https://tgstation13.org/wiki//api.php?action=feedcontributions&user=Dogo17&feedformat=atom/tg/station 13 Wiki - User contributions [en]2024-03-29T01:39:29ZUser contributionsMediaWiki 1.35.3https://tgstation13.org/wiki/index.php?title=Ian&diff=32448Ian2020-05-16T01:26:59Z<p>Dogo17: /* Lisa */</p>
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<div>{{JobPageHeader<br />
|headerbgcolor = #ffc06d<br />
|headerfontcolor = black<br />
|stafftype = SPECIAL<br />
|imagebgcolor = #fee9cc<br />
|img = Ian.PNG<br />
|jobtitle = Ian<br />
|access = None<br />
|additional = N/A<br />
|difficulty = Impossible <br />
|superior = [[Head of Personnel]]<br />
|duties = Being immune to theobromine, being a liability, playing dress-up, dancing as a spaz would<br />
|guides = [[Chain of Command]]<br />
|quote = Woof woof. Ruff, arf, au au. Yip, bow-wow. Bark.<br />
}}<br />
<br />
==EVERYTHING IAN CAN WEAR==<br />
* Head:<br />
** Security Helmet (the ones they spawn with)<br />
** Sunglasses<br />
** Captain's Hat (the one he spawns with)<br />
** HoP's Hat<br />
** Top Hat<br />
** Kitty Ears<br />
** Clown mask (honk)<br />
** Sheriff Hat (may not exist ingame, it's in the icons)<br />
** Detective's Hat<br />
** Sombrero<br />
** Nurse Hat (put behind medbay front desk, with a station bounced radio tuned to medical, to have a functional corgi receptionist)<br />
*** Given medbay's close proximity to the kitchen on several maps, this may not be the best idea<br />
** Beret (all heads variations work)<br />
** Pirate Hat (the one that looks like a pirate captain)<br />
** Wizard Hats (fake or real, they both look the same.)<br />
** Santa Hat (Yap, Yap, Yap!)<br />
** Bunny Ears<br />
** Ushanka (with the flaps up or down, doesn't matter.)<br />
** Chef's Hat. (Bone appetite!)<br />
** Hard Hats (white CE, yellow engineer, or red firefighter)<br />
** Bedsheet (2spooky4me)<br />
** Police Helmet (warden's hat)<br />
** A sheet of paper<br />
** Cargo baseball cap.<br />
** Cardborg Helmet<br />
** A special reindeer hardhat, most likely admin spawnable only.<br />
* Back:<br />
** Security Armor Vest (the ones they spawn with<br />
** Station Bounced Radio (<strike>annoy the shit out of</strike> get d'awws out of the crew by broadcasting everything ian barks over common)<br />
** Blue Oxygen Tank (The big ones)<br />
** Fire Extinguisher<br />
** Cardborg Suit (Yip. Yip.)<br />
** C4 (Rip)<br />
<br />
==Lisa==<br />
It is Cargo's duty to get Ian laid. If cargo gets the corgi named Lisa, STEAL THAT DOG. Leave the two alone in a room and they will mate, producing the cutest thing ever. Corgi Puppies. These puppies will then be stolen by the [[Chef]] and murdered by [[assistant]]s.<br />
<br />
[[File:Candy.png|1024px|middle|link=Greentext]]<br />
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<br />
{|width=100% border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
| rowspan = 12 align = "center" | '''[[Jobs]] on /tg/station'''<br><br />
[[File:jobstempgreyscale.png|link=jobs]]<br />
|-<br />
| style="background: #4f4f4f; color: white; text-align: center;" id="command" |'''Command'''<br />
| '''[[Captain|Alpha Dog]]''', '''[[Head of Personnel|Master]]'''<br />
|-<br />
| textcolor="white" style="background: #7d7d7d; text-align: center;" id="security" |'''Security'''<br />
| '''[[Head of Security|Bigger Dog]]''', [[Security Officer|Pee On]], [[Warden|Butt Sniffer]], [[Detective|Smells Like Whiskey]]<br />
|-<br />
| style="background: #949494; text-align: center;" id="engineering" |'''[[Engineering]]'''<br />
| '''[[Chief Engineer|Poly's Keeper]]''', [[Station Engineer|Yellow Dog]], [[Atmospheric Technician|Smells Strange]]<br />
|-<br />
| style="background: #9a9a9a; text-align: center;" id="science" |'''[[Science]]'''<br />
| '''[[Research Director|Grrrrr]]''', [[Scientist|Trouble]], [[Roboticist|Maker of Loud Buzzy Things]]<br />
|-<br />
| style="background: #b4b4b4; text-align: center;" id="medical" |'''[[Medbay|Medical]]'''<br />
| '''[[Chief Medical Officer|Smells Like Cat]]''', [[Medical Doctor|Smells Like Makefeelgood]], [[Paramedic|Smells like Blood]], [[Chemist|Smells Like Bad]], [[Geneticist|Smells Like Death]], [[Virologist|Smells Like Plague]]<br />
|-<br />
| style="background: #909090; text-align: center;" id="service" | '''Service'''<br />
| [[Janitor|Bag of Treets Keeper]], [[Bartender|Tastes Like whiskey]], [[Cook|Keeper of the Foods]], [[Botanist|Smells Like "Plants"]], [[Clown|Smells Funny]], [[Mime|Smells Blank]], [[Chaplain|Barking]], [[Curator|Lewd Dog]]<br />
|-<br />
| style="background: #888888; text-align: center;" id="civilian" |'''Civilian'''<br />
| [[Quartermaster|Corgi Orderer]], [[Cargo Technician|Corgi Pusher]], [[Shaft Miner|Outside Dog]], [[Assistant|Threat, Bark at constantly]], [[Prisoner|Big Dog Not Doing Job!]]<br />
|-<br />
| style="background: #d8d8d8; text-align: center;" id="nonHuman" | '''Non-human'''<br />
| '''[[AI|Loudvoicefromwall]]''', [[Cyborg|Loud Buzzy Thing]], [[Positronic Brain|Loudvoicefromcube]], [[Drone|Metal Bug]], [[Personal AI|Loudvoicefromsmallbox]], [[Construct|Is That a Ghost Shaggy?]], [[Imaginary Friend|I Need a Real, Live Ghost]], [[Split Personality|Smells like Lazy Eye]], [[Ghost|G-g-g-GHOST!]]<br />
|-<br />
| style="background: black; color: white; text-align: center;" id="antagonist" |'''Antagonist'''<br />
| [[Traitor|Smells Like Telecrystals]], [[Malfunctioning AI|VERYloudvoicefromwall]], [[Changeling|Smells Like Everyone]], [[Syndicate guide|Bad Dogs]], [[Wizard|Magic Dog]], [[Shadowling|Removed Dog]], [[Nightmare|Readded Dog]], [[Abductor|Smells Like Ayy]], [[Xeno|Spiney Dogs]], [[Spider|Spider Dog]], [[Revenant|Angry Dead Dog]], [[Space Ninja|Anyone Else Smell That?]], [[Holoparasite|Guard Dog]], [[Swarmers|Hungry Dog]], [[Blob|Tasty Goo]], [[Devil|Smells Like Brimstone]], [[Blood_Cult|Smells Like Blood]], [[Pirate|Smells Like Rum]], [[Sentient Disease|Smells Like Mutagen]], [[Creep|Forbidden Snack]], [[Fugitives|Dogthinkers]], [[Hunters|Smells Like THE LAW]], [[Space Dragon|Scaley Dog]], [[Pulsating Tumor|Smells Like Bones and Ash]], [[Sentient Slime|Smells like Best Dog Dissolving...]]<br />
|-<br />
| style="text-align: center;" id="special" | '''Special'''<br />
| '''[[Centcom Official|Bark, Sniff & Arf]]''', [[Death squad|Bigger Alpha Dogs]], [[Emergency Response Team|Dog Catchers!]], [[Chrono Legionnaire|Time Bark]], [[Highlander|Loudvoicefromskirt]], [[Ian|Best Dog]]<br />
|-<br />
| style="background: #d7d7d7; color: black; text-align: center;" id="race" |'''Races'''<br />
| [[Humans|Mans]], [[Lizardperson|Scale Mans]], [[Flyperson|Buzz Mans]], [[Plasmaman|Fire Mans]], [[Podman|Vegetable Mans]], [[golem|Rock Mans]], [[Felinids|DIRTY CATS]], [[Ethereals|Glowy Mans]], [[Guide to races#Human Mutants|Strange Mans]] <br />
|}<br />
<br />
[[Category: Jobs]]</div>Dogo17https://tgstation13.org/wiki/index.php?title=Chain_of_Command&diff=32447Chain of Command2020-05-15T20:38:44Z<p>Dogo17: /* 64px Warden */</p>
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<div>The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.<br />
<br />
The Heads should '''not''' start doing the simplest tasks themselves unless the station's already beyond saving.<br />
<br />
<br />
'''[[File:Identification_console.png]] Notice:'''<br />
<br />
'''Heads can demote their staff by using the [[Identification Console]] and removing the subordinate's access to their department from their ID.'''<br />
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'''So if one of your guys isn't acting like an appropriate team player, don't hesitate to show them who's boss.'''<br />
<br />
<br />
[[File:Job tree3.png|1191px|The station hierarchy]]<br />
<br />
==Heads of Staff==<br />
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]<br />
'''A.K.A. the command staff.''' These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].<br />
<br />
===[[File:Generic captain.png|64px]] [[Captain]]===<br />
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don't forget the [[High-risk_items#Nuclear_authentication_disk|disk]].<br />
The only position that can issue death warrants without a trial.<br />
<br />
<br />
'''Required knowledge:''' How the AI works. What other Heads should be doing.<br />
<br />
'''Round-start to-do list:''' Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.<br />
<br />
'''Main tasks:''' Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. <br />
<br />
'''Main problems:''' Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.<br />
<br />
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===<br />
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.<br />
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].<br />
<br />
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.<br />
<br />
'''1. Support the Captain.'''<br />
<br />
Always be on the captain's side, at least publicly. Remember that since you'll take up his banner if, or more often when, he's slain, you're the ''de facto'' second in command. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain's right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.<br />
<br />
'''2. Uphold the Rights of Crewmen.'''<br />
<br />
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].<br />
<br />
'''3. Follow the Principle of Least Privilege.'''<br />
<br />
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.<br />
<br />
'''4. Talk to the Crew.'''<br />
<br />
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.<br />
<br />
'''5. Manage your Department First.'''<br />
<br />
While technically you can demote everyone who's ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.<br />
<br />
<br />
'''Required knowledge:''' How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.<br />
<br />
'''Round-start to-do list:''' Stay at your desk for at least the first 10 minutes to manage the shift-start rush.<br />
<br />
'''Main tasks:''' Manage IDs.<br />
<br />
'''Main problems:''' Your department (the civil department) doesn't ever acknowledge you as their boss. It's your duty to make that a thing of the past!<br />
<br />
===[[File:Generic hos.png|64px]] [[Head of Security]]===<br />
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.<br />
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.<br />
<br />
<br />
'''Required knowledge:''' How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of threats the station will have to face and how to deal with them.<br />
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'''Round-start to-do list:''' Get your officers to report in, if they don't, remind them that the security force doesn't work without teamwork and communication, and have them demoted if they're still acting like a lone mute wolf.<br />
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'''Main tasks:''' Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.<br />
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'''Main problems:''' Assistants pushing each other is '''not''' a big problem, you shouldn't have to spend much time on those. Focus on the big fish instead.<br />
<br />
===[[File:Generic rd.png|64px]] [[Research Director]]===<br />
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.<br />
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.<br />
<br />
<br />
'''Required knowledge:''' Know how R&D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.<br />
<br />
'''Round-start to-do list:''' Make sure one of your scientist is doing R&D and help him out if needed. Ask if there are miners around and request the minerals your R&D and Robotics both need.<br />
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'''Main tasks:''' Upgrading machines across the station.<br />
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'''Main problems:''' Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.<br />
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===[[File:Generic ce.png|64px]] [[Chief Engineer]]===<br />
Equal rank with all other non-captain Heads of Staff.<br />
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. <br />
<br />
<br />
'''Required knowledge:''' How the telecommunications, atmospherics, solars and the [[supermatter]] work. [[Malfunction|How to deconstruct an APC.]]<br />
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'''Round-start to-do list:''' Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.<br />
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'''Main tasks:''' Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.<br />
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'''Main problems:''' The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you'll be irreplaceable in more than one shift, guaranteed.<br />
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===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===<br />
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO's duty to disable and treat them till they are once again fit for duty (which could be never).<br />
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.<br />
<br />
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'''Required knowledge:''' How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.<br />
<br />
'''Round-start to-do list:''' Make an announcement to the crew about maxing out their suit sensors so you'll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.<br />
<br />
'''Main tasks:''' Check the Crew Monitoring Console from time to time for dead/dying people.<br />
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'''Main problems:''' Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.<br />
<br />
<br />
==Other Management Roles==<br />
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.<br />
<br />
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===<br />
Subordinate to the [[Head of Personnel]].<br />
<br />
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.<br />
<br />
'''Required knowledge:''' Managing Cargo Tech's, how to operate the Cargo Bay.<br />
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'''Round-start to-do list:''' Check how many Cargo Tech's are on shift, get them doing something useful such as collecting crates.<br />
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'''Main tasks:''' Processing crew order requests.<br />
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'''Main problems:''' Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary's/ cultists/ the grey-tide. People telling you that you're not a "real head", and it hurts because they're right.<br />
<br />
===[[File:Generic_warden.png|64px]] [[Warden]]===<br />
Subordinate to the [[Head of Security]].<br />
<br />
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.<br />
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<br />
'''Required knowledge:''' Processing prisoners, managing Security operations and personnel and keeping the brig secure.<br />
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'''Round-start to-do list:''' Ensure the brig is secure, check if there is a HoS/Sec Officers present.<br />
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'''Main tasks:''' Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. <br />
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'''Main problems:''' Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.<br />
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===[[File:centcomofficial.png|64px]] [[Centcom Official]]===<br />
Subordinate to the [[Captain]] while he is on the station.<br />
<br />
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.<br />
<br />
<br />
'''Required knowledge:''' The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.<br />
<br />
'''Round-start to-do list:''' Inform the command staff of your presence.<br />
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'''Main tasks:''' Whatever Central Command assigned you.<br />
<br />
'''Main problems:''' Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.<br />
<br />
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===<br />
The Captain the station deserves. <br />
<br />
Authority over snacks. Obey.<br />
<br />
<br />
'''Required knowledge:''' Yip!<br />
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'''Round-start to-do list:''' Get dressed.<br />
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'''Main tasks:''' Dance.<br />
<br />
'''Main problems:''' Head of Personnel often incompetent and needs watching over.<br />
<br />
<br />
[[Category:Jobs]]</div>Dogo17https://tgstation13.org/wiki/index.php?title=Guide_to_Wounds&diff=32370Guide to Wounds2020-05-06T01:32:51Z<p>Dogo17: /* Types of wounds */</p>
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<div>{{Speech<br />
|name=Chief Medical Officer Kingston<br />
|text=Are you going to be alright? Well, let's deal with all those broken bones, and then I'll get back to you on that...<br />
|image=[[File:Generic_cmo.png|64px|right]]<br />
}}<br />
<br />
Wounds are specific injuries that can happen to people if they accumulate large spikes of damage on a specific limb, or in other words, when they get hurt really bad all at once. Most things regarding them are still WIP and up in the air, but here's a rough guide on how to deal with them and what's important about them.<br />
<br />
First, some helpful infographics!<br />
<br />
[https://cdn.discordapp.com/attachments/564124572392226838/705626488820596766/Artboard_1w101.png]<br />
<br />
[https://cdn.discordapp.com/attachments/564124572392226838/705627586595651664/w102.png]<br />
<br />
These will give you general insight into how wounds work and how to treat them, but we'll include a bit more information below.<br />
<br />
== Types of wounds ==<br />
<br />
Wounds are classified by two things: Type, and severity. There are three types (brute-sharp, brute-other, and burning), and three main severities (moderate, severe, and critical). The higher severity a wound is, the more damage it takes to suffer, and the more debilitating it is until treated. <br />
<br />
* BRUTE-SHARP wounds are cuts and slashes that cause you to bleed and are caused by sharp weapons and attacks. The treatment for all sharp wounds is the same: apply a bandage, sutures, and maybe cauterize it with a burning tool or a laser weapon if you're desperate, the difference is that more severe cuts bleed much faster, and while moderate and severe cuts will slowly clot themselves, critical cuts will instead slowly open up and get worse, so dealing with it quickly is important! The emergency medical pens available in emergency medkits found in O2 lockers have small amounts of coagulant, which greatly helps clotting.<br />
* BRUTE-OTHER wounds are broken and dislocated bones, and are dealt by brute attacks that aren't sharp. These have higher thresholds than sharp or burning wounds, and will likely be less common, but can still be a nuisance when suffered. <br />
** Moderate bone wounds, or dislocated joints, can be treated with the application of a bonesetter from surgery, or by simply aggressively grabbing the patient, and interacting with them helpfully while targeting the limb to set it back in place. This may take a few tries! You can also snap their arm this way by interacting with them on disarm or harm intent if you're a sadist. They can't tell the difference until it's too late!<br />
** Severe and critical bone wounds are broken bones. They incur sizeable slowdowns to interactions with that arm, or force you to walk with a limp if it's a leg, and critical wounds will disable that limb entirely. These penalties can be lessened, and in the case of critical fractures the limb can be reenabled, by splinting the limb with medical gauze or sticky tape. The better the splint (gauze being the best, standard sticky tape being the worst), the more the penalties are lessened. To be fully healed, you must perform surgery.<br />
* BURN wounds are nasty burns that are dealt with lasers and fire weapons like the welding tool. These wounds are dangerous in the long run, as while they don't harm you much directly immediately, they increase further damage on that limb, make further wounds much easier to deal to the limb, and at severe and critical levels can breed infection. In addition, there are a few things you need to treat when it comes to severe and critical burns, making them a bit more tricky to heal. The following are the three factors that go into healing a burn wound:<br />
** Flesh damage: This represents the flesh that needs to be healed, and is the only factor relevant for moderate burns. To heal flesh damage, simply apply ointment or regenerative mesh to the affected limb, and wait! Having a bandage applied to the limb will make flesh regeneration much more efficient, and let a little bit of ointment go a long way.<br />
** Dead flesh: This represents flesh that's outright dead and needs to be removed entirely. You can remove it safely and quickly through debriding surgery, but in a pinch, you can simply aggressively grab the patient and apply a sharp object to the limb on help intent to carve the dead flesh off directly. This may take a little bit and will incur some brute damage, so be prepared to deal with that.<br />
** Infection: Severe and critical burns will breed infection, with critical wounds becoming infected more quickly. This is really important to keep track of, and you can helpfully do so by simply examining yourself and seeing how dire the purple text describing your wound is. If there's none, great! No infection yet. The infection works by an "infection" level counter, which increments naturally as time goes on, and decrements if a separate "sanitization" counter is above 0. Basically, sanitization freezes the progress of infection and reverts it, so it's best to get on it early. You can increase sanitization by: applying ointment or regenerative mesh, having spaceacillin or sterilizine in your bloodstream, using the special paramedic penlights that paramedics spawn with on them to blast them with UV light! Bandages will also extend the usefulness of sanitization, making them great to slap on early. Infection is the only factor that gets worse after the wound is created, so once the other two are taken care of, this is all you'll have to worry about<br />
** Once all three of these are at 0, the burns go away! Hooray!<br />
<br />
Other fun facts that I need to work into a real guide:<br />
<br />
* Jumpsuits offer very slight protection against wounds! If nothing else, your trusty [[assistant|grey jumpsuit]] may very well be the difference between a stray laser shot leaving you mostly unharmed other than the normal burn damage, and suffering debilitating second or third degree burns.<br />
* Burning and slashing weapons generally are much more effective against completely bare flesh. To help with this, they can also shred basic clothing and jumpsuits, with multiple attacks on a specific limb disabling the clothing's protection on that limb. The clothing can be repaired with cloth to reenable it. <br />
* When in doubt, slap a bandaid on it and hope for the best.<br />
* If you're really lazy, you can just throw them in cryo for a long while and they'll eventually regenerate wounds.<br />
<br />
[[Category:Guides]]</div>Dogo17https://tgstation13.org/wiki/index.php?title=TGMC:Guide_to_Medicine&diff=32352TGMC:Guide to Medicine2020-05-05T02:34:24Z<p>Dogo17: /* Types of basic damage */</p>
<hr />
<div>{{TGMC}}<br />
{{Under construction|reason = Almost complete but needs clarification, images and so on - Anonmare 02:13 (GMT)}}<br />
<br />
This guide assumes that you are a medical role, if you are not a medical role you will have to contend with certain fumble checks in advanced medical care so please keep that in mind.<br />
<br />
Medical care is, quite literally, the difference between life and death and you should absolutely know what you're doing before attempting to render aid - you could make things worse. If you're going to treat someone, you're going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment. <br />
<br />
== Identification ==<br />
<br />
You're going to want the proper equipment to diagnose an injury before anything else, so be sure to grab a medical HUD[[File:DMCA health HUD.gif]] and wear it so you can actually identify who needs your help and grab a health analyzer[[File:DMCA_health_analyzer.png]] to see what is ''exactly'' wrong with them. Diagnosis is the first and foremost step in administering treatment.<br />
<br />
=== Types of basic damage ===<br />
<br />
Humans can be injured in a multitude of ways, from the immediately obvious to the more subtle.<br />
<br />
* '''Brute''' is the most common type of damage you'll most likely come across and is a catch-all term for physical trauma: Cutting, slashing, bashing, battering, gunshots, and so on. It is also the damage type to most likely have additional complications associated with it, such as organ damage, broken bones, internal bleeding, and so on. Severe brute damage is immediately obvious, even to those without a scanner, as significant brute trauma will cause blood to soak through the patient's clothes, noticeable with a shift-click to examine.<br />
* '''Burn''' will be the second most common type of damage you'll encounter and refers to the injuries acquired from fire, acid, and ambient temperature extremes (such as the cold from Ice Planet). Burns usually do not have other complications associated with them, nor cause bleeding but are not as obvious to the casual observer.<br />
* '''Toxin''' damage is a less commonly encountered damage type and you're less liable to come across it. Toxin damage can be caused by organ failure, overdoses, chemical side-effects, and, rarely, deliberate poisoning. Toxin damage has no visible external tells but someone with large amounts of build-up will be vomiting. <br />
* '''Suffocation''' damage is more common than toxin damage but almost just as invisible. Suffocation is caused by oxygen deprivation, blood loss, and certain types of organ damage. Someone suffering from suffocation will be gasping, noticeable in the chat window.<br />
* '''Halloss''' damage is not ''really'' a damage type but I would be remiss to not at least mention it. Halloss is shorthand for hallucination damage, that is, the damage that is not physically present and you can treat it as something akin to fatigue. It's most common source is from a Queen screech and alien tackles. You cannot treat halloss, but its recovery can be expedited by standing still and the "Hold!" order.<br />
<br />
=== Types of advanced damage ===<br />
<br />
If you looked at the above section and thought to yourself "That doesn't seem so bad", then I have some disappointing news for you as there is an additional layer of complications to manage. These types of damage are the results of complications from the above sources and they are as follows:<br />
<br />
* '''Pain''' is caused by near every damage type and for this reason, you should carry painkillers at all times. Pain severity reflects the type and severity of the injury sustained, with burns causing the ''most'' pain of any of the damage types. Pain can also be accrued from halloss and the effects of MP equipment (batons, tear gas and so on). Pain causes slowdown, stuttered speech, knock-down and even unconsciousness.<br />
* '''External bleeding''' is caused by brute damage and randomly occurred when it is received, but is more likely to happen with severe damage as a matter of statistical probability. Bleeding will cause slowdown and blood loss - resulting in a fast build-up of suffocation damage, and then toxin damage if left untreated. <br />
* '''Fractures''' are a direct result of brute damage and have a chance of happening when the damage to a body part exceeds a certain amount. For the extremities (arms, hands, legs and feet) this is 25 damage. For the chest, head and groin it is 50. Fractures have varying effects depending on where they are found but all cause large amounts of pain and they will worsen if left untreated and the patient allowed to move.<br />
* '''Internal bleeding''' is caused randomly when brute damage is received but most often is caused by armour-piercing attacks. Internal bleeding cannot be patched like external bleeds can and will slowly cause untreatable brute damage in the affected area - followed by blood loss and even death.<br />
* '''Infections''' are caused by failing to properly follow surgical procedure and untreated brute and burn injuries, though not all injuries will become infected. Infections will cause a slow-build-up of toxin damage if left untreated but the true horror of an infection is if it is allowed to go necrotic - dealing massive damage to the affected body part and will quickly result in death if not treated.<br />
* '''Organ damage''' can be caused by a number of things - brute trauma, chemicals, overdoses, toxin damage and fractures in the affected bodypart. Most non-vital organs when damaged cause a moderate build-up of toxin damage when they themselves are damaged, but the heart and lungs will deal oxygen instead. The brain does not cause damage but it will cause the patient to drop things and they will simply drop-dead permanently if it is damaged too much. A severely damaged brain or heart will prevent any kind of revival, short of admin intervention. <br />
* '''Eye damage''' is still technically organ damage, but it does not cause any kind of damage build-up, nor is it a vital organ like the brain. Instead, when the eyes are damaged, they will cause blindness and pain. Eye damage is gained rarely by brute trauma to the head and more commonely by welding without protection.<br />
* '''Dismemberment''' is something that ''anyone'' can diagnose as the patient is ''missing a limb''. Suffice to say, the loss of a limb is extremely traumatic, causing heavy bleeding, significant pain and an inability to use that particular limb anymore. <br />
* '''Shrapnel and foreign objects''' is anything that has become embedded in the patient - causing a build-up of brute damage if the patient moves without the affected area being splinted. <br />
* '''Alien infestation''' is the result of getting too friendly with a facehugger. If left untreated, the patient will birth a healthy, bouncing baby larva who will one day grow up to do the same thing to you and your friends. A scanner will register it as a "foreign object", much like shrapnel. <br />
<br />
== Treatment ==<br />
<br />
Now that you know the signs and the effects of various damage, it is time for you to learn how to treat them.<br />
<br />
''For a more in-depth treatment of surgery see the [[TGMC:Guide_to_Surgery]]''<br />
<br />
===Basic damage===<br />
<br />
* '''Brute''' - Brute can be treated directly with salve and trauma kits, and chemically with bicardine and tricordazine. As well as surgically through the autodoc's Surgical Brute treatment. <br />
* '''Burn''' - Burn can be treated directly with salve and burn kits, and chemically with kelotane, dermaline and tricordazine. As well as surgically through the autodoc's Surgical Burn treatment. <br />
* '''Toxin''' - Toxin can be treated with dylovene and tricordazine, as well as with the autodoc's Toxin Chelation treatment. <br />
* '''Suffocation''' - Can be treated with CPR (clicking on a fellow, unconscious Human with a free hand on help intent) but more practically with dexalin and dexalin+. Dexalin+ works instantly but can only be found roundstart as an autoinjector.<br />
<br />
===Advanced damage===<br />
<br />
* '''Pain''' - Pain can be treated with paracetamol (mild relief), tramadol (strong relief) and oxycodone (relieves all pain).<br />
* '''Fractures''' - Splints will prevent the worsening of fractures and help manage the ill-effects of a broken bone. To treat, surgery must be performed - either manually or via the autodoc's Broken Bone Surgery treatment.<br />
* '''External bleeding''' - Can be treated with bandages or trauma kits. <br />
* '''Internal bleeding''' - Can be halted with quick-clot, but it will not heal the bleeding. Normally requires surgery or the autodoc's Internal Bleeding treatment to fix, however, a bicardine overdose will also heal internal bleeding. ''Make sure to give the patient anything that treats burns before doing so.''<br />
* '''Organ damage''' - Peridaxon will prevent organs from getting worse on their own and halt the negative effects of organ damage, but it will not treat the actual damage. It must be actually treated through either surgery, or the autodoc's Surgical Organ treatment.<br />
* '''Eye damage''' - Can be treated chemically with imidazoline or surgically. To treat with the autodoc, select the Eye Surgery treatment. <br />
* '''Dismemberment''' - Requires a limb replacement, either an organic or robotic one. Must undergo surgery or the autodoc's Limb Replacement treatment. Please note that the autodoc can only replace a missing limb with a mechanical one. <br />
* '''Shrapnel and foreign objects''' - If externally embedded, simply right-click the patient and select the "Yank out object" verb. If internally embedded, you will have to perform surgery - Use the body scanner to isolate the shrapnel's location and reduce the time spent on exploratory surgery. The autodoc's Foreign Body Removal Surgery treatment will locate and remove any foreign bodies present.<br />
* '''Alien infestation''' - Stasis bags and poor health will slow the larva's gestation and a cryopod will halt it all together. It must be removed with surgery to save the patient, the autodoc's Foreign Body Removal Surgery will also remove alien embryos.<br />
<br />
=== Death ===<br />
''For a full breakdown, see the [[TGMC:Defibrillation|Guide to Defibrillation]]''<br />
<br />
People are going to die, that's a simple fact. However, there's a difference between being dead and ''being'' dead. And the former is one you can treat. The recently departed still yet cling to the mortal coil and with a defibrillator[[File:defib_3.gif]], you can pull their soul back into the land of the living (assuming they wish to), however, there are a number of stipulations to reviving someone:<br />
*They must have not been dead for longer than 5 minutes.<br />
*They must not have basic damage (brute/burn/tox/oxy) of any type greater than 200. <br />
*They must have a functioning working heart and brain.<br />
*They must not be suiciding.<br />
*They must have an actual player associated with their mob (no reviving the long-dead colonist bodies).<br />
*They must not be wearing an exosuit (such as marine armour) that would interfere with the resuscitation. <br />
<br />
Please remember, that you can use trauma and burn kits on dead bodies to help repair the damage done and make them valid for reviving. The defibrillator also heals some damage (of all basic types) itself, the greater the medical skill the more powerful the defibriliator's healing ability is. These values are as follows:<br />
*Staff Officer or Squad Leader: 4 per shock <br />
*Medics: 8 per shock<br />
*Doctors: 12 per shock <br />
*CMO or Synth: 16 per shock<br />
<br />
==Treatment priority==<br />
<br />
In a hectic situation, you're going to need to be able to discern who needs treatment immediately as a snap judgement and focus on who needs your help more. The first rule of performing your duty of care is to ''not panic''. Take a deep breath and try to remember this rule of thumb as to who needs you more:<br />
*The recently dead<br />
*Xeno hosts<br />
*Those in critical condition<br />
*Immobile patients<br />
*Everyone else<br />
<br />
The recently dead are on a hard timer and the longer you leave them, the more likely that timer will have expired and making them permanently dead, no matter what everyone else's problem is - they're unlikely to be in as much need as they do. You can identify the recently dead by the lightning bolt symbol that your health HUD assigns them. Xeno hosts can afford to wait but they're on a timer as well and if it expires - their deaths are just as permanent. In a triage situation, stabilisation matters first, once people are out of the danger zone - you can focus on the underlying causes. Don't be afraid to conscript marines as nurses to tend to the wounded if you absolutely need a hand.</div>Dogo17https://tgstation13.org/wiki/index.php?title=Xenobiology_Lab&diff=32350Xenobiology Lab2020-05-05T00:09:24Z<p>Dogo17: </p>
<hr />
<div><tabs><br />
<tab name="BoxStation"><br />
{{Template:Location<br />
|headerbgcolor=#563758<br />
|headerfontcolor=white<br />
|imagebgcolor=#EEEEFF<br />
|department = Science<br />
|name=Xenobiology<br />
|image=Xenobiology.png<br />
|big_image=http://puu.sh/3EzGx.png<br />
|exits= East to [[Research Division]],west to [[maintenance]]<br />
|purpose=To study alien lifeforms<br />
|access=<br />
|contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s<br />
|clearance=[[Captain]], [[Research Director]], [[Scientist|Scientists]]<br />
|description=The slime dissection place.<br />
|sec_level=Medium<br />
|style=Laboratory<br />
|balance=No major balance requirements<br />
|other=--<br />
}}<br />
<font size="4">'''[[Guide_to_xenobiology|For the Guide to Xenobiology, click here.]]'''<font size="2"><br />
<br />
The lab that specializes in slimes, but sometimes [[Xenomorph]]s. 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 including two consoles, and two [[Shield Generator]] that a [[Scientist]] needs to set up in case they want to use the northern pen.<br />
<br />
There are several disposal units here. Most of them go 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 [[Disposals|disposal system]].<br />
<br />
Requires Xenobiology access to enter.<br />
</tab><br />
<tab name="MetaStation"><br />
{{Template:Location<br />
|headerbgcolor=#563758<br />
|headerfontcolor=white<br />
|imagebgcolor=#EEEEFF<br />
|department = Science<br />
|name=Xenobiology<br />
|image=XenobioMETA.png<br />
|big_image=[[XenobioMETA.png]]<br />
|exits=North to [[Research Division]] and [[maintenance]] <br />
|purpose=To study alien lifeforms<br />
|access=<br />
|contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s<br />
|clearance=[[Captain]], [[Research Director]], [[Scientist|Scientists]]<br />
|description=The slime dissection place.<br />
|sec_level=Medium<br />
|style=Laboratory<br />
|balance=No major balance requirements<br />
|other=--<br />
}}<br />
<font size="4">'''[[Guide_to_xenobiology|For the Guide to Xenobiology, click here.]]'''<font size="2"><br />
<br />
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. 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.<br />
<br />
There are several disposal units here. Most of them go 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 [[Disposals|disposal system]].<br />
<br />
Requires Xenobiology access to enter.<br />
<br />
<br />
</tab><br />
</tabs><br />
[[Category:locations]]<br />
{{Locations}}</div>Dogo17https://tgstation13.org/wiki/index.php?title=Xenobiology_Lab&diff=32349Xenobiology Lab2020-05-05T00:08:29Z<p>Dogo17: </p>
<hr />
<div><tabs><br />
<tab name="BoxStation"><br />
{{Template:Location<br />
|headerbgcolor=#563758<br />
|headerfontcolor=white<br />
|imagebgcolor=#EEEEFF<br />
|department = Science<br />
|name=Xenobiology<br />
|image=Xenobiology.png<br />
|big_image=http://puu.sh/3EzGx.png<br />
|exits= East to [[Research Division]],west to [[maintenance]]<br />
|purpose=To study alien lifeforms<br />
|access=<br />
|contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s<br />
|clearance=[[Captain]], [[Research Director]], [[Scientist|Scientists]]<br />
|description=The slime dissection place.<br />
|sec_level=Medium<br />
|style=Laboratory<br />
|balance=No major balance requirements<br />
|other=--<br />
}}<br />
<font size="4">'''[[Guide_to_xenobiology|For the Guide to Xenobiology, click here.]]'''<font size="2"><br />
<br />
The lab that specializes in slimes, such as [[Slime]]s and sometimes [[Xenomorph]]s. 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 including two consoles, and two [[Shield Generator]] that a [[Scientist]] needs to set up in case they want to use the northern pen.<br />
<br />
There are several disposal units here. Most of them go 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 [[Disposals|disposal system]].<br />
<br />
Requires Xenobiology access to enter.<br />
</tab><br />
<tab name="MetaStation"><br />
{{Template:Location<br />
|headerbgcolor=#563758<br />
|headerfontcolor=white<br />
|imagebgcolor=#EEEEFF<br />
|department = Science<br />
|name=Xenobiology<br />
|image=XenobioMETA.png<br />
|big_image=[[XenobioMETA.png]]<br />
|exits=North to [[Research Division]] and [[maintenance]] <br />
|purpose=To study alien lifeforms<br />
|access=<br />
|contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s<br />
|clearance=[[Captain]], [[Research Director]], [[Scientist|Scientists]]<br />
|description=The slime dissection place.<br />
|sec_level=Medium<br />
|style=Laboratory<br />
|balance=No major balance requirements<br />
|other=--<br />
}}<br />
<font size="4">'''[[Guide_to_xenobiology|For the Guide to Xenobiology, click here.]]'''<font size="2"><br />
<br />
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. 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.<br />
<br />
There are several disposal units here. Most of them go 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 [[Disposals|disposal system]].<br />
<br />
Requires Xenobiology access to enter.<br />
<br />
<br />
</tab><br />
</tabs><br />
[[Category:locations]]<br />
{{Locations}}</div>Dogo17https://tgstation13.org/wiki/index.php?title=The_history_of_SS13&diff=32348The history of SS132020-05-05T00:02:12Z<p>Dogo17: /* 2003: The Original SS13 */</p>
<hr />
<div>{{Needs revision<br />
|reason = This literally turns into history of /tg/ in the second half of this page + a lot of story is missing + 2018 and 2019.<br />
}}<br />
<br />
See [[List of remakes]] for a list of remake attempts and games inspired by Space Station 13.<br />
<br />
Here's a brief account of the history of Space Station 13. When the path branched, the path that leads to /tg/station is taken.<br />
<br />
<br />
== 2003: The Original SS13 ==<br />
[[File:Oldstation.png|thumb|300px|The old look of Space Station 13]]<br />
Space Station 13 started as the creation of a person known by the alias Exadv1, but not much else is known about them, according to [http://www.giantbomb.com/space-station-13/61-32586/ giantbomb.com]. It's not like he's a member of the community here or anything like that... ... ...<br />
<br />
Anyway, after its release in 2003, the first few years the game and game mechanics were kept in extreme secrecy. You could get banned for talking [[Terminology#OOC|out of character]] about game mechanics or through other means, which are not [[Terminology#IC|in character]]. The original map (image needed) for Space Station 13 was updated through the years. Generally, the map that pre-dates power and electricity generation is referred to as Originalstation, and all maps after that are referred to as OldStation. Rounds on Space Station 13 were similar to how they are now, eventually ending in the escape shuttle being called. The Player's numbers peaked at 10. Acquiring server files was difficult though, as you had to acquire them from one of the few people who had them. Never the less, SS13 servers started appearing on [http://byond.com byond.com]. The server files were sent as a compiled package (the .dmb and resource files only). It was also possible to acquire a version with defines, icon files, and the map files. This version allowed you to edit the map, but you had to send the updated map file to someone with the original source, so they could compile it.<br />
<br clear="both"><br />
<br />
== 2006: The Fall of SS13 ==<br />
[[File:OpenSS13_Oldstation.png|thumb|300px|left|link=https://farm8.staticflickr.com/7320/14089610823_d198b5db86_o.png|Map of the OpenSS13 Oldstation]]<br />
After about three years, the popularity (yes, 10 players on a server was considered a popular game) of Space Station 13 started to drop. The few people with the original source files started to lose interest. <br />
A player known as AZA had received a compiled version of the game from Exadv1 but after some disagreements he was quite upset and proceeded to work with another player called hobnob to decompile this version and release it. This code was spread around from person to person until someone had the bright idea to start a community called OpenSS13. This was the first open-source version of Space Station 13. Around the same time, the Something Awful Goons began to notice the game and several goon-hosted servers appeared.<br />
<br clear="both"><br />
<br />
== 2007-2009: The Resurrection of SS13 ==<br />
[[File:tgstation2010ish.png|thumb|300px|Engineers chilling in the Engineering Break Room]]<br />
In the era from 2007 to 2009, Space Station 13 gained a lot of popularity with communities like Penny Arcade, Goonstation, and OpenSS13 starting to grow. Player numbers reached unbelievable peaks of 18 players! The map everyone played was still Oldstation. Each codebase, however, had its own, slightly edited version. OpenSS13 used the [http://www.ss13.eu/map_openss13.png OpenSS13 Oldstation] map, while goons used the Goon Oldstation map, the latter of which is now the [[Derelict]]. It was during this time that the Goonstation community revised the original SS13 backstory and produced what is now generally accepted as the proper backstory.<br />
<br />
In 2009, as Space Station 13 servers were getting up to 25 players at peak time, Goonstation coders and mappers made the biggest advance in years. They created a new, much larger station: [http://www.ss13.eu/map_donut.png Donut Station]. As Goonstation was closed source, no other community could use the map, so they stuck with the OpenSS13 version. the popularity of SS13 steadily increased through 2009, eventually leading to the creation of yet another map design in 2010, dubbed Uterus station. The release was accompanied by a rewrite of much of the old Space Station 13 code, much of which was still tainted by fallout from the reverse engineering from years before that. In April 2010, as player numbers on servers were hitting 50, Goonstation decided to release their source under the name Goonstation r4407. Until 2016, this was the latest version of the Goonstation code publicly available.<br />
<br clear="both"><br />
<br />
== 2010: This is Where /tg/ Came in ==<br />
[[File:Oldtgstation.png|thumb|400px|left|link=https://farm8.staticflickr.com/7403/14070032424_4dbee3b254_o.png|Old BoxStation (then known as the tgstation) with Prison Station and all]]<br />
After the release of r4407, the flood gates for new servers were open. 4chan spawned /tg/station, Bay12games spawned Baystation, both of which with their own set of coders, spriters and code, based on r4407 of Goon code. The three stations slowly gained player numbers. Goonstation with two servers, /tg/station and Baystation with one server each. The three communities each had their own policies and expectations for players, covering the full spectrum of roleplay.<br />
<br />
As player numbers continued to grow, additional communities sprung up: NoX Station, Facepunch, YogStation, /vg/station and others.<br />
<br clear="both"><br />
<br />
== 2013: First migration ==<br />
<br />
In May 2013, the first transition of website hosting happened in a fairly bad way. The /tg/station forums and wiki were locked with little warning, forcing a scramble to create a new community web site. A large community effort succeeded in the transition of all /tg/station forum and wiki content onto a new site. Unfortunately, however, the old site remained online with no links to the new location. It very quickly fell into disrepair, making visitors think /tg/station was abandoned. Because of this, it took months for /tg/station to return to its former player count. <br />
<br />
<br clear="both"><br />
<br />
== 2014: Second migration ==<br />
The new site was only destined to last a year. The explosive growth of /tg/station during this time in both player numbers, administrative team size and developer numbers, as well as the first instances of a "new guard" / "old guard" split, caused tensions in all three groups. Around Easter 2014 this culminated in a series of events, including the creation of a short-lived branch called NT-Station, the forceful removal of head administrators, the forceful removal of head coders and the web host dropping support for the developer community. The turmoil resulted in the creation of a new web site for /tg/station and the conclusion of the first transition of power in the administrative and developer ranks. <br />
<br />
<br clear="both"><br />
<br />
== 2015-2016: Host transitions, code splosion and Ion==<br />
2015 and 2016 saw fresh challenges and changes for tg. The original server host stepped down from hosting the game server hosting, a new host stepped up and the server became crowdfunded through the community. A second transfer of server hosting went through with very little fanfare a few months after. Player numbers began to push 85+ players per server, the stations are huge and the game saw an explosion of contributions on github from many new developers, as well as some media attention from [http://i.imgur.com/HpDFNrl.png gaming magazines].<br />
<br />
And then on March 1st of 2016 someone stole the gooncode and publically released it - after some deliberation and messages of support from the other codebases, goon decided to make a new public release of their codebase instead of leaving it in a semi legal grey area.<br />
<br />
A third server branch of /tg/ was created, using goons code to branch off from the main arm. This went as well as you can expect, the server never picked up a viable player population after the initial honeymoon period, and the server was eventually shut off.<br />
<br />
Rocket2guns of day z fame announced an ss13 inspired game with his studio http://ionthegame.com<br />
<br />
==2017==<br />
<br />
Server goes from strength to strength, codebase has lots of feature, we get fancy lights from /vg/station<br />
<br />
Ion was [http://www.eurogamer.net/articles/2017-03-07-ion-the-space-survival-game-by-dean-hall-and-improbable-is-dead cancelled] and [https://www.rockpapershotgun.com/2017/03/30/stationeers-announced-by-rocketwerkz/ stationeers] was announced instead as another ss13 inspired game. It has currently come out in Early Access.<br><br />
<br />
[[File:Businessasusual.png|thumb|400px|center|Business as usual]]<br />
<br />
<br />
==2018==<br />
Nothing of note apparenly<br />
<br />
==2019==<br />
<br />
Nothing of note apparently<br />
[[Category:SS13]]</div>Dogo17https://tgstation13.org/wiki/index.php?title=The_history_of_SS13&diff=32318The history of SS132020-05-03T18:59:57Z<p>Dogo17: /* 2007-2009: The Resurrection of SS13 */</p>
<hr />
<div>{{Needs revision<br />
|reason = This literally turns into history of /tg/ in the second half of this page + a lot of story is missing + 2018 and 2019.<br />
}}<br />
<br />
See [[List of remakes]] for a list of remake attempts and games inspired by Space Station 13.<br />
<br />
Here's a brief account of the history of Space Station 13. When the path branched, the path that leads to /tg/station is taken.<br />
<br />
<br />
== 2003: The Original SS13 ==<br />
[[File:Oldstation.png|thumb|300px|The old look of Space Station 13]]<br />
Space Station 13 started out as the creation of a person known by the alias Exadv1, but not much else is known about them, according to [http://www.giantbomb.com/space-station-13/61-32586/ giantbomb.com]. It's not like he's a member of the community here or anything like that... ... ...<br />
<br />
Anyway, after its release in 2003, the first few years the game and game mechanics were kept in extreme secrecy. You could get banned for talking [[Terminology#OOC|out of character]] about game mechanics or through other means, which are not [[Terminology#IC|in character]]. The original map (image needed) for Space Station 13 was updated through the years. Generally the map that pre-dates power and electricity generation is referred to as Originalstation, and all maps after that are referred to as OldStation. Rounds on Space Station 13 were similar to how they are now, eventually ending in the escape shuttle being called. Players numbers peaked at 10. Acquiring server files was difficult though, as you had to acquire them from one of the few people who had them. Never the less, SS13 servers started appearing on [http://byond.com byond.com]. The server files were sent as a compiled package (the .dmb and resource files only). It was also possible to acquire a version with defines, icon files and the map files. This version allowed you to edit the map, but you had to send the updated map file to someone with the original source, so they could compile it.<br />
<br clear="both"><br />
<br />
== 2006: The Fall of SS13 ==<br />
[[File:OpenSS13_Oldstation.png|thumb|300px|left|link=https://farm8.staticflickr.com/7320/14089610823_d198b5db86_o.png|Map of the OpenSS13 Oldstation]]<br />
After about three years, the popularity (yes, 10 players on a server was considered a popular game) of Space Station 13 started to drop. The few people with the original source files started to lose interest. <br />
A player known as AZA had received a compiled version of the game from Exadv1 but after some disagreements he was quite upset and proceeded to work with another player called hobnob to decompile this version and release it. This code was spread around from person to person until someone had the bright idea to start a community called OpenSS13. This was the first open-source version of Space Station 13. Around the same time, the Something Awful Goons began to notice the game and several goon-hosted servers appeared.<br />
<br clear="both"><br />
<br />
== 2007-2009: The Resurrection of SS13 ==<br />
[[File:tgstation2010ish.png|thumb|300px|Engineers chilling in the Engineering Break Room]]<br />
In the era from 2007 to 2009, Space Station 13 gained a lot of popularity with communities like Penny Arcade, Goonstation, and OpenSS13 starting to grow. Player numbers reached unbelievable peaks of 18 players! The map everyone played was still Oldstation. Each codebase, however, had its own, slightly edited version. OpenSS13 used the [http://www.ss13.eu/map_openss13.png OpenSS13 Oldstation] map, while goons used the Goon Oldstation map, the latter of which is now the [[Derelict]]. It was during this time that the Goonstation community revised the original SS13 backstory and produced what is now generally accepted as the proper backstory.<br />
<br />
In 2009, as Space Station 13 servers were getting up to 25 players at peak time, Goonstation coders and mappers made the biggest advance in years. They created a new, much larger station: [http://www.ss13.eu/map_donut.png Donut Station]. As Goonstation was closed source, no other community could use the map, so they stuck with the OpenSS13 version. the popularity of SS13 steadily increased through 2009, eventually leading to the creation of yet another map design in 2010, dubbed Uterus station. The release was accompanied by a rewrite of much of the old Space Station 13 code, much of which was still tainted by fallout from the reverse engineering from years before that. In April 2010, as player numbers on servers were hitting 50, Goonstation decided to release their source under the name Goonstation r4407. Until 2016, this was the latest version of the Goonstation code publicly available.<br />
<br clear="both"><br />
<br />
== 2010: This is Where /tg/ Came in ==<br />
[[File:Oldtgstation.png|thumb|400px|left|link=https://farm8.staticflickr.com/7403/14070032424_4dbee3b254_o.png|Old BoxStation (then known as the tgstation) with Prison Station and all]]<br />
After the release of r4407, the flood gates for new servers were open. 4chan spawned /tg/station, Bay12games spawned Baystation, both of which with their own set of coders, spriters and code, based on r4407 of Goon code. The three stations slowly gained player numbers. Goonstation with two servers, /tg/station and Baystation with one server each. The three communities each had their own policies and expectations for players, covering the full spectrum of roleplay.<br />
<br />
As player numbers continued to grow, additional communities sprung up: NoX Station, Facepunch, YogStation, /vg/station and others.<br />
<br clear="both"><br />
<br />
== 2013: First migration ==<br />
<br />
In May 2013, the first transition of website hosting happened in a fairly bad way. The /tg/station forums and wiki were locked with little warning, forcing a scramble to create a new community web site. A large community effort succeeded in the transition of all /tg/station forum and wiki content onto a new site. Unfortunately, however, the old site remained online with no links to the new location. It very quickly fell into disrepair, making visitors think /tg/station was abandoned. Because of this, it took months for /tg/station to return to its former player count. <br />
<br />
<br clear="both"><br />
<br />
== 2014: Second migration ==<br />
The new site was only destined to last a year. The explosive growth of /tg/station during this time in both player numbers, administrative team size and developer numbers, as well as the first instances of a "new guard" / "old guard" split, caused tensions in all three groups. Around Easter 2014 this culminated in a series of events, including the creation of a short-lived branch called NT-Station, the forceful removal of head administrators, the forceful removal of head coders and the web host dropping support for the developer community. The turmoil resulted in the creation of a new web site for /tg/station and the conclusion of the first transition of power in the administrative and developer ranks. <br />
<br />
<br clear="both"><br />
<br />
== 2015-2016: Host transitions, code splosion and Ion==<br />
2015 and 2016 saw fresh challenges and changes for tg. The original server host stepped down from hosting the game server hosting, a new host stepped up and the server became crowdfunded through the community. A second transfer of server hosting went through with very little fanfare a few months after. Player numbers began to push 85+ players per server, the stations are huge and the game saw an explosion of contributions on github from many new developers, as well as some media attention from [http://i.imgur.com/HpDFNrl.png gaming magazines].<br />
<br />
And then on March 1st of 2016 someone stole the gooncode and publically released it - after some deliberation and messages of support from the other codebases, goon decided to make a new public release of their codebase instead of leaving it in a semi legal grey area.<br />
<br />
A third server branch of /tg/ was created, using goons code to branch off from the main arm. This went as well as you can expect, the server never picked up a viable player population after the initial honeymoon period, and the server was eventually shut off.<br />
<br />
Rocket2guns of day z fame announced an ss13 inspired game with his studio http://ionthegame.com<br />
<br />
==2017==<br />
<br />
Server goes from strength to strength, codebase has lots of feature, we get fancy lights from /vg/station<br />
<br />
Ion was [http://www.eurogamer.net/articles/2017-03-07-ion-the-space-survival-game-by-dean-hall-and-improbable-is-dead cancelled] and [https://www.rockpapershotgun.com/2017/03/30/stationeers-announced-by-rocketwerkz/ stationeers] was announced instead as another ss13 inspired game. It has currently come out in Early Access.<br><br />
<br />
[[File:Businessasusual.png|thumb|400px|center|Business as usual]]<br />
<br />
<br />
==2018==<br />
Nothing of note apparenly<br />
<br />
==2019==<br />
<br />
Nothing of note apparently<br />
[[Category:SS13]]</div>Dogo17