Task stations¶
Tasks are the crew's win condition and their alibi. Each station binds a task type to a block in your map; a game assigns each crewmate common/short/long tasks from the party settings, and impostors get a fake list to pretend with.
Commands¶
| Command | How | Effect |
|---|---|---|
/sc addtask <type> |
look at the station block | adds a station (key task_N) |
/sc addtask2 <key> |
look at the second block | stage 2 for two-stage types (upload, divert, align engine) |
/sc removetask <key> |
— | remove a station |
The <type> argument tab-completes with all ~53 built-in types (plus any addon
tasks) — full list with descriptions in the task library.
Placement guidelines¶
- Match the fiction: put Swipe Card in an admin room, Fuel Engines near engines, Submit Scan in a medbay. Stations right-click any block, so levers, buttons, consoles, and blocks all work.
- Clean Vent must be placed within 3 blocks of a vent — it flushes out and blocks that vent while cleaning.
- Visual tasks (scan, asteroids, shields, garbage…) broadcast particles at the station — place them where onlookers can verify from a distance.
- Two-stage tasks want their stations in different rooms — the walk is the gameplay.
- Spread stations across the whole map; task routes create the traffic impostors hunt in.
How players interact¶
- Right-click a station → the minigame GUI opens (only if that station is on the player's list; impostors get silence — standing at stations is what faking looks like).
- The Tasks book (hotbar) and the sidebar show the personal list; the boss bar shows crew progress (per the party's task-bar setting).
- Ghosts keep completing tasks from
/sc tasks(clickable list, must float near the station).
Try before you build¶
/sc tasktest (in a test-mode game) or /sc tasks (outside any game — the player
task browser) opens every minigame with no station needed.