BONEWASH

Staff token from PANEL_TOKENS. Sessions last 24 hours and end when the panel restarts.

BONEWASH
ADMIN CONSOLE
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This panel never owns the server process. It owns Evrima state and the mod stack.
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Where they are

Gateway, with the live contacts on it

Environment

Playable roster

Players

Entitlements

Database

Plak een SteamID64 en je krijgt de laatste tien dino's die deze speler gehad heeft, nieuwste bovenaan. Klik een regel open om te zien wat die dino droeg. De ID haal je uit Killfeed of uit Players.

Twee bronnen, en ze weten verschillende dingen. De killfeed is de ruggengraat: die heeft elke dood sinds 2026-08-16 met soort, exacte groei op het moment van sterven, oorzaak en SteamID64. Wat daar niet in staat zijn mutaties en kleuren, want die zitten op een dier dat niet meer bestaat als die logregel geschreven wordt. Die komen uit LiveMap, die ze meeschrijft op het moment dat een dino eindigt. LiveMap doet dat pas sinds versie 2.2.0, dus voor oudere doden staan ze er niet, en dan zegt de regel dat ook in plaats van een leeg vak te tonen dat leest als "deze dino had niets".

Twee knoppen, en ze doen iets anders. Voucher geven zet die dino in een vouchervakje van de speler. Hij hoeft daarvoor niet online te zijn, en hij wisselt hem zelf in wanneer het hem uitkomt. Dat is de snelle route als er niemand van ons in het spel is. Nu terugzetten is de oude knop: die schrijft groei en mutaties meteen op het dier waar de speler op dat moment op zit, dus daarvoor moet hij online zijn en op de goede soort.

Wat de speler er precies aan heeft verschilt. Een voucher geeft precies de groei van die regel terug (een gewone, zelf gemunte voucher geeft 60%), maar de prime-mutatie gaat er niet in mee en het inwisselen zelf vraagt nog steeds dezelfde soort, in leven en niet in gevecht. En de speler moet een vouchervakje vrij hebben: hoeveel hij er mag hebben zet je op Players.

Restore dino

Event windows

Quarantines

A design is paint, not layout. The ten colours are the design. The pattern they sit in is a separate field on the dino, and since 2026-08-25 a separate mod writes it: PatternApply, driven by the Designer's own pattern button, against the dino in front of you. SkinMod still never writes PatternIndex, so no colour apply and no voucher moves a pattern anywhere.

What that means on this screen: setting a pattern changes THAT dino now and nothing else. It does not become part of the design you are building, and it does not travel with the voucher below, which carries the colours only and lands on whatever layout the redeeming dino already wears.

Designer patterns and colours

Live view of who is on which dinosaur, what pattern they wear, and what each pattern's regions do. Colours applied here go straight to the live pawn; so do patterns, through PatternApply rather than SkinMod. When a design is ready, mint it from the Make it a voucher card below, which reads this designer directly.

Make it a voucher

Mints whatever the Designer above is currently showing, for the player selected there. Since 2026-08-25 that is the only source; the Target and Design cards that used to feed this were removed (issue #226).
Hands the exact ten values above to VoucherMod's design verb. It is not species-locked, so it can be redeemed on anything, and per the note at the top it carries no pattern: expect it to read differently on the winner's dino than on this one. Redeeming it is not a grant of custom colours either: that stays a separate licence.

Live settings

These reach the RUNNING server through RCON and take effect at once. They are not written to Game.ini, so the next restart reverts them to whatever the deployed config says. Anything below the line further down is file-and-restart only.
AI spawning reading…
Loading settings.
Read-only log viewer. There is deliberately no command input: the panel reaches RCON through a six-opcode allowlist, and a free-text command box would defeat that by construction.

Console

Reads LiveMap's own positions.json (written every 3s by the LiveMap mod, synced from the box). Two reference points translate game coordinates to pixels on the map image; set both once and they persist.

Map 100%

Map

Calibration

Click "Set point 1", then click the matching spot on the map, then fill in that spot's real in-game X/Y. Repeat for point 2. Two points that are far apart give the most accurate result.

Pixel:
Stand on this exact spot in-game, then pick yourself below to fill in the real game X/Y automatically:

Players

Every death the TheIsle.log this panel reads has logged as LogTheIsleKillData: natural cause and PvP, the two Glenn wants. Permanent record, nothing trimmed: each death is appended to killfeed.ndjson and nothing is ever pruned or rotated. What is listed and searched below is the newest 20,000 of them; when the record holds more, the line under the header says so. Which log that is follows INSTANCE_ENVIRONMENT: on the server box it is the running instance's own file, written by the server itself, and on a dev PC it is that machine's copy, kept current by a mechanism outside this panel. The line under the header shows when that file was last written to disk, refreshed on the same poll as the feed itself, so a log that has stopped moving is visible here instead of needing a manual check.

Killfeed

Population controle

Species with a limit (each with its own percentage)
SpeciesMax % of online players

Live status

Database Dino's

Whoever claims a dino stays registered until that dino actually dies, even if the player is offline. This is the source for the counts on Population controle. Abandoned slots are automatically released after the configured hours (see the Population controle page), or manually below.
Both columns are computed from the percentage on Population controle, which is the only place they are set. Allowed right now is that percentage of the players actually connected, which is the rule that gates a spawn. At a full server is the same percentage at 150 slots.
SpeciesPercentageAllowed right nowAt a full server

Overview per species

Claims

The bank

Balances

Every account with a history, summed from the book on every read. No balance is stored anywhere, so "what is the balance" and "why is it that" are the same question. house is the counterweight to everything in circulation and is negative by definition; every account together is always zero.
AccountNameBones

Book a movement by hand

Give bones makes new Bones and hands them to a player. Take bones removes them again. There is no player-to-player form here on purpose: moving somebody else's Bones between two players by hand would be this panel acting as both parties, and that is what the escrowed trade is for. Nothing can be unbooked. The only repair for a wrong line is an opposite line, and both stay in the book forever, so read it back before you press the button.
This creates or destroys Bones

The book

Newest first. Every line carries the hash of the line before it and its own sequence number, so an edited or removed line makes the whole book refuse to load rather than quietly reading smaller.
#When (UTC)FromTo BonesReasonBy NoteKey

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