recursal/Fanatic-Fandom huggingface dataset:
Cyrus

###

White Knight

### Specialty:

Tank. Cyrus exchanges speed for high survivability and strength. Great for taking on hordes of enemies.

### Team Bonus:

Passive damage reduction

```
Cyrus is the ? playable character.

```

Note: You can unlock all characters through their specific character disks. This means you can unlock characters in nearly any order as long as you collect 10 of a fighter's disks. Please see the "character disk" page for more information.

## Specialty

A noble and formidable fighter with high damage output and resistances. Highly survivable and effective against hordes and in tight quarters.

## Super

Slam Dash -

* Tier 1: Cyrus charges forward in a line dealing 200% weapon damage and knocking back each enemy in his path (up to 2x more at full charge). Cyrus is invulnerable while dashing and travels until he hits a surface, at which point he deals 100% weapon damage as Physical in a 2m blast radius around him and stuns enemies hit for 1s.
* Tier 2: Cyrus charges forward in a line dealing 250% weapon damage and knocking back each enemy in his path (up to 2x more at full charge). Cyrus is invulnerable while dashing and travels until he hits a surface, at which point he deals 125% weapon damage as Physical in a 3m blast radius around him and stuns enemies hit for 1.5s.
* Tier 3: Cyrus charges forward in a line dealing 300% weapon damage and knocking back each enemy in his path (up to 2x more at full charge). Cyrus is invulnerable while dashing and travels until he hits a surface, at which point he deals 150% weapon damage as Physical in a 4m blast radius around him and stuns enemies hit for 2s.

## Team Bonus

Resilience -

* Tier 1: Cyrus feels no pain, granting himself and all fighters +5% Damage Reduction.
* Tier 2: Cyrus feels no pain, granting himself and all fighters +10% Damage Reduction.
* Tier 3: Cyrus feels no pain, granting himself and all fighters +15% Damage Reduction.
Keyboard Shortcuts

Keyboard shortcuts so you spend less time fiddling with our god-awful GUI.

# Humans and Other Carbon-based Lifeforms' Hotkeys

 File:Hotkeys.png
* `**Alt + Click a tile**` = Open a new tab with a list of all the items of the clicked tile next to you.
* `**Alt + Click a PDA**` = Remove the ID from the PDA.
* `**Alt + Click a locker**` = Lock the locker.
* `**Alt + Click a clothing**` = Toggles any possible aesthetic settings (breath mask up/down, rolling down jumpsuit, buttons labcoat, flip baseball cap etc).
* `**Control + Up/Down**` = In your text bar will shift through the history of everything you've entered here.
* `**Control + Click**` = Pull an object or person you're standing next to.
* `**End**` or `**Ctrl + W**` = Toggle throwing mode.
* `**Page Down**` or `**Ctrl + A**` = Use the object in your active hand.
* `**Middle Mouse Button**, **Page Up**, **Ctrl + S**` or `**Numpad 9**` = Switch your active hand.
* `**Home**, **Ctrl + D**` or `**Numpad 7**` = Drop the item in your active hand.
* `**Insert**` or `**Numpad 0**` = Cycle through intents.
* `**Delete**` = Stop pulling.
* `**F12**` = Toggle minimal HUD.
* `**Spacebar**` = While entering commands auto-completes them.
* `**Tab**` = Toggle between hotkey and normal mode. While in hotkey mode, WASD will move your character.

### Hotkey-mode Enabled

Hotkey-mode can be toggled on by pressing **Tab**.

* `**W, A, S, D**` = Move your character
* `**Q**` = Drop
* `**E**` = Equip
* `**R**` = Throw
* `**T**` = Say (opens a new input window)
* `**F**` = Cycle intents left
* `**G**` = Cycle intents right
* `**Z**` = Activate held object
* `**X**` = Swap hands
* `**1**` = Help intent
* `**2**` = Disarm intent
* `**3**` = Grab intent
* `**4**` = Harm intent
* `**O**` = OOC
* `**M**` = emote

These also work with the normal mode if you press down **Ctrl**.

E.g. `**Ctrl + 1**` = Help intent, even without the hotkey-mode toggled on.

# Hotkeys for the AI

* `**Double-Click a tile**` = Instantly jump there.
* `**Double-Click people**` = Start tracking the person.

# Hotkeys for the AI and Cyborgs

* `**Shift + Click a door**` = Open/close.
* `**Control + Click a door**` = Bolts down/up.
* `**Control + Shift + Click a door**` = Access override on/off.
* `**Alt + Click a door**` = Electrify on/off.
* `**Control + Click an APC**` = Power on/off.
* `**Control + Click a Turret Control**` = Power on/off.
* `**Alt + Click a Turret Control**` = Lethal/stun mode.

### Cyborg Hotkey-mode Enabled

* Cyborgs have all the basic hotkeys which humans have, plus...
* `**X**` = Cycle active modules
* `**1**` = Activate first module
* `**2**` = Activate second module
* `**3**` = Activate third module
Hydroponics

**For the Guide to Hydroponics, click here.**

Located in the middle of the civil sector and shares a window with the Kitchen, this is where food is grown. The Botanist works here. It has two watertanks and buckets, two lockers full of hydroponics supplies (Mini hoes, plant analyzers and hatchets) and service headsets, Plant-b-gone spray bottles along with a watertank backpack, a crate containing a Screwdriver and a Wrench, and an encouraging letter from the previous botanist. Read the Guide to hydroponics for more info.

The four devices present in this room are :

* The MegaSeed Servitor vending machine
* The NutriMax vending machine
* The Seed Extractor
* The Biogenerator, filled with plants (except nettles, flowers and logs), which can produce, for a biomass cost:
	+ E-Z-Nutrient, Left 4 Zed, Robust Harvest, Weed Killer, Pest Killer, empty bottles
	+ Milk, Cream, black pepper, Monkey Cubes
	+ Belts, cloth for clothes, hats and leather goods.
Humans

Humans are the dominate species in the known galaxy, their kind extend from old Earth to the edges of known space.

Humans are the default race in SS13.

# History

See the backstory page for a overview of human history.

To summate, Humanity is the dominate race in the known Galaxy. The only other known intelligent and sapient race (To Humans anyway) are the Lizardpeople, who are subjugated under the control of the United Earth Government for reasons many either don't know or don't want to remember.

# Roleplay

Humans of the 26th century hold social values remarkably similar to the Humans of the 21st century, even down to much of their technology intentionally taking the appearance of items and aesthetics of 21st century technology. This is due to a combination of much Human knowledge being lost in the Void Wars, and a sense of nostalgia over days gone by. This also means Humans communicate and act in a manner similar to what people of the 21st century do.

Humans hold a smug sense of superiority over non-Humans, which until recently have just comprised of just Lizardpeople. However some Humans either have no opinion, or even are supportive, of non-Humans, however they are in the minority, for now. Make no mistake as the only reason Nanotrasen began to employ non-human Lizardpeople was due to them being able to employ Lizardpeople for barely a fraction of the pay for a Human equilivant.

Certain fringe organisations hold a far more progressive view on non-humans. Whether this is due to these groups being more open to non-humans, or simply due to them desperately needing anyone with the right skill set irrespective of their race, is up to debate and personal interpretation.

# Special Snowflakes

Nanotrasen is not the first organization to meddle with the human genome, and there are rumours that in the past, some dark scientific cult attempted to splice human genes with those of animals. Although (descendants of) these mutants are extremely rare, a few find their way into employment every now and then, in very low-ranking jobs. They are officially qualified as non-human, however, and their social status is below even that of Lizardpeople because of their nature as humans with filth mixed into their DNA. Or as a Nanotrasen official put it, "disgusting special snowflakes."

*Mutant humans are a separate server config option from other species, and if job restrictions are enabled on a server, it'll lock mutant humans out of even more jobs than lizards.*

# Gameplay

Humans are the primary race in SS13, and the default race all players start as. Humans have no unique advantages or disadvantages in terms of physical capabilities, however only Humans can be selected for a command role prior to the start of a round, in addition they are the only sentient race to be protected under Silicon's laws at round start.
E.V.A.

E.V.A. stands for Extra-Vehicular Activity, which means, in our case, spacewalking. The room can be accessed from the Central Primary Hallway, and is located just a bit south of the security sector.

Heads of Departments, who don't have their own space suit immediately available, have access to come and get a space suits from here.

### File:Suit Storage Unit.png Suit Storage Units

These advanced containers have a ultraviolet cleaning system for the suits. Rumors that these can be hacked to "clean" crewmates are totally unfounded. Inside each storage unit you can obtain:

* Space suit
* Helmet
* Breath mask

**Hiding**
If the storage unit is open and all the contents are taken out, you can hide from the incoming traitor looking for the last person alive.

### So You're a Traitor

A lot of rare equipment is in this room, and three traitor objectives. There's also resources aplenty. Sadly, it is locked, and the windows are there just to taunt you as the grilles under them are electrified and will electrocute and stun anyone who touches them, unless you really really want to take the time to beat the shit out of the grille with a shard of glass, which will get your ass fucking caught by security because it's RIGHT NEXT TO SECURITY!

#### What can one do?

Well, nothing, for the most part. Unless you have major space work to do as an engineer or have nuke ops to chase as an officer, you won't get anything inside. Sometimes the AI bolts it shut, too, so emags are totally useless, so you're stuck with hacking your way in. Which of course will get your ass shocked because you forgot your trusty pair of insulated gloves that only a few heads of staff have access when the bolts are up. And if any security officers catch you inside, which will happen nine times out of ten (unless you break the lights), you are going to be robusted, even if the AI let you in to fix a breach that a hulk caused so he could steal something.

Even if security doesn't see you, the AI and cyborgs are automatically alerted of any movement inside. If you actually do plan to break in, do what you have to do and get out of there as quickly as you can!

#### I'm in!

So you've been lucky enough to gain illicit entry to E.V.A. without being caught! This is probably because the station is in flames, torn apart by bombs/meteors, and is currently being systematically purged of all life by the AI. But hey, you're in, so what does it matter? Your new loot can be highly useful, traitor or not. The RCD located in the top left crate comes with 3 matter cartridges, so you'll be able to start committing nefarious activities right away. The four space suits that are in the same room as the RCD are slow, at best- you'll find that if you try to escape wearing these, you'll be caught and arrested faster than the clown is at the beginning of the round. If you don't want to use a jetpack while in space, grab a pair of magboots, as they prevent you from slipping while taking space walks. Just don't forget to turn them on first.
Flyperson

Flypeople are mutant races similar to the Earth housefly, sometimes found upon Nanotrasen space stations. Flypeople are barred from most authority roles on Nanotrasen stations and are not protected by the AI's default Asimov laws.

# History

***### ERROR: REMOTE INTERCEPT - INFORMATION MAY HAVE BEEN REDACTED FROM THIS DOCUMENT FOR YOUR SAFETY ###***

Mutations into a fly-like organism have been known on Space Station 13 for some time, usually the side effect of unfortunate bluespace teleportation accidents. It is widely speculated that uptick in the number fly people is the result of Nanotrasen conducting experiments on crewmembers.

***### REMOTE INTERCEPT ENDS - HAVE A SECURE DAY ###***

# Gameplay

Flypeople are a optional playable race. You can make a flyperson character in the character panel. One can also become a flyperson by using a teleporter without properly calibrating it first; this deals some toxin damage to the person.

Flypeople do not have any aspects that may be customized.

Flypeople tend to buzz and hiss instead of properly talking. They also do not feed on the same food everyone else on the station does. Instead, they vomit up any nutrients they might intake and then eat the resulting pile of vomit.
Emag

Experiment! Who knows what else it could work on.

If it can't be opened, just breaks so it stays closed.

Will not bypass bolted doors.

Rewrites cyborg's laws to obey you if opened, and unlocks a special module. Has 50% chance to fail, but you can try again.

### Cleanbot

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will slip floors and occasionally create gibs.

### ED-209 and secbots

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will attack everyone in sight.

### Floorbot

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will break floors instead of repairing.

### Medbot

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will inject everyone with toxin.

### Supply computer

Unlocks 2 new items: The 'Spec Ops' crate with a box of EMP grenades, 3 smoke bombs, a parapen and an incediary grenade, costing 20 points, and the ERR\_NULL\_ENTRY crate, which contains a Syndicate Bundle box for 140 points.

### Cloning pod

Ejects the cloned person regardless of condition.

### Arcade

Turns a regular arcade machine into Outbomb Cuban Pete, which is harder than the standard game. (Does not work on The Orion Trail). If a player wins, he gets a bomb and a hat. If the player fails, he is gibbed. Un-emags after a victory or if the machine is screwdrivers.

### Communications console

Reroutes it, allowing you to send a message to the Syndicate. This sends a message to game admins. Can be restored.

### Holodeck computer

Disables safety protocols, allowing you to run the Wildlife Simulation (Spawns several hostile Holocarp) or the Burn Simulation (Fills the entire deck with plasma before igniting - Spills out of the holodeck quickly)

### Message monitor

Prints out the password and temporary disables the console.

### Deployable Barrier

First use: Removes access restrictions

Second use: Breaks the ID scanner, leaving the barrier permanently left in the state it's currently in

### Turret

Makes it shoot everyone and boosts fire rate.

### Light replacer

Fills replaced lights with plasma.

Note: they will explode immediately if turned on.

### Library computer

Prints an Arcane Tome. You cannot read it, however, but it's still entertaining to fool Security with

### APC

Permanently unlocks interface. Locks the AI out.
Nar-Sie

**N͙O͍̣ ̖̙͉̙̙͉̣O̷N̗̞̰̜̭͎̝E̙ ͍̕E̷̻͓S̡͕̤̜̺̞C͔ͅA͏̟̱͓P̟͉͎̩͍E̦S**
File:Narsie.gif

**Welcome to the archive of N̗̲̬a̤̪̬̰r̻̹ͅ-S͉͍i̸͈͈̺e͚̮̹̖̮͍̩, intrepid reader,**

**Within you shall find all our knowlege about Ṇ͠a̭̮͠r͍̗̝͕̪ͅ-S̺̤̺̩͙͉̰i̞͙e̹̗͇̗̩͎͟ͅ**
.

**It may only be summoned by nine powerful acolytes,**

**Chanting around an arcane rune of great power.**

**Those nine make a great sacrifice in calling It back,**

**F̱̫̝͟o̰̰r̟̙̲͇͘ ̻̩̫͝I̧͇͉t̘̹̯̙̤͖̳ s̬̠͙̘̕h̶̞̰̻al̞̮̮̯̩̼̺l̙̙͖͚̭̳ ̧̠̞͎͍c̴̼͖̻̖̪͕o̵n͏͙̲̪̺̗̫s̺̰̞̜úm̟e̛̟̭ ͈͍̪t̡h͈em̹̼͈͙ ̢̻̺̠̬̩̙u̯̞̼͇̞ͅṕ̩͕̜̣o̢̭͈͎̜͍̼ͅn͖ r̰̟̩̙͎i͔͟s͉̖̟i̼͚̱͖̪̙̤n͎̠͓͖ͅg̳̣͎͎ ̖͇̥̩̻̣̭̀f̦̟̝̮͢r͇͓ọ̠̭͎̮m҉ ̫t͔͍̟͉̗͉̳h̫͙e ͓͚v̲̬o̹̳͙id͈͍̟.**
Engineering items

# Items

By right clicking, you can turn the wires into File:Cablecuffs.png ghetto restraints to tie someone down, but only takes 30 seconds to get out of.

* File:Powercell.png Standard (1 kW)
* File:Power cell.png High-Capacity (10 kW)
* File:Supercell.png Super-Capacity (20 kW)
* File:Hypercell.png Hyper-Capacity (30 kW)

# Tools

You can get an **industrial version** with double fuel capacity from the welding lockers from Engineering, ordering one from Cargo or from a hacked vending machine.

Otherwise, made practically worthless by the PDA Air Scanner.

# Equipment

Left lights represent how much of the SMES is loaded.
The top right light shows the input power status. If it's off = none, red = on but receiving no power, blinking yellow = receiving power and loading.
The middle right light shows the output power status. If it's off = not outputting power, green = outputting power.
Guide to building a SMES.

* *Main Breaker: On/Off* - Toggles power to the room
* *Equipment: Auto/On/Off* - Toggles power to computers, doors, and other electronic equipment.
* *Lighting: Auto/On/Off* - Toggles power to lighting in the area.
* *Environmental: Auto/On/Off* - Toggles power to the ventilation in the area, as well as the Air Alarm.
* *Cover Lock: Engaged/Disengaged* - Provides a cover to protect the battery.

Remember, 'Auto' power settings slowly cuts off each breaker when power runs low in this order:<30 % = Equipment off, <15% = Lighting and Environment off.

***Replacing the APC's Battery:***
To replace the APC battery, you need an ID with sufficient access to unlock the APC itself.
1. File:Id regular.png Swipe ID with *power equipment* access to unlock the interface.
2. Open the panel and disengage the cover lock.
3. File:Crowbar.png Use a crowbar on the APC to open the cover.
4. File:Hud-hands.gif Take the battery out with a free hand.
5. File:Power cell.png place in the new battery.
6. File:Crowbar.png Close the cover again with your crowbar.
7. Re-engage the cover lock.
8. File:Id regular.png Swipe ID to secure the interface.

Guide to building an APC.
Guide to hacking an APC.

Guide to building a P.A.C.M.A.N.-Type Portable Generator.

Guide to building a S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator.

Guide to building a M.R.S.P.A.C.M.A.N.-Type Portable Generator.

Emitter are also useful as a weapon, if your target stand still long enough for you to set it up. (Hint: Blobs don't move.)

Guide to hacking the Particle Accelerator.
Positronic Brain

A **positronic brain** is an adorable little cube similar to a Man-Machine Interface -- but unlike the former, which relies on a brain yanked out of a real life crewmate, the positronic brain replicates a human mind from scratch, with the power of SCIENCE!

## How I Learned To Stop Lobotomizing And Love The Computer

Developed late in the century on the back of mathematic and conceptual work spanning almost a millennia, the first positronic brain was an inch-wide cube of palladium-iridium alloy, nano-etched with billions upon billions of conduits and connections. Upon activation, hard-booted by way of an emitter laser, the brain issued a single sentence before the neural pathways collapsed and it became an inert lump of platinum: "How may I serve?".

## It's *Aliiiiiiiiiiive*!

To use a positronic brain, simply find one or produce one on the protolathe - high material and research requirements, be warned - and left-click it in your hand. If it chimes, and begins to flicker, it has a personality. If it buzzes and goes inert, nobody has decided to join as your plastic pal who's fun to be with.

To become a positronic brain, observe or ghost, and have pAI candidacy enabled. When someone activates a posibrain, you will get a prompt -- click yes and you will become the brain.

Posibrains can be used in all circumstances that an MMI can be used in, i.e. borgs, AI cores, and exosuits.

## Your Personal Companion Cube

Positronic brains can talk (and beep and boop *d'awwwww*) by default, but like an MMI, they cannot move unless picked up by a player or inserted into a borg body. The resulting cyborg with a positronic brain inside is called an android.

As a positronic brain, remember: you exist to serve! Unlike an AI or a drone you are not bound by a strict lawset; but like both of those, you are expected to serve the crew and generally be not shit. Also unlike a MMI, **you do not remember your past life**. Period. It doesn't exist, it's over, you are a new character. Try to use your new status as a lovable cube to metagame, and enjoy your ban.
Research Division

A.K.A. "R&D", "Research", "Science", "Toxins", "The Plasma Fire", "The Big Hole in the Station". Located south of the Escape Shuttle Hallway, Science access is required to enter the main hallway.

## Facilities

The Research Department consists of the following facilities:

* R&D Lab
* Robotics
* Toxins Laboratories
* Xenobiology
* Experimental Lab
* Server Room
* Research Director's Office
* Security Post
* Testing Lab

Under the authority of the Research Director, the Research Division is usually one of the first things to erupt in flames, if not blow up outright.

## Other Areas

Research Division also comes with a couple of storage areas, a supervisor's office, and other areas not available to regular Scientists.
MiniStation

File:Ministation.png
 File:Ministation simplified map.png

# What is it?

A mod of tgstation 13 that is modified for low population servers; with simplified jobs, maps, duties and command structure.

## How do I get it?

MiniStation is built into the /tg/ repo, so download the main code here (https://github.com/tgstation/-tg-station).

## How do I run it?

Simply navigate to the \_maps folder and tick ministation.dm, and only that file in the \_maps folder, then compile and you will be running MiniStation.

## Who is the target audience?

Server hosters who want to host a server for a player count of around 5 to 20 people.

## What about the map?

The map has been created from the ground up with population size in mind. You can see the map to the right.

## I need help

Giacom, the creator, can be found in #coderbus on irc.rizon.net if you require help.

# Details

Many jobs have been combined or just plainly cut out. These are the remaining jobs with their duties next to them.

* **Captain** - Make sure your station is running.
* **Lieutenant** - You're second in command, protect the Captain and be his right hand man.
* **Cargo Tech x3** - Running cargo bay and mining minerals for the station.
* **Bartender** - Keeping the bar, serving drinks and food. Hire the unemployeed to grow food for you, or do it yourself.
* **Janitor** - Cleans the station, removes litter and empty trash bins to be recycled by the crusher.
* **Station Engineer x4** - Keeping the power running and fixing station damage.
* **Security Officer x4** - Protecting the crewmembers and serving space law.
* **Detective** - Using forensic science to help security officers catch criminals.
* **Scientist x4** - Research and development of new technologies and create bombs.
* **Medical Doctor x4** - Healing the crew, performing surgeries and cloning dead crew.
* **Chemist** - Creating useful chemicals for the crew to use.
* **Clown** - Create laughter and boost the morale of the crew. Honk!
* **Assistant x∞** - Not in charge at all.

There will be 26 job slots (not including Assistant) available on MiniStation; the HoP can add more from his ID computer.
There is a more simplified command system, with the Captain being the big boss and the HoP being second in command.
The heads will have control over all departments and jobs.

## What else has changed?

Changes to the uplinks were made to discourage murderboning, the rest is much the same.

# Station Power Source

MiniStation has an exceptional power source, called the Thermo-Electric Generator or TEG. See here how to set it up.
PDA

Short for **Personal Data Assistant**, PDAs are usually useful to their owners, as they have a variety of functions, such as note keeping and messaging, as well as job-specific functions like controlling Beepsky and analyzing fingerprints or blood stains, sending deliveries, analyzing the atmosphere around you, scanning for disease or components, checking how much power are in the APCs around the station and causing chaos.

The PDAs message function rely's on the RD's message server. If it is powerless or broken then no one will be able to send messages to each other. The message server also logs your dirty little messages so don't expect to be able to get away with using them to rally a rebellion.

Your primary use of the PDA will likely be the handy flashlight feature it comes with. Once the station descends into chaos, you won't have to go hunting around for a flashlight, as you have a weak one built right in. Just put the PDA in your hand, click it, and click "enable flashlight." This light will also count for the stacking effect other flashlights have.

If you so desire you can eject the cartridge you have currently installed with the "eject cartridge button" at the top of the PDA's main menu interface, and use a new cartridge that you pilfered off someone else or spawned with a certain method into it. You will need to do this if you wish to install the Detomatix cartridge, but remember to eject it when you are done, lest security catch you with it.

## Default Features

* **Messager**
* **Notekeeper**: Any notes you may wish to record may be stored here. Using your PDA on a piece of paper will scan it's contents and write it in your notekeeper, overwriting your current notes.
* **Atmospheric Scan**: Use this to display the status of your environmental air-supply, works much like an analyzer.
* **Flashlight**: This low powered flashlight can be used to successfully navigate through areas without lighting.

## Other non-Default Cartridges

* Detomatix cartridge**Detomatix cartridge**
	+ **Messager » Detonate**: Attempt to remotely detonate other people's **PDAs** in a kind of weak explosion.
	+ **Remote Door**: Opens/Closes the blast doors on the syndicate shuttle.

* Generic Signaler cartridge**Generic Signaler cartridge**
	+ **Signaler System**: Allows you to send radio signals, works much like a Remote Signaling Device.
Prison Wing

If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the Detective, Lawyers and non-security Heads of Staff.

Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.

## Insanity Ward

This soothing white room contains straitjackets and muzzles to disable crewmates who ~~won't shut up~~ are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.

## The Prisoner "Transfer" Center

Through the dark, nasty corridor, this is the place with no cameras where prisoners are *transferred to another place* so they can't do any more harm to anyone... In other words, eliminated through CO2, a lethal injection syringe or oldskool punching-your-face-to-mush.

Why the caginess? A normal Asimov-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and cyborgs to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).

## Prison Break

Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A uplink implant can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of c4 for quick getaways should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.

If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish Warden left you with some items, or if you have a buddy in perma.

Lucky prisoners will be freed by a *Gr3y.T1d3 virus* that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.

The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
Research Director's Office

In the centre of the department is the private office of the Research Director. It holds several vital computer systems inside itself, including the Robotics Control console. There is also a handy surveillance monitor where the RD can inspect the laboratories he supervises from the safety of his office.
Pinpointer

align=leftThe pinpointer is a single-function PDA with one task: Pointing to the **Nuclear Authentication Disk**. It makes zero sense for the captain to keep this on their person since they already have the disk, so it's best to hand it off to someone on the security team. This will come in handy when you inevitably get murdered and someone needs to find your corpse.

## Finer points of the pinpointer

The pinpointer will display four different icons based on the distance between itself and whatever it's pointing at.

A black dot in the center will indicate that the target is in the same tile as the pointer. Between 1 and 8 tiles away, you'll see a green arrow. 9 to 16 is a blue arrow and anything b~~e~~yond 16 is a red arrow.

### Alternate Functions

#### The Bomb Dot Com

Your friends in the Syndicate have reverse-engineered pinpointer technology! In addition to tracking down the disk, the Syndicate pinpointer will also locate the Syndicate shuttle once a nuclear device on the station proper has been activated. It will also show you how much time is left until annihilation if you inspect it.

#### OH CRAP WHERE'S THE TEAM!?

Syndicate Cyborg pinpointers will point towards the nearest nuclear operative instead of the disk.

#### OH CRAP WHERE'S THE AI?!

The AI is malf and you've breached the core, ready to deliver some much-needed justice. But the AI is nowhere to be found! Luckily for you and the crew though, your rouge silicon friend is emitting the same radio signal as the disk, which means your pinpointer can be used to track down whichever APC the AI has moved into.
Operating Theatre

Actual **surgeries** are rare and so the OR is most useful as an impromptu armory - a skilfully-aimed scalpel or circular saw can hold back the grey tide for a while. In the unusual case that somebody does need an operation, there's an Operating Table and associated Operating Computer. Use of the contents of the Anesthetic locker is recommended but not *entirely* mandatory. There are also assorted other surgical tools that have no real use outside the room. Remember - if you're going to try surgery, make sure you know how!! Requires Surgery access to enter.

Next to the theatre is a small observation room, where those who can stomach the gore can observe. There's also a recovery room to the right filled with beds and (for hopeless cases) a straightjacket and muzzle.
Podman

The mysterious Replica Pod can be used to harvest a half man, half plant.

Instructions on how to make your own, or become one yourself, can be found here.

# History

Little is known of podmen, aside from the fact that they are a known side effect of replica pods.

# Roleplay

A podman is usually a former Human, or a a Lizardperson/Plasmaman, who was cloned via a yet mysterious method of plant growth. As such a podman maintains all the traits and personality of its cloned host.

# Gameplay

Podmen are a non-selectable alien race, players may become a Podman if they are cloned from a replica pod.

They have the unique ability of never becoming hungry so long as they are near a light source, but they also start to starve quickly in darkness. However they tend to get fat if in the light for too long. In addition certain crew members may show caution, fear or awe towards you, which may be a improvement if you were a Lizard or Plasma man. But hey, special snowflake healing!
Security Offices

Attached to the Brig is the primary Security Office, where security members can manage records, change equipment, charge their weapons, or hold meetings. The general Security Officer starts his shift here. The Head of Security starts his day in his private office. It is considered a restricted area and requires Security access to enter.

Notable contents include records and camera computers, a practice laser gun, and a practice syndicate bomb.

#### Equipment Room

The lockers in here contain everything a security officer will need to do their job and eventually meet a horrible fate at the hands of an Assistant. The SecTech vending machine will supply officers with extra handcuffs, zipties, flashbangs, donuts and other essential items.

#### Escape Pod

At the starboard end of the office is an airlock that leads to the Security Escape Pod. Remember that this pod is not a good place to store prisoners at the end of a round (they will escape).

#### Security Posts

If you were looking for info about the small Security Posts scattered around the station, look here.
Security Posts

Each of the station's four major departments have a small security office near their entrances. Only Brig access is required to enter these rooms, meaning department heads have authority over the posts in their departments.

### Arrivals Checkpoint

 File:SecCheck.png
This is the small security office in Arrivals that is supposed to be used to process new arrivals. Includes a security camera console and security records console, an equipment locker, a weapon recharger, a spare flash, and an ID computer. Often used by people with stolen ID computer ID's to give themselves all-access and by people with stolen weapons to load them.

Usually unmanned, and usually broken into by those who want quick and easy access to security gear.
Primary Tool Storage

Primary Tool Storage is located in the port wing of the station. Assistants no longer start their shift here, but expect to find them ~~looting~~ here before long.

It has a good amount of basic supplies. There is a YouTool vending machine that dispenses tools (who would've guessed?) and a vendomat that dispenses devices like proximity sensors and remote signaling devices. There is a pair of budget insulated gloves which provide unreliable protection from electric shocks. You'd better take those batteries and the one toolbelt before the others do!

Not to be confused with Auxiliary Tool Storage.
Reporting Issues

If you ever encounter a bug in-game, the best way to let a coder know about it is with our GitHub Issue Tracker.

(If you don't have an account, making a new one takes only one minute.)

When creating a new issue it is important to use the format displayed below so coders can easily identify the problem.

If you have difficulty, ask for help in #coderbus.

## Issue Format

```
**Problem Description:** What is the problem?

**What did you expect to happen:** Why do you think this is a bug?

**What happened instead:** How is what happened different from what you expected?

**Why is this bad/What are the consequences:** Why do you think this is an important issue?

**Steps to reproduce the problem:** The most important section. Review everything you did leading up to causing the issue.

**Server:** Which server were you playing on?

**Revision:** What revision was the server running? Type 'show-server-revision' ingame to find out.

**Possibly related stuff (which gamemode was it? What were you doing at the time? Was anything else out of the ordinary happening?):** Anything else you can tell us.

**Thanks for helping us out!**

```
Objects

There are many items on the Station (and outside it). Here you can find most of them categorized into their respective categories.

General items General items General items
Clothing and Accessories Clothing and Accessories Clothing and Accessories
Vending machines Vending machines Vending machines
Identification Cards Identification Cards Identification Cards
PDAs PDAs PDAs

Engineering items Engineering items Engineering items
Atmospherics items Atmospherics items Atmospherics items
Medical items Medical items Medical items
Research items Research items Research items
Computers Computers Computers

High-risk items High-risk items High-risk items
Security items Security items Security items
Syndicate Items Syndicate Items Syndicate Items
Makeshift weapons Makeshift weapons Makeshift weapons
Ranged Weapons Ranged Weapons Ranged Weapons
Spriting

## SS13 - Guide to spriting

Making sprites for this game isn't hard, though there are some details, that aren't obvious, but are important.

In short:

1) Get BYOND.

2) Get source code from github(or just the icons folder).

3) Use Dream Maker BYOND tool to open .dmi files in icons folder.

4) Use right click menu to import sprites you've made (.png) or export sprites you want to edit (do not use Dream Maker's editor, it sucks).

## In-depth

How to make your sprites look good:
Station's palette is mostly grey, when spriting, use grey as background.
Don't use too many colours, 4-5 for small (32 by 32) sprites is usually enough.
Most sprites have a border of a mu4 darker version of main colour.

Game has all kinds of items, objects, creatures and tiles, all of them require specific sprites.

## Mobs

Mob sprites are located in icons/mob
Most mobs have 5 sprites - one for ea4 direction (South, North, East, West) and one sprite for being dead.
Humanoid mobs also have customization sprites - hair (icons/mob/human\_fase), underwear (icons/mob/underwear), etc (icons/mob/mutant\_bodyparts).

## Clothing

clothing sprites are located in icons/mob
clothing, has 4 sprites for all the directions (when worn on a mob).
clothing also has 8 in-hand sprites, for mob holding it in left and right hands, 4 directions for ea4 (located in icons/mob/inhands) and an item icon (located in icons/obj/clothing).
Tip: You should get a human mob sprite (all 4 directions) and use it to better align clothing.

## Items

Item sprites are located in icons/obj
Items reqire in-hand sprites (same as clothing), as well as icon for item itself

## Turfs

Turf sprites are located in icons/turfs.
Turfs are tiles, that cover the floor.
Most turfs have only one sprite (however, it's possible to make animated turfs, or assimetrical ones, that can be rotated, this requires more sprites, also there can be damaged versions of tiles).
Unlike most other sprites, turf sprites take up whole 32 by 32 space, without any transparency.
Quick Ref

**Traitor and Double Agents**
**Changeling**
**Nuclear Emergency**
**Revolution**
**Gang War**
**Cult**
**Clockwork Cult**
**Wizard**
**Shadowling**
**Other Modes**

* The Rules
* Keyboard Shortcuts
* Guide to HUD Icons
* Job Selection and Assignment
* Terminology
* Frequently Asked Questions
* Guide to Avoiding Bans
* Guide to Chemistry
* Guide to Grenade Construction
* Guide to Genetics
* Guide to Diseases
* Guide to Surgery
* Guide to Machine Construction
* Guide to the Solars
* Guide to the Singularity Engine
* Guide to the Tesla Engine
* Guide to Power
* Guide to Atmospherics
* Guide to Telecommunications
* Guide to NTSL Scripts
* Guide to Robotics
* Guide to Toxins
* Guide to Xenobiology
* Guide to Telescience
* Standard Operating Procedure
* Guide to Trials
* Guide to Security
* Guide to Shitcurity (What NOT to do)

* Guide to Hacking
* Guide to Combat
* Syndicate Items
* Guide to Illicit Access
* Guide to Revolution
* Guide to Gang Wars
* Cults for the Uninitiated
* The Devil's Guide for Cult Magic
* Top Secret: Nuclear Operative's Field Guide
* Guide to Malfunction
* How to Play an Alien
* Guide to Silicon Policy
* Guide to Awesome Miscellaneous Stuff
* Creatures (Player controlled beings)
* Critters (Game controlled beings)
* Guide to Races
* Guide to Food and Drinks
* Guide to Hydroponics
* Guide to Plants
* Guide to Playing Music
* NTSL (Nanotrasen Scripting Language)
* Guide to Paperwork
* Random Events
* List of Supply Crates
* Makeshift Weapons
* Setting up Git (TG13 Source Control)
* Guide to working with tgstation as an upstream repository
* Downloading the Source Code
* Understanding SS13 Code
* SS13 for Experienced Programmers
* Text Formatting
* Guide to Spriting
* Guide to Mapping
* Map Merger
* Guide to Changelogs
* Getting your pull accepted
* Guide to Contributing to the Wiki
* Reporting Issues
* Starter Guide to Admin Tools
* Guide to developing SNPC modules
Robotics Lab

**For the Guide to Robotics, click here.**

*IT'S ALIIIIVE!*

That's right - this is where all those crazy Roboticist bastards go who dream of one day making a human machine. That dream lasts precisely as long as it takes for the first Greyshit to turn up, bang on the window and shout: *Borg me!*.

Generally guaranteed to find someone lying with their brain out, the Robotics Lab is a great place to go if you find you're fed up with the role you've been assigned. Just get one of the whitecoats inside to slice you, splice you and stuff you into a Cyborg unit and you can live out that Wall-E fantasy all day long!

This is also one of the first places Cargo usually contact screaming: *We want a Ripley!*.

Two Exosuit Fabricators, an R&D Console, and a Circuit Imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations, whether or not the patients asked for it. Requires Robotics access.

The assembly line is a favourite target for Revolutions due to the abundance of flashes laying around.

For more information, see the Roboticist or Guide to robotics pages.

### Mech Bay

This area is where Mechs and Cyborgs go when they need to recharge and get repairs, have a laugh and socialise. A blast door nearby allows the mechs to go in and out without the need for Robotics access.
Technical Storage

Located just down the hall from the gravitational generator, Tech Storage is where all the circuit boards, batteries, flashes and a spare pair of insulated gloves wait to be stolen. Also within this room are parts to create or fix machines for telecommunications.

### Secure Tech Storage

Unlike the rest of tech storage, this sectioned area is a very high-secure area as it contains the circuit boards needed to subvert the AI, blow the borgs or prevent the Escape Shuttle from ever arriving. Requires Bridge/Headquarters access in addition to Tech Storage to enter here. Due to the sensitive nature of its contents, it is often bolted down and under constant AI supervision.
Tesla Engine

The Tesla Engine is an alternative power source to the singularity engine, located in Engineering.

## How it Works

### Tesla Generator

The tesla generator works just like the singularity generator does, except that it makes an energy ball.

### Energy Balls

This big floaty ball of pure electricity can only be contained by the containment field. When you shoot the energy ball with the Particle Accelerator, it gains energy like a singularity, but when it hits 300 energy, it generates a mini-energy ball that orbits the big energy ball. This will send off an extra shock when the energy ball pulses, and this can happen as many times as you let it. The energy ball will also naturally generate small amounts of energy, so eventually a second ball will form.

Be warned, the more mini-balls the energy ball has, the more shocks it sends out at once, and the further it can travel each move. A good engineer can use this to generate lots of power, and a bad one can abuse this to murder the entire station.

An energy ball will shoot bolts of electricity off at conductors, which it prioritizes in this order:

* Tesla coils:
* Mobs
* Machines.

It will also strike the closest distance-wise of the list after it goes through these criteria.

### Tesla Coils

Tesla Coils will attract the bolts. They will take half the power of the bolt, pump it into the powernet it is hooked to, and then will send the other half of the power to the next available conductor, which follows the criteria listed above. Preferably, this will be another coil to harness more of the power and pump it into the grid.

## THE GOOSE IS LOOSE

If the Energy Ball is to get out of containment somehow, it will pass through walls, windows, anything. It will shoot electricity at conductors, mobs, etc, and direct bolts from the Energy Ball will instantly kill a spaceman. Dusting occurs if you run into the ball itself. Machines hit by the bolts will EMP or suffer explosive damage.
Teleporter

Located in the Bridge, south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon.

Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.

At the start of the shift, the following Tracking Beacons are available:

* Bridge
* **Teleporter**
* Atmospherics
* Courtroom
* Arrivals
* Toxins Test Chamber
* Miscellaneous Research
* AI Mini-Satellite

The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters.
Xenobiology Lab

**For the Guide to Xenobiology, click here.**

The lab that specializes in the study of alien lifeforms, such as Slimes and sometimes Xenomorphs. Slime pens to the south, secure pen to the north. At the start of the shift, this lab comes with two Slimes in pens, two Monkey Cube boxes, slime processing equipment, and two Shield Generator that a Scientist needs to set up in case they want to use the northern pen.

There are several disposal units here. Most of them goes into each of the containment pens. The disposal unit not paired with a containment pen leads straight into space, that way the *lab rats* can't escape into the disposal system.

Requires Xenobiology access to enter.
Styleguide

A guide for editing pages on the wiki

# Images

Most images can be found in the source code icons directory. `.dmi` files are png images with some extra metadata that BYOND uses to handle animations etc. You can easily change the extension and open them with your image editor of choice.

Most `.dmi` files are composed of a grid of 32px by 32px squares.

## Sprites

Where possible, sprites should be uploaded as a 32px by 32px PNG graphic (for static images) or a 32px by 32px GIF image for animated images. All images should be on an alpha (transparent) background where possible.

## Map Images

Should consist of the area being covered and its immediate surrounding walls. Always include full tiles. A quality crop can be easily achieved by using a 32px by 32px grid and the marquee tool set to snap to said grid.

Refer to the images below for further guidance.

 File:Badcrop.png
 File:Goodcrop.png