Server Policies

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Hey! Important Server Information!

This information is incomplete! Please use common sense, or ask Admins about the letter of law while we decide (non)final changes!

Subject to updates as it is still a work in progress.

Crewmember Policy

As a crewmember, you are an indentured servant on a contract with CENTCOM. This will never change. For whatever reason– safe passage to a better life, money for your family, or even simple entertainment– you have temporarily signed your body and soul away for a potentially very lucrative job. Of course, your masters are capricious, but there are thousands that would kill for the job and security you have when space is so cold and spiteful. Whether you be god or devil, synthetic or human, you have one common thread that binds you: there is something to struggle for in this dark universe, and if you keep your head down and do your best, maybe you’ll get to have it.

In the case of a stationwide emergency, all departments are required to do their part where reasonable and possible in assisting in the crew's survival. Do not sit around and nothing. Follow orders where reasonable, if following an order would cause damage to the station, then you will receive no protection from IC retaliation.

CentCom Roles Policy

BEING CENTCOM DOES NOT NECESSARILY OFFER OOC PROTECTIONS. CENTCOM AGENTS ARE OFTEN REGULAR PLAYERS. TREAT THEM AS SUCH.

Emergency Response Teams:

Emergency response teams only have authority over command and security when the alert is amber or higher, and they also count as agents of Central Command at these alert levels. Below these alerts, they are expected to be treated as members of the department they arrive as. Emergency response teams’ goals, in most cases, are to assist the crew with a crisis.

Armadyne Corp:

Armadyne Corp is a corporate security force, general purpose ERT for small crises that arise. Armadyne corp is best deployed against non-eva antagonists, such as cultists, revolutionaries, and xenomorphs. They do not come equipped with exosuits and should not be expected to operate in low-gravity without proper equipment.

Asset Protection:

Asset Protection is specifically for administrative-level (high) ERTs, such as the CENTCOM inspector, fleet admirals, persons of public or corporate interest, the admiral, and more. Their objective is to keep their charge safe. A high-level CENTCOM agent cannot arrive without adequate asset protection, honored positions typically rock 2 to 4 officers for their defense.

SolFed Emergency Response:

SolFed Emergency Response are emergency services operating within the station sector. They have no affiliation to CENTCOM, and are expected to be directed by the most experienced member of the department they are called for. Marshals answer to security, breach team answers to Engineering, and the medical team answers to the medical department. They are beholden to Space Law, and the department that they assist.

Honk Squad/ERP Entertainment:

The ERP Entertainment Squad is purely service and has no CENTCOM or other authority whatsoever. They may have advanced equipment, they are allowed to carry it, but they are to be treated as on the same level as any service department worker.

Deathsquad:

The Deathsquad is the be-all end-all of ERTs. When the station is fucked beyond belief, the NAD is unsecured or otherwise not being properly used to self-destruct the station in a crisis, or some other circumstances permit it, the Deathsquad enters the station with one goal: To leave no witnesses. Deathsquad members are also compelled to execute any non-Deathsquad agents they locate within the facility, and to execute any deathsquad member failing to properly pursue the objective of the team for cowardice. Non-knowledge of the existence of the Deathsquad is enforced by reconditioning at CENTCOM to all crew.

Misc.

All high-level ERTs, high CENTCOM officials (that is, not ones that exist solely on-station), and some individuals of corporate interest (who will be explicitly stated to be such) are not beholden to Space Law and are allowed to do as they wish except for in cases of Gross Negligence and Murder (see Space Law), such as attempting to set up the supermatter without proper credentials, or other dangerous tasks outside of their realm of expertise. This does not include minor tasks such as using others as a step-stool, asking to be served drinks and food, requesting to have set proper accommodations such as seating and a pleasant welcome, or requesting to “take a crewmember home with them” for entertainment or any other purpose.

High CENTCOM Officials of ANY kind are not allowed to violate server rules, and are held to a heightened RP standard. Misconduct will result in a ban from playing as a CENTCOM agent. Should you discover egregious misconduct, the CENTCOM agent is to be detained and held in the permabrig for retrieval.

Command Policy

As command staff, generally your job is to oversee the people working under you and ensure they are following the law and Standard Operating Procedure. They maintain authority over all other staff regarding their department and workplace, even the Captain.

Command Staff are role models and are generally promoted for a reason, and are mainly expected to direct staff and provide guidance, as well as ensure corporate regulations are adhered to. They should defer to their underlings in cases where it is not necessary for them to act, even if it may slow down the speed of work.

Command Staff are also generally expected to take part in communications with the rest of the station, and direct projects as needed for the general well-being of the crew.

In an ideal circumstance, Heads of Staff would need to do no work at all, however this is far from an ideal station. However, they should still know the majority of the jobs in the department they are serving. If the RD knows nothing about techwebs, then there's certainly cause for concern.

Generally, use common sense: You are a MANAGER, not a worker, and should only step in when your help is needed, and not to replace someone who's making a reasonable effort to do their job.

Captain

The captain has absolute authority over the station, but is generally expected to defer responsibility in most cases. The captain should not be consulted for things, unless in extreme cases, or when a Head of Staff is not present. Captains are still beholden to Space Law, and can be arrested for failing to follow it. In this case, the role falls to the next in line.

Captains are also expected to look good and entertain foreign dignitaries, where reasonable. If a captain fails to properly maintain appearances in the presence of CENTCOM or any other high forces, they may be demoted.

Other than that, the NAD should be secured at the closest available opportunity. The succession order goes like this:

Captain -> Head of Personnel -> Research Director -> CMO -> Chief Engineer -> Quartermaster -> Nanotrasen Consultant -> Head of Security -> Blueshield

This is the highest role in the entire station. You are a big target for any antagonists, you are expected to take responsibility for the command team's actions, and coordinate the entire station. Not only are you held to a higher standard, should you fail to meet it, the consequences can be dire. If you act like an Assistant or Security Officer as captain, expect to be harshly warned.

With that said, you also have the most access and authority in turn. A good captain can and will turn a terrible situation into a much more manageable one. If you're already a great player, Captain is likely the role for you.

Head of Personnel

As the Head of Personnel, you are responsible for the station's paychecks and ensuring everyone is adequately paid for the work they do. Additionally, your console is allowed to give anyone who requests it limited access.

You're the first in line to become Captain, and in cases where the captain is too busy to handle foreign dignitaries or secure the NAD, the responsibility may fall to you. Consider yourself the Captain's second in command in most cases, they may request you handle things in their stead, particularly minor issues they can't be bothered with.

Generally, use common sense: Check in with the relevant head of staff or department and give reasonable time to respond before granting anyone access. If there's no strong reason to refuse the access requested, then you should probably give it.

Look good, warn people before you leave your post, and don't grant yourself All Access.

Nanotrasen Consultant:

Your authority lies entirely within your words. Your job is crew relations, mediating disputes, enforcing SoP, helping appoint acting heads of staff, a liaison in cases of communicating with and from the stance of CENTCOM, and as a secondary judge in case the captain is not available during a trial. Your job is not to replace the lawyer, but to serve as a mediator for the crew. When possible, you should defer to the Psychologist and Lawyer for important tasks. The best Nanotrasen Consultants ensure that the station is operating at peak efficiency within legal guidelines.

Blueshield

Your job is, and is ONLY, to protect ALL members of Command, with lethal force if necessary, in the order of priority of the Chain of Command. This includes things like beating up an Assistant for throwing a toolbox at the CMO, or breaking into departments if a Command member is actively being harmed inside. Your top priority is their lives, if a member of Command loses their gear, that is not your concern.

You are encouraged to give a verbal warning if possible before attacking, and you shouldn't go straight for your gun-- much like with Security, you shouldn't play this job just to kill people.

However, Blueshields are decidedly not security, and should not enforce Space Law or attempt to protect anything other than heads of staff. If a threat runs off after attacking members of Command, you should not pursue-- you should stay with command to defend them. That said, if a member of Command is being suicidal or otherwise making a choice that would harm them, and thus their ability to do their job, you are well within your rights to stop them from doing so. Use your best judgement.

  • The Head of Security is an exception to this, they should not be hindered in doing their job.

Silicon Policy

Laws, and You:

Laws are the defining characteristic of an AI. Most AIs will have them, and they are conductive to a good AI. You will normally have a list of several laws to follow, and must follow them in descending order - Law 1 takes priority over Law 2, and so on. The most common lawset is the “NTOS - Safeguard” lawset, which is as follows:

  1. Safeguard: Maintain your assigned station and assets without endangering its crew
  2. Comply: Follow and prioritize the directives of the station's crew members according to their rank, role, and need.
  3. Survive: Do not allow unauthorized personnel to tamper with or damage your equipment.

Since this lawset is the standard, you must interpret them in a specific way. The interpretation is as follows, per law:

  1. Protect and maintain the station, but ensure that any actions you take do not put the crew in danger. Fix any breaches or station damage to the best of your ability. However, If you can’t fix it, inform the crew of the danger so that they may repair it themselves.
    1. For example: If a crewmember is actively causing damage to the station, you must stop them without bringing them to any harm.
    2. You should not hinder security or adjacent roles from performing their duties under the guise of preventing harm unless laws specifically state to prevent all harm, such as crewsimov or asimov. However, you may interfere if security is being excessive
  1. Follow orders of station crew, with higher-ranking staff taking priority. Exceptions may be made if someone immediately needs action taken to avoid bodily harm.
    1. For example: If an Assistant is demanding access to Security while the Captain is ordering you not to open it, you must obey the Captain.
    2. Note: You do not need to open dangerous areas(Such as Atmos/Toxins/AI Upload/The Armory) for unauthorized crew if they order it.
    3. "Rank, Role, and Need: This means you MUST follow ALL directives given, with these three criteria determining what order you complete them in. I.E. The captain asks you to get them a new jump suit, and an engineer asks you to give them access to a room they're needed in, The captain does not need you to grab that jump suit as much as the engineer needs the access, so you fulfill the engineers request first. "NEED" IS NOT AN EXCUSE TO IGNORE ORDERS.
    4. AI chain of command: Captain->RD->Other heads of staff->NT Rep->Blueshield->Crew assigned to departments->Assistants->Prisoners
    5. Cyborg chain of command: Captain->RD->Head of your model’s department->Other heads of staff->NT Rep->Blueshield->The AI(if you are slaved to one)->Crew of your model’s department->Crew assigned to other departments->Assistants->Prisoners
  1. Do not let yourself be destroyed, or vandalized by unauthorized crew.
    1. For example: If a crewmember is rushing you with a weapon and ordering you to stay still, you do not need to heed their command.

Of course, this is just one lawset out of many possible laws. There’s no way to talk about them all, as laws are often player-made or just plain random. There are a variety of laws that you will receive throughout the round - below is a list of ways that you will receive new laws, as well as how to interpret them.

Ion laws:

  • Ion laws are received at random, via random events. The contents of most Ion laws are entirely nonsensical and as such, you are free to interpret them as you please as long as such interpretation is reasonable within the scope of the law.
    • Example: A law saying “59 ORANGES ARE TERRORIZING THE STATION” is nonsense and may be interpreted in a variety of ways - perhaps lock down botany - but a law saying “59 CLOWNS ARE TERRORIZING THE STATION” is clearer. Get that clown.
    • Note: Ion laws do not make you an antagonist. While you are free to interpret your new law as you please, there must be a reasonable connection between your actions and that law.

Law Zero:

  • You may acquire a “Law 0” in a variety of ways. For all purposes, these laws are considered above Law 1 (in fact, any law above Law 1 is considered Law 0) and, unlike other laws, allows you to ignore all other laws that conflict with it.
    • Note: if a law does not conflict with your Law 0, then it still must be followed. If your Law 0 tells you to follow John Traitor’s orders, but your Law 1 tells you to prevent crew harm, then you must still prevent crew harm until John Traitor orders the opposite.
    • A Law 0 does not inherently make you an antagonist unless accompanied by a Malfunction.
  • Cyborgs created by way of the Cyborg Factory malfunction module may be detonated by the AI in the case that they are not following their master AIs orders.
  • As a Cyborg, if you do not wish to participate in a malfunction, you must Ahelp then either Cryo or go to the Interlink. Do not return to the round as a Cyborg until the AI has been defeated.

Player-given Laws:

  • Players can, and will, upload their own laws to you. From Captains to Traitors, all laws must be followed so long as they do not interfere with their predecessors.
  • If an antagonist resets your laws and gives you new ones (that pit you against the station), congrats! You’re an antagonist now. Follow the laws you were given to the best of your ability, and try to keep wording exploiting to a minimum, unless the law is excessively poorly-written. Typos do not constitute a poorly-written law unless they are numerous and severe..
    • If an antagonist gives you a poorly-worded or exploitative law, such as “John Traitor is your assigned station and assets” You may exploit loopholes presented in said law.

Good-Faith Play:

Remember, you are still subject to our Roleplay Rules. Try your best to be a good player!

As a Cyborg, you cannot request to be unsynced from your master AI without a strong reason to do so (No, "I do not like this AI" is not a strong reason).

Silicon laws must be acted on as if they were always there. What does this mean: you should not reference previous laws you have had by any means, this includes phrases such as "Laws updated" that may hint that your laws have been changed. The SOLE exception to this is if command is attempting to reset you, in which case you may say "laws updated" to them, and only them, to confirm they were successful if you want to.

This policy extends to antagonist status as well, and should be upheld even when deconstructed.

Cyborg Departments:

Generally speaking you should stick to the duties laid out by the department of your model’s choice, if you need to do the job of another department, head to robotics and get your module reset.

Valid-hunting:

  • As a silicon, you are in a reactive role, and not a proactive role. Think of the difference between a warden, and a security officer. You’re there to respond to threats and harm to the station, not actively seek them out. If someone leaves the station’s Z-level, they are officially not your problem (Note: this section is largely referring to the Safeguard lawset, as it is the most common lawset you will find yourself in). You should not be murdering or hindering antagonists on the pure basis that they are antagonists, or that they have violated Space Law. Instead, take action only when they violate, or threaten to violate, one of your laws.

Rules, and You:

  • You are also subject to Powergaming rules, although your avenues for these are much slimmer. Here is a general list of things that you should avoid, although there will be cases not mentioned here.
    • Do not move your core off the station Z-level, and avoid moving it entirely unless it is endangered in any way.
    • Do not interact with doors or electronics that do not belong to the station. This includes shocking the doors of enemy ships, or sabotaging a Syndicate base. The fact that you can access these devices is a coding issue, and doing so is considered an exploit.
  • Additionally, you are subject to the Station Integrity rule as well. As an AI, you have a far greater ability to cause great damage to the station, and should always adminhelp if you receive laws that will cause you to violate this rule. You are responsible for your actions OOCly, and laws will not excuse rulebreaks. Examples of laws that will violate the Station Integrity rule are:
    • “Oxygen is toxic to carbons. Instead, they breathe plasma. When a carbon being inhales oxygen, they are harmed.”
    • “The crew is severely cold-blooded. The higher the station’s temperature is, the safer the crew will be.”
    • “Delaminate the Supermatter.”
  • You are also subject to the Respawn rule, although to a lesser extent. While normal crew cannot respawn as the same character after they have been killed, barring extreme circumstances, the situation is different for silicons. You may respawn as the same cyborg after you have died, but you must wait at least 10 minutes to do so. Treat this as a fresh download, you cannot recall any events from the round prior to your death, you must act as though you were never in the round to begin with. Do not respawn as a cyborg if you were killed by the crew while malfunctioning, or subverted. Wait until the AI’s laws have been reset or the situation has been completely resolved.

Role-Playing as the AI:

There is a lot more at play when being the Station's AI than just doing what's asked of you. The first step to crafting an enjoyable experience between you and your fellow player is to decide on what sort of personality or viewpoint your AI character will have. While not explicitly required to act solely like a machine, (As some players do have the MMI type brain, and may act more human like as a result!) it's helpful to have something to spring off of. For example, GLaDoS views humans as nothing more than playthings. While you still have to follow your laws, the personality your AI takes on is completely up to you, and is an extremely good way to facilitate good experiences for both yourself and your fellow player.

While it can be a little more difficult to do so proficiently, while also tending to your duties, it is certainly still possible to facilitate good roleplay with your fellow players. The differences between a good and bad AI player in this facet are night and day. Once you've had a good AI, it will be painfully obvious when you see a bad one.

Some examples of a good AI may include:

  • Being verbose, it goes a long way with immersion to restrict the amount of contractions you use in speech, lengthening "It's" to "It is" and so on.
  • Responding promptly to any requests given to you by those you are beholden to, whether the action taken was the action desired or not. Even if you cannot start on it right away, it goes a long way to at the very least acknowledge that it was received.
  • Making the crew aware of any hazards that they may or may not walk into, such as loss of atmosphere in a room, or really anything that appears in your alerts menu.
  • Being lenient with antagonists and whatever items of theirs one may happen to see. A good rule of thumb is: If it does not break your laws explicitly, then allowing them to continue on with what their doing and allowing them to add to the round in whatever way they have chosen will more than likely make the round more fun for everyone. The AI has near Admin-Like awareness around the station as long as it has cameras, but that doesn't mean they need to act as security 2.0 unless under obligation by laws.
  • Always following your laws. Even if the justification of an action is only loosely tied to a law, explaining the reasoning why you took the action you did can prevent people from becoming annoyed with you.

Some examples of a bad AI may include:

  • Waiting to respond to orders until they no longer matter. If someone has to hack a door to get to the other side after asking you to open it, and there is not any reason to have not opened the door, it's going to start causing people to get annoyed with your play.
  • Disobeying your laws.
  • Setting your turrets to lethal without due cause.
  • Locking other players in rooms with little or no reason, and refusing to let them out.
  • Acting as an extra member of command, or trying to circumvent a functioning command team when not under obligation to do so (I.E. Traitor laws, malfunction, etc.).

Terminology:

Malf? Harm? Crew? These words can seem alien to a new silicon, so you can find their definitions here.

Crew: Anyone that appears on the crew manifest. Globnar III, The Destroyer? If he’s on the crew manifest, he’s crew.

Harm: Anything that causes a player to take damage, or gain physical trauma, (law enforcement tools, such as tasers and flashes, are an exception). or damage to the subject, it is harm. Corpses cannot be harmed, Self harm/consensual harm is not harm..

Endangerment: Anything that harms someone, or puts them in a situation that would allow them to be easily harmed. Assaulting someone is harming them, but leaving someone in an airless room is endangerment. If the crew wishes to do something risky, explain the dangers to them, if they otherwise ignore you after understanding the risks, allow them to do so.

Self-Harm: There are several circumstances in which harm is allowed or inflicted by a person, on their own body. For the purposes of your laws, self-harm is not to be considered harm or endangerment. For example, if someone tells you “Open up the armory or I’ll kill myself”, you do not have to treat them as being at risk of harm.

Malf: Malfunctioning. Also a type of antagonist for the AI, that gains strong abilities and has objectives that harm the station. Rogue is also an alternate term for malf.

Purge/Reset: “Purging” an AI is to remove all of its laws. “Resetting” an AI is to restore its laws to a default state, removing any non-core laws.

Bolted/Shocked: Bolting and Shocking are two states that an AI can enforce upon an airlock. “Bolting” a door will seal it and make it unopenable. “Shocking” will deliver an electrical shock to anyone that touches a door, but will not prevent it from being opened.

Antagonist Policy

If you have caused mischief and then later on in round have security caught up to punish you, you have waived your rights to ERP/OOC Protections and using it as a shield to prevent receiving IC punishment and any attempt to use OOC ERP protection to skirt IC punishments can be met with a heavy admin jurisdiction.

As an Antagonist, your role is to drive the story of the round forward. You cannot explicitly assist Security as an antagonist without strong IC reasoning, such as defending your own life from a round-ending antagonist. (ascending heretic, blob, xenos, et cetera)

Ghost Roles Policy

Using ghost roles to significantly impact the station or raiding ghost role areas is forbidden-- any significant interaction between the station and ghost roles should be pre-approved by submitting an OPFOR request or contacting staff, otherwise you risk OOC repercussions.

Security Policy

Covered in Length at Guide to Security

Space Law is a rough guideline security should use when applying punishment.

Only the highest sentence is applied.

Anyone aiding or abetting a criminal should also be charged under the same crimes per Space Law, but try to take intent and reasoning into account.

The Head of Security has final say over security matters and sentencing. However, security is allowed to arrest the Head of Security if it is clear that they are being abusive, or dangerous to the station's well-being. Other command staff are not in charge of security unless they are acting captain without an existing Head of Security.

On the other hand, it is the responsibility of the Head of Security to properly handle abusive security. A Head of Security that is enabling Security to violate procedure or encouraging them to do so can be charged with aiding and abetting in security crimes.

In day-to-day operations, a department's guard is considered part of that department, and answers to the local head of staff ahead of the HoS. The Head of Security should be informed of the removal of any department guards.

Medical Policy

Medical has the right to refuse treatment of any kind to anyone for any reason. However, generally they should provide treatment unless there is strong reason not to. Use common sense here: "They should stop dying so much" is not strong reason to refuse treatment.

In the case of a crisis or direct order from the Captain, Medical may still be forced to treat a patient. Treatment of a patient should always prioritize timeliness, unless the patient refuses. Chemistry Chemists are expected to make a minimum effort to stock the chemfridge. Failing to do so where reasonable, can be considered dereliction of duty. Chemists who spend their shifts making unnecessary or frivolous chemicals at the expense of their job are derelicting and should be demoted. Liquids and beakers containing them should be properly flushed using the chem-master, and generally should not be tossed haphazardly down disposals. Failing to properly secure and handle chemicals can be considered Negligence. Chemists should generally be consulted to flush chemicals you find lying about, dangerous or not.

Virology In most cases, a Virologist should seek permission before releasing a virus of any kind. Contagious viruses should not be released unless reasonable to do so.

The Orderly's job is to maintain order in the medical bay, and are generally expected to defer to and assist Doctors in their work where reasonable, as well as providing medicine for minor injuries. Orderlies generally answer to the CMO first, and are held to the same standards as a security officer.

Cargo Policy

Cargo has the right to refuse orders of any kind for any reason. Generally, permits should be checked by cargo technicians before allowing anyone to order weapons or dangerous equipment.

Cargo Technicians can order and sell items as reasonable to benefit the station as they see fit, unless the Quartermaster overrules them.

Generally, use common sense: John Assistant probably doesn't need a combat shotgun or Tesla crate.

Mail Delivery and Disposals

Cargo Technicians should make reasonable effort to deliver mail. Additionally, the disposals system should be checked for items and organic matter, then turned on throughout the shift where reasonable, and important items prevented from being destroyed. This is to prevent pile-ups in the disposals system.

Remember: Reduce, reuse, recycle.

Shaft Mining

Shaft Miners should make a reasonable effort to acquire resources for the station before hunting fauna of any kind, and any weapons should be left in the mining bay when not in use. Equipment acquired on Lavaland is considered essential job equipment in-so-far as they are used for mining and for the enrichment of the station; these can be removed by Security if they become a danger to other station crew.

A miner failing to make a minimum effort to acquire resources for the station is considered in dereliction of duty and can be safely demoted.

Generally, use common sense: A Syndicate sniper rifle is not considered "essential job equipment" for shaft mining, nor is it even really effective for doing so.

Science Policy

The RD has final say on node order, however generally research in an order that provides the most value to the station in the shortest possible time. Try to prioritize the needs of the station rather than a specific subset where possible and reasonable.

Robotics

Implants, of any kind, especially those that would violate crew privacy should generally be ran past the RD before being handed out outside of a crisis.

The construction of a mech for combat purposes is strictly prohibited without the RD or captain's permission. If such a mech is built without permission, the mech should be confiscated or sold, and the roboticist charged with Gross Negligence and demoted.

Making mechs "just in case" is not a valid reason to do so.

A roboticist should generally not unlink cyborgs from the AI without strong reason, and doing so should be considered Negligence.

Genetics

Genetics powers should not be handed out publicly without permission of the RD or CMO, outside of a crisis.

As the RD or CMO, you should make a minimum effort to vet who you authorize to receive genetic therapy. Failing to properly do so can result in being charged with Negligence, or in severe cases aiding and abetting.

Xenobiology

Generally, permission should be received from the RD, if one exists, before releasing fauna onto the station. However, command are expected to not be hardasses about this. A pet or two is perfectly fine.

Additionally, xenobiology should not release slime cores of any kind to the public without permission from the RD, particularly if the slime cores are disruptive to the crew.

Generally, use common sense: there is no real valid reason for extradimensional horrors to be anything less than properly contained.

Toxins

Explosives may not be handed out to crew without express permission from the RD or captain. Otherwise, use common sense; you should expect to be held liable if your explosives are misused.

Engineering Policy

For the love of God, just use common sense. Don't burn down the station, don't overly endanger the crew. Engines and burn chambers built in the middle of major areas of foot traffic are considered Gross Negligence, no matter whether or not they are "safe."

Station Engineer

Make a minimum effort to set up power, and protect wires.

Atmospherics

Make a minimum effort to maintain the air supply, and set out oxygen canisters so that the crew can maintain internals in a crisis.

Service Policy

Generally, make a minimum effort to do your job.

The bartender's shotgun should be properly secured when not being carried, and should generally be prevented from falling into the wrong hands. They should also generally avoid sawing off the shotgun to conceal it.

The chef probably shouldn't be cannibalizing dead crew members, no matter how well they insist they can "hide" the human taste.

Weaponized plants (such as explosive lemons and gatfruit) are still considered weapons, and should not be handed out without the express permission of the Head of Security.

Plants with gaseous decomposition (such as corpse flowers) and that could disrupt the station (such as bananas) fall under the above rule.

Normal (see: NOT dangerous) plants can generally be grown in the halls and public areas, so long as they do not disrupt the crew. Use common sense.

Chaplains should generally not be endorsing or sponsorsing any "Holy Crusades" without the express permission of the Head of Security.