которая должна быть пустой, за исключением двух двойных кавычек (""). 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!
Editinstance.png
So now we get to the basics of making a functioning room. First of all, you'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'll do that later. Make sure the area isn'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 "name" variable through "edit" 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'll want to set this nice and high as you don'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.

Note that with APCs, dir is the only variable controlling their position. Other objects have their positions defined by pixel_x and pixel_y - this changes where APCs appear in the editor, but once ingame they snap to whatever the dir 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'd connect the APC up to all the others and the station's generator via SMES cells, but we'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'll consume all the oxygen, or somesuch.

Directions.png


Important Note: There are nudge_x and nudge_y variables in the editor, as well as various z-axis variables. Don't ever change these, they're not used in SS13 and break things.

To be able to actually spawn into a room, you'll want to place spawners. You'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.

To actually play your map and be able to screw around in it as an admin, you'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>Compile from the top, and wait for it to finish. This will give you a something like "tgstation.dmb" in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open 'admins.txt'. Replace everything in there with:

"<yourbyondname> = Game Master", filling in your BYOND name.

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 'Dream Daemon' (has a big green icon) in your BYOND folder, and click the 'File' dropdown at the bottom. Select your "tgstation.dmb". 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't know this, ask and I can help. Once in, go to the admin tab and click 'start game'. By joining after the start, you'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).

From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn'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'll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I'll add an atmos guide later on, as well as a power generation and wiring guide. If you're a good engineer in-game, it'll help a lot as a mapper.

If you've managed to get all the way to the end of this before I've added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I'll add more stuff here soon.

Pre-commit checks

  • Are floors with or without air, as they should be? (regular or airless)
  • Does the area have an APC?
  • Does the area have an Air Alarm?
  • Does the area have a Request Console?
  • Does the area have lights?
  • Does the area have a light switch?
  • Does the area have enough intercoms?
  • Does the area have enough security cameras? (Use the verbs under Mapping for help)
  • Is the area connected to the scrubbers air loop?
  • Is the area connected to the vent air loop? (vent pumps)
  • Is everything wired properly?
  • Does the area have a fire alarm and firedoors?
  • Do all pod doors work properly?
  • Are accesses set properly on doors, pod buttons, etc.
  • Are all items placed properly? (not below vents, scrubbers, tables)
  • 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?
  • Check for any misplaced or stacked piece of pipe (air and disposal)
  • Check for any misplaced or stacked piece of wire
  • 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)
  • Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels
  • Are there any indestructible turfs where they shouldn't be?

General Station-wide Mapping Guidelines

In general

  • Don't run pipes/cables/disposals through walls if you can avoid it. Otherwise it's a pain to repair or sabotage them, especially under r-walls.
  • 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.

Atmospherics

  • Each area should have EXACTLY one air alarm (Exceptions are only possible if a room has scrubbers or vent pumps on different frequencies).
  • Each ROOM (Walled off space) should have at least one vent pump and scrubber, which is properly connected to its respective loop.
    Keep in mind that scrubbers don't detect gases/pressure; only air alarms do.
  • The air supply loop's pipes should be colored blue.
  • The scrubbers loop's pipes should be colored red.
  • Some areas require special air alarm subtypes: /engine for the SME and /server for tcomms or the RnD server room.

Power

  • 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.

Atmospherics

Pipes and manifolds

Atmospherics releases it'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).

If you'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.

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.

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.

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

Please refrain from var-editing pipes, as it typically introduces graphical glitches and other issues.

Air Alarm

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).

Scrubbers (Station air supply)

Every room (ie. walled off space) except for maintenance hallways should have at least one scrubber.

The path for scrubbers that start on is /obj/machinery/atmospherics/components/unary/vent_scrubber/on

And make sure the id_tag is the default one (null)

Also ensure the scrubber is connected to the scrubber loop!!

Vent Pumps (Station air supply)

Every room (ie. walled off space) except for maintenance hallways should have at least one vent pump.

The path for vents that start on is /obj/machinery/atmospherics/components/unary/vent_pump/on

Please make sure the id_tag is the default one (null)

Also ensure the vent pump is connected to the air supply loop!!

Gas tanks and filters

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.

Left to right: N2, O2, Airmix. The canisters inside are just for decoration.

Each gas tank needs:

  • Outside: A tank computer and a gas filter to pick what gases will be filtered into it.
  • Inside: A gas injector (input), a vent pump (output), a gas sensor and a specific turf.

The tank computer controls the input/output and receives data from the gas sensor.

The specific turf creates the gases that will be inside each tank - the gas canister is just for decoration.

Let's take a look at the MetaStation N2 tank:

  • Tank computer: /obj/machinery/computer/atmos_control/tank/nitrogen_tank
  • N2 filter: /obj/machinery/atmospherics/components/trinary/filter/atmos/n2
  • Gas injector: /obj/machinery/atmospherics/components/unary/outlet_injector/atmos/nitrogen_input
  • Vent pump: /obj/machinery/atmospherics/components/unary/vent_pump/siphon/atmos/nitrogen_output
  • Gas sensor: /obj/machinery/air_sensor/atmos/nitrogen_tank
  • Turf: /turf/open/floor/engine/n2

These objects have all the neccessary vars preset and start switched on - you'll only have to edit the dir if neccessary.

Additionally, you'll want this type of gas mixer for the airmix tank (N2 + O2):

  • Air mixer: /obj/machinery/atmospherics/components/trinary/mixer/airmix

Power

APC

Each new room needs at least one, this will provide all the power for the room (magically). Each piece of machinery inside the APC's area will draw power from either the lighting, equipment or environmental channel.

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.

Wiring

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.

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't shock people).

Equipment

Lights

Lights take up a lot of power, don'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.

Light switch

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.

Request Console

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.

Intercoms

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.

Security Cameras

Most areas should have these, enough to see the general area from a Human point of view, but, not bunched together for the AI's sake. Larger rooms may require more than one.

Room Structure

Access

Refer to ..\code\__DEFINES\access.dm for door access values.

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's we're concerned with are req_access_txt and req_one_access_txt.

DoorAccessImage1.png

This image shows a door on the Arrivals shuttle - since it's a public door, the access is set to "0", 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's the value for Security front doors - accessible by Security positions, but no one else.

Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. "28;31" is for Kitchen and Cargo access). This might seem worthless, but it's useful for small maps, where jobs might need to share access due to cramped spaces.

There's an important difference between the two that you need to pay attention to - req_access_txt requires ALL LISTED ACCESSES to open the door, while req_one_access_txt lets anyone with ONE OF THE LISTED ACCESSES open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put "63;4" in req_one_access_txt, because we want the Detective AND Security to have access. If we used req_access_txt, you would need BOTH accesses to open the door, meaning neither the Detective or Security could open it.

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't sure, you can take a look at Boxstation's map file and check the value on the door you're looking for).

Airless Floors

Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency.

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't suffocate mobs in the new rooms.

Fire Alarms and Fire Doors

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't be open by normal civilians.

Weak Points

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'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).

Item and Machinery Distribution

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).

Indestructible Turfs

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.

Balance

Item contents

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't make an empty room that's covered in blast doors, electrified grills, reinforced walls, and captain level doors).

Room security

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.

The highest security rooms should utilize the highest security measures. The lowest security rooms should utilize the cheapest security measures.

Step_x, step_y and the broken movement syndrome

So you compiled the map and suddenly whenever you move you no longer get the animation of moving but just 'appear' on the next tile?

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't (The code that makes the animation from tile to tile).

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 the development IRC if you need more help.

Shuttles

Basically there's 3 types of shuttle dock stationary, transit and mobile

  • stationary == places where the shuttle can dock
  • transit == shuttle as it moves
  • mobile == the place with the actual shuttle

so you'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)

The shuttle docks are grouped by id eg id = "cargo_away" id = "cargo_transit"

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's dir

You should also ensure the directions face the shuttle or face away from the thing the shuttle docks with.

If a shuttle's mobile docking port direction is different then the stationary docking port's direction, the shuttle and all items on it will be rotated accordingly. (Try it, it works properly for just about everything)

Warning the bounding box for the mobile dock must fit inside of the stationary dock (after any rotation) Or the shuttle will refuse to move.

If the shuttle'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)

Also note that the emergency shuttle and cargo shuttle need special subtypes of the dock type eg so /obj/docking_port/mobile/emergency

The other variables of note is traveldir, which defines if the shuttle rotates on transit, it'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.

Dwidth and Dheight in more depth

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'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

Note: We count step 0 as a tile, so a height and width of 9 is actually 10 tiles (tile 0 to tile 9)

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 ShuttleBox.png

Other files

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.

Helpful regular expressions

Everything in the code blocks is a regular expression, most decent text editors are able to use regex in their searches.

Replace the regex proceding => with what follows.

Pesky var edits for the `something` var are all over my map

Replace something with the var that needs to be removed. You need to run both replacements to catch all cases.

For standard dmm format:

  • \bsomething *= *.+?; * => nothing
  • {\W*\bsomething *= *[^;]+?\W*} => nothing

For TGM format:

  • ^\W+\bsomething *= *.+?;\n => nothing
  • {\W*\bsomething *= *[^;]+?\W*} => nothing


Multi-Z

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'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.

  • 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.
  • Earlier versions of multi-z did not require a baseturf to be defined under each z-level's traits in the config json. Each level must now have a baseturf set.
  • The maploader will not 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.
  • SS13 will cache a map's configuration json file in data\next_map.json. If you alter a map'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.

На будущее

Other related guides: Understanding SS13 code, SS13 for experienced programmers, Guide to door access and Map Merger.

It is important that you use the Map Merger tools before commiting any changes to a map. See here for how.

Hosting Hosting a serverSetting up the databaseWorking with /tg/station as an upstream repository
Contributing Guide to contributing to the gameSetting up gitDownloading the source codeReporting issuesChangelogs
Coding Understanding SS13 codeSS13 for experienced programmersCode docsCoding standardsGetting Your Pull AcceptedBinary flags‎Text FormattingMySQL
Mapping Guide to mappingMap mergerGuide to door access
Spriting Guide to spritingResolving icon conflicts
Wiki Guide to contributing to the wikiWikicode