Mapping Commands

Mapping is primarily done with two tools:

  • The Sandbox Panel (default keybind B)
  • The Console (default keybind `, the grave accent / ~ key)

If either binding fails, check Esc → Options → Controls:

  • User Interface → Open sandbox menu (default B)
  • Development → Open Console (default `)

Sol Mapping Server

Shared mapping for Sol runs on the Sol mapping server. Local/dev mapping is fine for solo experiments; use the Sol mapping server when collaborating or publishing maps for the team.

Access
  1. Get permissions from Sol staff before using the mapping server.
  2. Get a login for mapdownloads.playsol.us so you can download existing maps.
  3. When you save on the mapping server, save under /Maps/ (for example /Maps/MyStation.yml or /Maps/Shuttles/MyShuttle.yml). Files saved there appear on mapdownloads for others to grab.

You can use the console commands below on the Sol mapping server and on a local SS14 dev environment (except where noted).

Console command cheatsheet

Command Description
readmin Re-admin yourself if you accidentally de-admin'd.
setgamemap SolCork Force a game map for testing (use a Sol game-map id such as SolCork, SolSaltern, or SolReach).
mapping 200 Creates a blank map with the given id (here 200). Map ids are session-local and arbitrary. You are teleported in as an admin ghost. Autosave starts on maps created this way; disable with toggleautosave 200 if it lags.
aghost Become an admin ghost. Required to move on uninitialized (“frozen”) maps. Run this before loadmap.
loadmap 100 /Maps/_Sol/Stations/Cork.yml Load a map file into map id 100. Paths are under Resources on local; on the Sol mapping server use paths under /Maps/ that match what mapdownloads expects.
tp 0 0 100 Teleport to x=0, y=0 on map id 100. Use this to jump between loaded maps.
savemap 100 /Maps/Cork.yml Save a station map. On the Sol mapping server, save under /Maps/ so the file shows up on mapdownloads. Locally, saves land under the server data directory (typically bin/Content.Server/data/). Always include the .yml extension yourself.
savegrid [grid ID] /Maps/emergency.yml Save a loose grid (shuttle, wreck, etc.). Do not use this for full stations. Prefer /Maps/ (or /Maps/Shuttles/…) on the mapping server.
mapinit [map ID] Initialize (“unpause”) a map. Never save an initialized map.
colornetwork [pipe ID] Pipe #0055CCFF Recolor an entire connected pipe network (example: distro). The P in Pipe must be capitalized.
colornetwork [pipe ID] Pipe #990000FF Waste pipe colour example. See also Pipe Dock Standards.
fixgridatmos [grid ID] Rebuild grid atmosphere. Run after changing walls or floors, or new rooms can stay permanently spaced.
variantize [grid ID] Randomize tiles that have variant graphics (asteroid sand, broken floorboards, etc.).
sudo cvar net.pvs false Local only. Unlimited PVS / render distance. Save first — may freeze the client for several seconds. Does not work on the mapping server.

Maps and grids

Maps are containers for grids:

  • Can have a name (shows up in command autofill)
  • Can have weather and global atmospheres
  • Do not have tiles themselves

Grids live inside maps:

  • Made of tiles; can have names and local atmospheres
  • Can dock to other grids via airlocks with the docking tag
  • Cannot have their own weather

A grid can move between maps via FTL. Example: a salvage shuttle (grid) starts on the station map, then FTLs to a separate expedition map.

savemap vs savegrid

  • Stations are grids, but you save them with savemap.
  • Loose grids (shuttles, debris, CentComm ships, etc.) use savegrid.

The Sandbox Panel

Sandbox panel

Useful mapping tools live here — especially tile placement, entity spawn, and decals.

Start here

Turn Toggle FOV off while mapping so you can see the whole area you are editing.

Sandbox panel with an arrow pointing at Toggle FOV

Place tiles

Place Tiles panel
  • Erase Mode deletes tiles.
  • Left-click a tile type, then left-click in the world to place.
Selecting and placing tiles

Ctrl + left-click paints a brush of tiles at once:

Brush placing multiple tiles
Do not brush into empty space

Do not use Ctrl + left-click to paint tiles into empty space. That creates separate unconnected grids. Walls, pipes, and cables will not connect across them.

Incorrect: disconnected grids floating in space Incorrect: grid fragment at the edge of space

Always extend from existing tiles on the same grid:

Connected walls and pipes

Entity spawn panel

Entity spawn panel

Enable Show Spawns in the Sandbox Panel first, or many spawn icons stay invisible. Left-click an entity in the panel, then left-click the map to place it.

While adminned (readmin if needed), right-click entities to inspect prototype ids:

Admin context menu showing prototype id

Load an existing Sol station (for example Cork, Saltern, or Reach under Resources/Maps/_Sol/Stations/) when you need reference entities.

Decal placer

Decal placer and palette menus
  • Left-click places decals; right-click erases.
  • Use the palette dropdown with Custom Color enabled.

For Sol station visuals, use the Sol Departmental and Sol Useful Colors palettes — see Mapping Colors.