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  Hello
Posted by: LikeWhichWay - 07-03-2026, 12:49 AM - Forum: Introductions - Replies (1)

Hi im LikeWhichWay, I like turtles, dogs, and cars. My dad beat me as kid so excuse me if im a little shy. Cool


Heart Classical - Introduction
Posted by: Classical - 07-01-2026, 06:31 PM - Forum: Introductions - No Replies

Hello! 
To keep this short and sweet;

I am a long time Garry's Mod player/developer. My first computer game was Garry's Mod in 2014!
For those of you who know me from that time, in a previous community known as EVORP or any given TTT or Prop Hunt server, pleased to meet you again.

I found myself being bored one day and wanted to start some kind of project again as I missed the creativity and problem solving, though I have a few private ones, Axiom will be my public one. No real intention here other than to make stuff people would like to interact with, and it will be pretty cool to see it grow.

I currently work a full time job and am in college. I work on these things as a hobby or passion project, depends on what lens you look through.
I enjoy playing Counter-Strike mostly, and a handfull of other games.

This is not intended to be a road map but currently I fired up an old Garry's Mod gamemode, that same EVORP one, and spent nearly 9 months updating it, modernizing it, and adding features to it and finally rebranding it. This is the active server I have up now. I did Garry's Mod as that is what I was most fluent in and have a whole archive of old files I already spent hundreds of hours in, but I have history of working on Minecraft servers, Rust Servers, and various other small games I would play with friends along with other boredom projects I "vibe coded". 
Since 2014, AI has came a very long way and helps with the development process and organization about 1000x fold. 16 year old me would be awe struck. As I work alone, this is something I use a lot.

I would eventually like to test my skills in other games in the future so hopefully more to come here!

As of writing this, the webserver and Garry's Mod gamemode has "launched", so not too many people here right now....
Im not really organized with these things and kinda just add stuff when I am bored. I work by myself and try to add things with my own creativety. 

If you find yourself reading this I have two things for you:
1. Thank you for visiting, makes me feel like I put my time towards something!
2. I hope you get more involved and get to be apart of this growing community!

If you have any questions feel free to ask here 

-See ya around,
Classical


Information READ ME - Staff Guide
Posted by: Classical - 07-01-2026, 05:29 PM - Forum: Tutorials - No Replies

AXIOM Staff Command Permissions - IN GAME
This is public/staff reference. Players know staff limits, and staff knows their own limits 


Level 1 - Trial Mod

Exsto rank: `trailmod`

Purpose: entry moderation. This rank can remove a problem player from the server but cannot noclip or use broader admin tools.

- `!kick <player> [reason]` - Kicks a player from the server. Reason is optional.

Limitations:

- No noclip.
- No EvoRP access-ban commands.
- No teleport/freeze/jail/admin utility access.


Level 2 - Moderator

Exsto rank: `moderator`

Purpose: standard moderation through EvoRP `/` commands, with limited access-ban authority.

Includes Level 1 commands:

- `!kick <player> [reason]` - Kicks a player from the server.

EvoRP commands:

- `/unown` - Resets ownership of the door/entity the moderator is looking at.
- `/evp <player>` - Adds one experience point to the target player.
- `/hunger <player>` - Sets the target player's hunger to `0`.
- `/arrest <player>` - Forces the target into arrested state.
- `/unarrest <player>` - Releases the target from arrested state.
- `/history <player>` - Prints that player's ban/access-ban history to the moderator's console.
- `/historyid <steamid>` - Prints ban/access-ban history for an offline SteamID to the moderator's console.
- `/ban <player> <access> <time_in_hours> <reason>` - Takes access flags from an online player for the given number of hours.
- `/banid <SteamID> <access> <time_in_hours> <reason>` - Takes access flags from an offline player by SteamID.
- `/unban <banid> <reason>` - Ends an access ban by database ban ID and records the unban reason.

Moderator limitations:

- `/ban` and `/banid` are capped at `3` hours max.
- Moderators cannot issue permanent access bans because `0` hours is blocked for Level 2.
- Moderators cannot take game access `b`.
- No staff can take admin access `a` or superadmin/owner access `s` through `/ban` or `/banid`.
- `/banid` updates the database for offline players; online application depends on the player being present or reloading access checks.
- Moderators do not get Exsto `!ban`, teleport, freeze, jail, noclip, or destructive admin tools.


Level 3 - Admin

Exsto rank: `admin`

Purpose: day-to-day staff work with movement, restraint, punishment, cleanup, and player state tools.

Includes Level 1 and Level 2 commands.

Additional EvoRP command:

- `/untrust <player>` - Revokes Trial Mod/trusted status from a Level 1 target, sets them back to guest/untrusted state.

Exsto moderation commands:

- `!kick <player> [reason]` - Kicks a player.
- `!ban <player> <length> [reason]` - Exsto-ban an online player. Length uses Exsto's ban length format.
- `!banid <SteamID> <length> [reason]` - Exsto-ban by SteamID.
- `!unban <SteamID>` - Removes an Exsto ban by SteamID.
- `!bring <player>` - Brings a player to the admin.
- `!goto <player>` - Sends the admin to a player.
- `!send <player> <target> [force]` - Sends one player to another player.
- `!tp` or `!teleport` - Teleports the admin to their cursor position.
- `!back <player>` - Returns a player to their previous position when available.
- `!freeze <player>` - Freezes a player.
- `!unfreeze <player>` - Unfreezes a player.
- `!jail <player>` - Jails a player.
- `!unjail <player>` - Removes a player's jail state.
- `!ragdoll <player>` - Ragdolls a player.
- `!unragdoll <player>` - Restores a ragdolled player.
- `!respawn <player>` or `!spawn <player>` - Respawns a player.
- `!spec <player>` or `!spectate <player>` - Spectates a player.
- `!unspec <player>` or `!unspectate <player>` - Stops spectating.
- `!slay <player>` - Kills a player.
- `!slap <player> [damage] [duration] [delay]` - Slaps a player.
- `!whip <player> [damage] [duration] [delay]` - Repeated slap/whip behavior through the slap command.
- `!ignite <player> [duration] [radius]` or `!fire <player> [duration] [radius]` - Sets a player on fire.
- `!rocket <player> [delay]` - Launches/explodes a player after an optional delay.
- `!strip <player>` - Strips a player's weapons.
- `!give <player> <weapon_class>` - Gives a weapon/SWEP class to a player.
- `!return <player>` - Returns stripped weapons when available.
- `!health <player> <amount>` - Sets player health.
- `!armor <player> <amount>` - Sets player armor.
- `!runspeed <player> <amount>` - Sets run speed.
- `!walkspeed <player> <amount>` - Sets walk speed.
- `!jumppower <player> <amount>` - Sets jump power.
- `!mute <player>` - Mutes text chat.
- `!unmute <player>` - Removes text mute.
- `!gag <player>` - Mutes voice chat.
- `!gimp <player>` - Applies gimp chat behavior.
- `!ungimp <player>` - Removes gimp chat behavior.
- `!say <player> <text>` - Forces a player to say text.
- `!admin <text>`, `!a <text>`, or `@ <text>` - Sends admin chat.
- `@@ <text>` - Sends a visible notification to players.
- `@@@ <text>` - Sends a center-screen notification to players.
- `!cleanup <player|map|all|that> [show]` or `!clear <player|map|all|that> [show]` - Cleans entities depending on target mode.
- `!own <player> [include_constraints]` - Assigns ownership of the looked-at prop/entity.
- `!extinguish <player>` or `!ex <player>` - Extinguishes fire.
- `!stopsounds` - Stops currently playing server sounds.
- `!noclip <player>` - Toggles noclip for a target.

Additional Admin Exsto utilities currently included by flag:

- `!blind <player> [amount]` - Applies blind screen effect.
- `!effect <player> <effect>` - Applies a screen effect.
- `!seizure <player> [amount]` - Applies seizure-like screen effect.
- `!rave <player> [amount]` - Applies rave screen effect.
- `!ghost <player>` and `!unghost <player>` - Hides/restores a player.
- `!god <player>` and `!ungod <player>` - Toggles god mode if the plugin aliases are available.
- `!color <player> [r] [g] ` and `!uncolor <player>` - Sets/removes player color.
- `!count <player> [class]` - Counts a player's entities.
- `!decals` - Clears decals.
- `!enter <vehicle>` / `!exit` - Vehicle enter/exit utility if exposed by the plugin.
- `!hideadmin` - Toggles admin hiding behavior if exposed.
- `!lookup <player_or_steamid>` - Looks up player info.
- `!nolimits <player>` - Toggles no-limits behavior for a player.
- `!playsound <player> <path> [client_only]` - Plays a sound.
- `!pm <player> <message>` - Exsto private message.
- `!printlogs` - Prints/logs Exsto logs if exposed.
- `!printrestrict` - Prints rank restrictions.
- `!reloadmap` - Reloads the map.
- `!unlimitedammo <player>` - Toggles unlimited ammo.


[b]Level 4 - Super Admin


Exsto rank: `superadmin`

Purpose: highly trusted staff with rank management, compensation/item tools, dangerous Exsto tools, and restriction management.

Includes Level 1, Level 2, and Level 3 commands.

Additional EvoRP staff/rank commands:

- `/trusted <player>` - Promotes a normal Level 0 player to Level 1 Trial Mod/trusted status.
- `/mod <player>` - Promotes a player below Level 2 to Level 2 Moderator.
- `/administrator <player>` - Promotes a player below Level 3 to Level 3 Admin.
- `/superadmin <player>` - Promotes a player below Level 4 to Level 4 Super Admin.
- `/removestaff <player>` - Demotes staff above Level 1 back to guest.
- `/comp <player> <amount>` - Gives money compensation to a player.
- `/item <player> <item_unique_id> <quantity>` - Gives inventory items to a player.

Super Admin limitations:

- `/trusted` only promotes Level 0 targets and refuses targets marked `-1` untrusted.
- `/untrust` can only revoke Level 1 targets.
- `/removestaff` only demotes targets above Level 1.
- Staff-management commands have a 30-second SQL wait/cooldown style guard from the legacy command code.
- `/comp` and `/item` are intentionally Level 4+ even though they are registered under the `a` access flag.

Additional Exsto superadmin commands:

- `!lua <code>` - Runs Lua through Exsto.
- `!cexec <player> <command>` - Executes a client command on a player.
- `!rcon <command>` - Runs a server command.
- `!ent <class>` or `!ent_spawn <class>` - Spawns an entity by class.
- `!rank <player> <rank>` - Changes an online player's Exsto rank.
- `!rankid <SteamID> <rank>` - Changes Exsto rank by SteamID.
- `!reload <plugin_id> [force]` - Reloads an Exsto plugin when available.
- `!nolimitrank <rank>` - Applies no-limits behavior to a rank.
- `!allowentity <id> <entity>` - Removes an entity restriction for a rank/id.
- `!denyentity <id> <entity>` - Adds an entity restriction for a rank/id.
- `!allowprop <id> <prop>` - Removes a prop restriction for a rank/id.
- `!denyprop <id> <prop>` - Adds a prop restriction for a rank/id.
- `!allowswep <id> <swep>` - Removes a SWEP restriction for a rank/id.
- `!denyswep <id> <swep>` - Adds a SWEP restriction for a rank/id.
- `!allowstool <id> <tool>` - Removes a toolgun restriction for a rank/id.
- `!denystool <id> <tool>` - Adds a toolgun restriction for a rank/id.

Additional Super Admin Exsto utilities currently included by flag:

- `reloadplug`, `pluginpage`, `resendplug` - Exsto plugin management.
- `variable`, `createvar`, `deletevar`, `setconvar` - Exsto variable/convar management.
- `playertitle`, `addgimp` - Title/gimp administration.
- `rankeditor`, `immunity` - Rank editor and immunity tools.
- `banlistdetails` - Detailed ban-list access.
- `felbackup`, `feldetails`, `felsettings` - FPP/Falco prop protection administration.
- `server-settings` - Server settings page/access.
- `playerpickup` - Player pickup permissions where the plugin uses it.
- `findghosts` - Finds ghosted players/entities.
- `crcinvalnotify` - Exsto consistency warning access.


Level 5 - Owner

Exsto rank: `srv_owner`

Purpose: full server ownership, development, placement tools, debug commands, and all Super Admin abilities.

Includes Level 1 through Level 4 commands.


Owner-only development and placement commands found in the current server code:

- `evorp_worldprop_save [label]` - Saves the looked-at supported world prop/entity to persistent worldprop data.
- `evorp_worldprop_remove` - Removes the looked-at saved world prop.
- `evorp_worldprop_list` - Lists saved world props.
- `evorp_worldprop_reload` - Reloads saved world props.
- `evorp_node_add <theme> <type> <unique_id> [radius]` - Creates an activity/interaction node at the owner's position.
- `evorp_node_remove <unique_id>` - Removes a saved activity node.
- `evorp_node_list` - Lists activity nodes.
- `evorp_node_reload` - Reloads activity nodes.
- `evorp_node_debug` - Toggles or reports node debug data.
- `evorp_content_report` - Prints custom content/loadout report data.
- `evorp_content_reload` - Reloads custom content mappings.
- `evorp_content_player_report <player>` - Prints a player's custom content/loadout report.
- `evorp_911_report` - Prints/debugs active 911 service-call state.
- `evorp_department_report` - Prints/debugs department vehicle dispatch state.
- `evorp_contract_report` - Prints/debugs contract state.
- `evorp_sgm_vehicle_check <vehicle_id>` - Checks a custom/SGM vehicle definition and SVMod profile state.
- `evorp_food_effects` - Food-effect debug/report command.
- `evorp_food_effect_clear <player>` - Clears food effects from a player.
- `evorp_food_effect_apply <player> <effect>` - Applies a food effect for testing.
- `evorp_appearance_reroll <player>` - Rerolls citizen appearance data.
- `evorp_appearance_report <player>` - Reports citizen appearance state.
- `evorp_appearance_reset <player>` - Resets citizen appearance data.
- `evorp_vending_spawn` - Spawns a vending machine entity for positioning.
- `evorp_vending_save [label]` - Saves the looked-at vending machine.
- `evorp_vending_remove` - Removes a saved vending machine.
- `evorp_vending_list` - Lists vending machines.
- `evorp_vending_reload` - Reloads vending machines.
- `evorp_slot_spawn [label]` - Spawns a slot machine for positioning.
- `evorp_slot_save [label]` - Saves the looked-at slot machine.
- `evorp_slot_remove` - Removes a saved slot machine.
- `evorp_slot_setmodel <model_path>` - Changes a slot machine model.
- `evorp_slot_list` - Lists saved slot machines.
- `evorp_slot_reload` - Reloads slot machines.
- `evorp_blackjack_spawn` - Spawns a blackjack table for positioning.
- `evorp_blackjack_save [label]` - Saves the looked-at blackjack table.
- `evorp_blackjack_remove` - Removes a saved blackjack table.
- `evorp_blackjack_list` - Lists saved blackjack tables.
- `evorp_blackjack_reload` - Reloads blackjack tables.
- `evorp_roulette_spawn` - Spawns a roulette table for positioning.
- `evorp_roulette_save [label]` - Saves the looked-at roulette table.
- `evorp_roulette_remove` - Removes a saved roulette table.
- `evorp_roulette_list` - Lists saved roulette tables.
- `evorp_roulette_reload` - Reloads roulette tables.

Legacy/admin-adjacent owner commands:

- `hr_cm_spawnnpc` - Spawns the legacy meth buyer NPC where supported by the old meth addon.
- `hr_cm_removenpc` - Removes the legacy meth buyer NPC.



Notes For Staff Training

- Use EvoRP `/ban` for access restrictions tied to the gamemode economy/gameplay.
- Use Exsto `!ban` for traditional server bans.
- Use `/history` or `/historyid` before escalating punishment when practical.
- Trial Mod is intentionally kick-only.
- Moderator is intentionally slash-command moderation only.
- Admin is the first rank with noclip and Exsto movement/restraint tools.
- Super Admin is the first rank that can promote/demote staff or create items/money compensation.
- Owner is the only rank intended for map setup, persistent node/entity placement, and debug/dev commands.
[/b]


  Garry's Mod Server Guide
Posted by: Classical - 06-29-2026, 02:27 AM - Forum: Tutorials - No Replies

[Welcome to AXIOM]
AXIOM is built around persistent characters, player trade, jobs, vehicles, and roleplay. Most systems are reached through F4, your inventory, or marked world locations. Look for nearby interaction blips and press E.

[Menus and Basic Controls]
F1 - Toggle third person on foot or in a vehicle.
F2 - Open the contextual door or vehicle menu when one is available.
F3 - Open the Exsto menu.
F4 - Open this main menu: jobs, character settings, inventory, market, rules, laws, and this guide.
TAB - Open the scoreboard. Click a player for profile and interaction options.
Q - Open the spawn menu for props and tools your character is allowed to use.
C - Open the context menu and supported ARC9 weapon customization controls.
E - Interact with doors, dispatch stations, dealers, vending machines, and other marked locations.

[Temporary Guide Cards]
Some weapons and vehicles show a small HUD guide when equipped or entered. These cards explain controls for hands, police tools, cuffs, medkits, and SVMod-enabled vehicles.
Guide cards disappear after a few seconds and can be toggled with /swepguide. Use /disable swepguide if you prefer to hide them.

[Vehicle Controls]
F - Toggle headlights on SVMod-supported vehicles.
H - Hold horn.
LEFT ARROW and RIGHT ARROW - Toggle turn signals.
UP ARROW - Toggle hazards.
R - Cycle emergency mode on supported Police, EMS, Fire, and other emergency vehicles: off, lights only, then lights and siren.
Leaving a vehicle with sirens active stops the siren but keeps emergency lights on.
SHIFT opens or closes supported ambulance rear doors. Ambulances use EMS lighting and do not use NOS.
SVMod powers vehicle lighting, horns, sirens, turn signals, hazards, reverse lights, and emergency flashers where a vehicle has support.
If a vehicle supports SVMod but has no lights yet, staff can add profiles with the vehicle light editor.
Active VIP players can use /music while driving their own civilian vehicle to open the vehicle radio. Passengers hear a clean stream, while nearby players outside hear a quieter stream from the vehicle.
Use /musicmute to toggle streamed vehicle and venue music client-side.

[Venue Jukeboxes]
Casino and club jukeboxes play approved community music inside their configured venue zones.
Look for the nearby current-song label and press E at the jukebox to browse the library.
Active VIP players can play, pause, resume, queue, or stop venue music. Everyone inside the venue hears the shared stream.
Players may add songs to a shared queue. You can skip your own current song, while staff may skip any song when needed.
Use /musicmute if you want to mute vehicle radio and venue jukebox audio locally.

[Inventory and Player Trade]
The Inventory tab stores persistent items, weapons, ammunition, and owned civilian vehicles.
Use consumes or equips an item. Drop places a transferable item in the world. Sell returns an item to the market for its listed sellback value.
Sell to Players places one item for sale in the world. Look at your listing and use /setprice to choose its price.
Dealers buy wholesale shipments from the Market and sell individual items to players. Market prices cap resale at 50 percent profit.
Weapons do not provide free reserve ammunition. Buy the correct pistol, SMG, AR/AK, shotgun, sniper, or M60 ammunition family.
Weapon Customization Kits are sold as shipments and allow supported ARC9 weapons to be customized. Attachment presets are part of the weapon system, not free market ammunition.
Vehicle Customization Kits allow eligible owned civilian vehicles to save skin and bodygroup presets. Saved and favorited presets are automatically applied when that vehicle spawns.
/holster returns the current supported weapon to inventory. /holsterall returns all supported weapons when you have room.
Job changes and disconnects safely return player-owned unholstered items. Death and arrest are loss cases, so holster before trouble finds you.

[Civilian Vehicles]
Purchased vehicles appear in your inventory and may be traded, dropped, or sold like other supported items.
Use a civilian vehicle hub to spawn an owned vehicle. If one is already active, its Spawn button becomes Park and other spawn choices are disabled.
Return civilian vehicles inside the marked parking region. A short cooldown prevents instant spawn and park spam.
Vehicle presets, including saved skin and bodygroup choices, are applied when the vehicle is spawned.
Fuel is handled by the server fuel system, not SVMod. Visit fuel station zones or use supported fuel items when needed.

[Department Vehicles]
Police, SWAT, Paramedics, Firefighters, Taxi Drivers, and Public Works use their department dispatch stations.
Eligible vehicles are free, spawn with a full fuel tank, and use fixed department presets.
Return a dispatched vehicle near the bay it came from. A failed return points you toward the correct bay for a short time.
Abandoned department vehicles follow the 500-second cleanup rule. Other players may still drive a stolen department vehicle during roleplay.
Sanitation Workers and Delivery Drivers also use dispatch stations and issued vehicles for their routes.

[Contracts and Solo Work]
Public Works accepts service calls from its dispatch station. Travel to the marked infrastructure, complete the work, and return the report.
Police Officers and Commanders can accept area-patrol assignments at law-enforcement dispatch.
Police patrols pay for credited time in the assigned area. A full patrol records five minutes; early turn-in pays half of earned value.
Refusing a patrol before recording time costs $150 and applies a 15-minute patrol cooldown. No-show and partial outcomes have their own cooldowns.
Use the dispatch interface to review the objective, progress, payout rules, and return requirements.
Sanitation Workers accept collection routes from sanitation dispatch. Use the issued trash truck, service the marked trash pickup points, waste bins, or dumpsters, then return the route report.
Delivery Drivers accept local delivery routes from delivery dispatch. Use the issued cargo van, load cargo at the pickup point, deliver it to the drop-off, then return the signed manifest.
Delivery cargo changes the van's rear cargo bodygroup while a route is active, so unloading or closing the route clears the visible cargo.
Most contract blips are intentionally visible and color-coded. If you are working with another player, stay reasonably near the contract area and active participant so the system does not treat you as absent.

[911 and Emergency Response]
Use /911 followed by a clear message to report crime, injury, death, or fire. One call alerts Police, Paramedics, and Firefighters.
First responders receive the location and message on their HUD. Arrival pays $250; qualifying arrests, revivals, and cleared fires pay additional bonuses.
After arrival, the marker clears but the incident remains eligible for nearby job actions during its response window.
Emergency-service jobs cannot create /911 calls. Use /radio to request help from your department.
Dead players are marked for nearby Paramedics. Use the medkit's right mouse action on the body to attempt a revival.
Medics remain the reliable revive class. The medkit's right mouse action revives dead players or wakes unconscious players, and dead-player blips show nearby medics where to go.

[CPR for Non-Medics]
Non-medics can look at a dead player and press E when the prompt appears to attempt CPR.
CPR takes 10 seconds, shows a progress bar, and is interrupted if the rescuer moves too far away or the body is no longer valid.
Only one person can perform CPR on a body at a time. CPR is intentionally unreliable and succeeds about 10 percent of the time.
Successful CPR uses the same revive path as a medic revive. Failed CPR leaves the normal death timer running.

[Police Tools, Subdual, Lockpicks, and Breaching]
The police tool's left click can subdue or wake players and can pull occupants from vehicles. Right click arrests cuffed suspects and handles breach behavior where supported.
The subdual system rewards controlled baton use. Unarmed targets are easier to subdue, armed targets usually require more strikes, and anyone who recently fired a gun is harder to drop.
Baton strikes briefly disorient and slow the target. A recently awakened player has short resistance to repeated knockouts.
Handcuffs require a still, unconscious, or otherwise controlled suspect. Cuffs can be applied and removed with the handcuff SWEP.
The police breathalyzer helps check intoxication during traffic stops and DUI roleplay.
Lockpicks are cheaper but unreliable. They take 10 seconds, have a low success chance, may break on failure, and temporarily prevent a picked lock from being secured again.
Breaching charges are the premium option. They are reliable, force normal doors or special doors open, and keep the target disabled for several minutes.

[Food, Hunger, and Vending]
Chefs and player sellers are the normal source of food. Item descriptions show hunger, satiety, and timed effects before purchase.
Vending machines sell only Pepsi, Coke, and Chips at emergency prices. They cost four times market price, or two times for active VIP.
Some foods grant stamina or other temporary effects. Alcohol builds tipsy, buzzed, and drunk status while reducing energy benefits.
Alcohol also affects driving. Drinking before driving can cause sway and poor vehicle control, and police may use the breathalyzer to support DUI scenes.

[Meth Production and Contraband Raids]
Meth is an active, skill-based lab process. Press E on every supply and station to use its reliable controls; physically throwing ingredients together does not transfer them.

[Meth: 1. Buy the Lab]
Reusable equipment costs about $6,200: one Stove ($1,000), Chemical Tank ($3,500), Red Phosphorus Pot ($500), Sulfur Pot ($500), Cooking Pan ($500), and at least two Chemical Glasses ($200 total).
For one target batch, buy four Aluminum Boxes, one Cyfluthrin shipment, one Methylamine Drum, one Red Phosphorus Box, one Sulfur Box, and two Water Jugs.
Those first supplies cost $5,350, making the complete first-batch cash outlay about $11,550. Several supplies have leftovers for later batches.

[Meth: 2. Make Phosphoric Acid]
Place a Water Jug near the Red Phosphorus Pot. Press E on the jug and transfer 4 water.
Place the pot on a stove burner and heat it to at least 100 C. The fifth burner heats fastest; turn burners off before overshooting.
Place a Red Phosphorus Box nearby, press E, and transfer 4 units. Hold the pot between 100-149 C for 60 seconds.
Place an empty Chemical Glass nearby and press E on the finished pot or glass to collect the phosphoric acid.

[Meth: 3. Make Sulfuric Acid]
Place a Water Jug near the Sulfur Pot and transfer 8 water.
Heat the pot to at least 400 C, then place a Sulfur Box nearby and transfer 4 units.
Hold the pot between 400-499 C for 30 seconds. Collect the sulfuric acid with a second empty Chemical Glass.

[Meth: 4. Make Intermediate Acid]
Place the two filled glasses near the Cooking Pan. Press E on each glass and choose Transfer to Quality Target.
Heat the pan between 100-199 C for 60 seconds. Collect the finished intermediate acid with an empty Chemical Glass.

[Meth: 5. Run the Reactor]
Stage 1: place Aluminum Boxes and Cyfluthrin near the Chemical Tank. Press E and transfer to the visible targets of 40 aluminum and 40 cyfluthrin. Start the reactor and keep pressure between 50-100 until progress reaches 100 percent.
Stage 2: transfer Methylamine to its target of 40. Start the reactor again and keep pressure between 25-50.
Stage 3: pour Intermediate Acid to its target of 8. Start the reactor and keep pressure between 5-25.
The reactor naturally gains pressure while running. Use Open Vent to lower it and Pressurize to raise it. Each completed stage stops automatically and resets pressure near the next safe range.
Too little pressure stops or reverses progress. Too much pressure destroys the reactor and can start a fire.

[Meth: 6. Package and Sell]
When the batch appears above the reactor, press E to package it into inventory. Inventory shows its purity tier and value.
Use consumes the batch. Drop transfers it into the world. Sell to Players creates a listing; use /setprice while looking at that listing. Sell to Market pays the guaranteed sellback shown below.

[Meth Purity Scale]
Contaminated: 0-44 quality. Value $18,000; market sellback $9,000; maximum player listing $27,000; raid reward $1,800.
Street: 45-69 quality. Value $45,000; market sellback $22,500; maximum player listing $67,500; raid reward $4,500.
Refined: 70-89 quality. Value $80,000; market sellback $40,000; maximum player listing $120,000; raid reward $8,000.
Pure: 90-100 quality. Value $120,000; market sellback $60,000; maximum player listing $180,000; raid reward $12,000.

[Meth Quality Scoring]
Ingredient accuracy provides 35 percent of quality. Use the visible 40/40/40/8 reactor targets.
Stable precursor temperatures provide 25 percent. Staying near the middle of each safe range scores better than riding its edge.
Stable reactor pressure provides 25 percent. Regularly vent or pressurize instead of allowing large swings.
Safe operation provides 15 percent. Overheating, unsafe pressure, spills, and interruptions lower this score.
Pure quality requires excellent performance across the whole process; exact ingredients alone are not enough.

[Meth Profit Margins]
A target batch consumes about $3,425 in ingredient value after accounting for reusable leftovers. This estimate assumes no spills, destroyed equipment, or failed reactions.
Guaranteed operating profit from market sellback is approximately $5,575 Contaminated, $19,075 Street, $36,575 Refined, or $56,575 Pure.
Against the full $11,550 first-batch cash outlay, the immediate result is approximately -$2,550 Contaminated, $10,950 Street, $28,450 Refined, or $48,450 Pure. The stove, tank, pots, glasses, and leftover supplies remain for later batches.
Player sales may earn more than market sellback, but require another player to buy. Actual profit equals the chosen sale price minus consumed ingredients and any lost equipment.

[Meth Raids and Risk]
Lab equipment belongs to its purchaser, but other players may destroy it during a raid for contraband rewards. Owners may destroy their own equipment, but every reward is below replacement cost and still creates a net loss.
Finished batches pay the purity-based raid rewards listed above. Destroying a batch always pays less than legitimately selling it.
Ordinary server cleanup does not explode a lab. Severe overheating, overpressure, fire damage, or deliberate destruction can still cause a dangerous accident.

[Clothing, Accessories, and Appearance]
The old F3 Pointshop is intentionally hidden. Pointshop ownership still runs in the background through world dealers.
Press E near a Clothing Dealer or Accessories Dealer to open the custom shop. Clothing suits require lifetime donor status; active VIP is not required.
Citizen Appearance locations permanently change your civilian model for $10,000, or $5,000 with active VIP.
Appearance changes stay within your current gender and include a draggable preview with supported bodygroups.
Pointshop clothing and accessories are hidden on jobs that do not use the permanent civilian model.

[Fishing]
Buy a Fishing Rod and Bait Boxes from a Supplier or another player. Each bait box supplies six casts.
Aim at deep water and left click to cast. When a fish bites, click to hook it, then hold and release left click to manage line tension.
Right click cancels the current cast and consumes bait already used. Successful catches enter your inventory and can be sold to the market.
Common fish provide steady income; rare fish are harder and substantially more valuable.

[Casino]
Casino machines and tables use world blips like vending machines and dealers. Press E near a slot machine, blackjack table, or roulette table to play.
Slots are fast and simple. Blackjack rewards basic card strategy. Roulette supports number and outside bets with a spin cooldown so results cannot be spammed.
Gambling is entertainment and risk. Do not bet money you need for core roleplay items, bail, food, fuel, or job equipment.

[World Blips and Interaction Nodes]
Many systems use nearby blips instead of old NPC menus: clothing, accessories, Citizen Appearance, vending machines, casino tables, dispatch stations, and contract objectives.
Some blips only appear when you are close enough or eligible to use them. If nothing appears, move closer, check your job, or make sure the entity is active.
Returning a department vehicle in the wrong place briefly shows a helper blip pointing toward the correct bay.

[Weather and Environment]
AXIOM uses a dynamic atmosphere system for time of day and weather. Storms, snow, fog, and darkness can change visibility and driving conditions.
Vehicle lights, flashers, and emergency lighting are useful roleplay tools during poor weather and nighttime scenes.

[Jail and Bail]
Arrested players see their remaining sentence, bail, and every surcharge on the HUD. Use /bail to pay and leave early.
Bail considers base cost, new kills since the previous sentence, warrant duration, and jailbreak status. Active VIP pays half.
Leaving the prison before time expires begins an escape. Finishing the sentence outside releases you in place but adds a jailbreak surcharge to the next arrest.
Police can rearrest an escaped prisoner with the arrest stick. Escaped prisoners keep handcuffs and need roleplay help to remove them.

[Useful Player Commands]
/911 <message> - Report an emergency to all first-response departments.
/radio <message> - Speak on your job or department radio.
/givemoney <player> <amount> - Transfer money to a nearby player.
/setprice <amount> - Set the price of the sale item you are looking at.
/bail - Pay your current bail when arrested.
/advert <message> - Post a paid city-wide advertisement.
/pm <player> <message> - Send a private message.
/me <action> - Describe a roleplay action. It cannot control another player's actions.
/y <message> and /w <message> - Yell or whisper locally.
/holster and /holsterall - Return supported weapons to inventory.
/sleep and /wakeup - Enter or leave the sleep state.
/music - Open the active VIP vehicle radio while driving your own vehicle.
/musicmute - Toggle streamed vehicle radio and venue jukebox audio locally.
/swepguide - Toggle temporary weapon and vehicle control guide cards.
/disable swepguide - Permanently hide those guide cards until toggled back on.
/getvip - Spend 20 donation credits for 45 days of active VIP.
/getmoney - Spend 2 donation credits for $50,000 in-game money.

[Active VIP Benefits]
Active VIP doubles salary and halves normal spawn, arrest, and knockout waiting times.
Spawn immunity lasts 60 seconds instead of 30 seconds.
Prop limit increases from 25 to 35 and active player-sale listings increase from 8 to 13.
Fuel costs $150 instead of $300. Vending prices drop from four times to two times market price.
Bail and the Citizen Appearance service cost half price.
Owned civilian vehicles may use supported skin and bodygroup editing. Department vehicle presets remain fixed.
Owned civilian vehicles may use the VIP vehicle radio with approved community music.
Active VIP players may control approved music at casino and club venue jukeboxes. Nearby players can still hear shared venue music.
Police Officers and Commanders receive their configured VIP SMG and extra ammunition when weapon access permits. SWAT and SWAT Captains receive their configured VIP rifle and rifle ammunition.

[VIP Tip Cards]
Active VIP makes downtime shorter: faster normal respawns, shorter arrest and knockout waits, and longer spawn protection.
Active VIP makes travel smoother: cheaper fuel, lower vending prices, and discounted Citizen Appearance changes.
Active VIP expands roleplay convenience: more props, more active player-sale listings, and supported vehicle bodygroup/skin editing.
Active VIP unlocks approved music controls: vehicle radios for owned civilian cars and venue jukebox control in the casino and club.
Lifetime donors keep permanent identity perks: donor clothing access, larger inventory capacity, donor-only class access where configured, and the donor heart in chat.

[Lifetime Donor Benefits]
Lifetime donor benefits remain after active VIP expires.
Maximum inventory capacity increases from 150 to 250, although pockets must still be acquired to fill that capacity.
Lifetime donors may buy and wear donor clothing suits through Clothing Dealer locations.
Lifetime donors may access the configured Secret Service and Head of Secret Service classes when job limits permit.
A donor heart icon appears beside the player's name in chat.

[Donation Credits]
Donation Credits are spent through chat commands and are separate from in-game money.
/getvip spends 20 credits for 45 days of active VIP and grants a $150,000 package bonus.
/getmoney spends 2 credits for $50,000 in-game money.
Purchasing a VIP package does not erase lifetime donor benefits when the active period ends.
Ask server management for current donation instructions or account-credit assistance.
]]


Information Garry's Mod Server Rules
Posted by: Classical - 06-29-2026, 02:15 AM - Forum: Rules & Guidelines - No Replies

[Rules]
Axiom is semi-serious roleplay. Stay in character when it matters, leave room for other players to respond, and do not use loopholes to avoid the spirit of the rules.
Staff may step in when a situation damages roleplay, even if it is not listed word for word here. If you are unsure, ask staff before doing it.

[Respect and Conduct]
R1. Treat other players with basic respect. Harassment, slurs, hate speech, sexual harassment, and targeted personal attacks are not allowed in character or out of character.
R2. Keep names readable and appropriate. Staff must be able to identify and contact you.
R3. Do not spam chat, voice, props, cameras, tools, or text screens.
R4. Do not exploit bugs, abuse glitches, duplicate items, or hide issues from staff.
R5. Do not disconnect, change jobs, kill yourself, sleep, or otherwise dodge an active roleplay or staff situation.
R6. Do not scam during direct trades or transactions.
R7. Do not backseat moderate. Report issues to staff and let them handle it.

[Roleplay Standards]
RP1. No FailRP. Act in a way that makes sense for your character, job, and situation.
RP2. No metagaming. Use only information your character could reasonably know.
RP3. No powergaming. Your /me actions describe your attempt; they cannot force another player's outcome.
RP4. Do your job. Merchant and service jobs should support the city, not exist only to supply yourself or commit random crime.
RP5. Custom roleplay is welcome when it creates interaction and follows the rest of the rules. Hitman-style or assassin roleplay is not a valid reason to kill.
RP6. Spawn areas are for entering the city. Do not base, camp, raid, mug, or return there to avoid roleplay.

[Combat, FearRP, and Crime]
C1. You need a valid roleplay reason before shooting, robbing, raiding, kidnapping, knocking out, or attacking another player.
C2. Random deathmatch, revenge killing, and killing for someone's job, vehicle, weapon, or inventory are not allowed.
C3. Follow FearRP. If you are clearly outnumbered, restrained, surrendered, or held at gunpoint, value your life and negotiate.
C4. Do not pull a weapon while surrendered, restrained, or under direct gunpoint unless the situation reasonably changes.
C5. Do not kill unarmed, surrendered, restrained, or recently revived players unless they become an active threat again.
C6. Do not attack medics, firefighters, or other service workers for simply doing their job.
C7. Mugging limit is $500. Do not mug the same person more than once per hour.
C8. Hostage demand limit is $1,500. Do not take more than one hostage per hour.
C9. Gang membership, criminal job title, objectives, or "breaking laws" are not by themselves valid reasons to kill or rob.

[Raiding and Bases]
B1. Bases must be raidable, reasonable, and readable. No maze bases, impossible angles, invisible defenses, or prop traps.
B2. Do not build in spawn, roads, sidewalks, public chokepoints, or city areas unless your small shop or job setup clearly belongs there.
B3. Storefront properties are for stores and public-facing roleplay, not fortified bases.
B4. Do not prop block, prop climb, prop surf, prop kill, prop push, or spawn props during combat.
B5. Do not block entire map areas, rooftops, public services, NPCs, dispatch points, or important paths.
B6. Avoid unrealistic contraptions and excessive construction. Staff may ask you to simplify or remove a build.
B7. Leave room for at least four players between fading/owned doors. No abusive double-door setups.
B8. Delete unused builds, oversized text screens, and abandoned stalls.
B9. After dying during a raid or being successfully raided, stay away from that raid/base for 30 minutes or until the situation clearly ends.
B10. After failing a raid or dying during one, wait 30 minutes before raiding that same target again.

[Vehicles]
V1. Do not use vehicles as weapons. Vehicle deathmatch is not allowed.
V2. Drive with reasonable control. Reckless driving, repeated crashing, and blocking traffic for no reason may be treated as FailRP.
V3. Stealing a vehicle requires a roleplay reason. Joyriding alone is not enough.
V4. Use vehicles that make sense for your role when possible. Department vehicles should support department roleplay.
V5. Do not stand on, prop block, or toolgun-abuse vehicles.

[Government and Emergency Jobs]
G1. Police need a valid reason to warrant, search, tase, arrest, or use force.
G2. Government employees may not own contraband or knowingly protect criminals.
G3. Officers need a warrant, consent, or a clear emergency to enter private property.
G4. Do not go rogue as Police, SWAT, Fire, EMS, Taxi, or Public Works.
G5. The President cannot create laws that override permanent rules or server systems.
G6. Maximum speeding fine is $500. Maximum impound retrieval fee is $1,000.
G7. Firefighters and Paramedics should focus on their service role and should not abuse equipment, medkits, or emergency access.
G8. Paramedics may prioritize active danger, government officials, or nearby calls, but should not ignore players for no reason.

[Economy and Market]
E1. Player sales may not exceed the market's allowed profit cap.
E2. Do not form artificial monopolies or coordinate price abuse to block normal trade.
E3. Do not switch to merchant jobs only to supply yourself, your alt, or your group and then immediately leave the job.
E4. Contraband is risky by design. Do not hide behind unreachable props, locked boxes, or map abuse to make it impossible to raid.

[Staff Judgment]
These rules are intentionally shorter than a textbook. Use common sense, keep roleplay moving, and avoid behavior that only exists to annoy, bait, or farm other players.
When a situation is unclear, staff will judge intent, context, and impact. Asking first is always safer than testing a loophole.


  Garry's Mod Server Credits
Posted by: Classical - 06-29-2026, 02:07 AM - Forum: Announcements - No Replies

[h1]Credits and Source Acknowledgements[/h1]

Roleplay Resources 1-6 consolidate selected client resources used by our Garry's Mod roleplay server. These packs do not claim ownership or original authorship of the models, materials, textures, sounds, animations, or other third-party work they contain.

All credit belongs to the original creators and the Steam Workshop publishers listed below. Creator names reflect the public names shown by Steam when these packs were assembled on June 18, 2026. Some Workshop uploads may themselves include work by additional modelers, texture artists, game studios, or contributors; please follow the source links for their complete original credits.

If you are a creator and would like an attribution corrected, please contact us and we will address it.

[h1]Core Roleplay Resources[/h1]


[h1]Food, Accessories, and Player Models[/h1]

[h1]ARC9 and Escape from Tarkov Resources[/h1]

[h1]Weapon World-Model Resources[/h1]

[h1]Casino Resources[/h1]

[h1]Vehicle Resources[/h1]

[h1]Atmos Weather System[/h1]
  • Atmos - looterz and sam-nx

[h1]Additional Acknowledgements[/h1]

Escape from Tarkov and other referenced games, brands, and trademarks remain the property of their respective owners. Thanks to every modeler, texture artist, sound designer, animator, porter, maintainer, and original game developer credited on the linked source pages.


  READ ME - Staff Applications
Posted by: Classical - 06-29-2026, 01:29 AM - Forum: Staff Applications - No Replies

Staff Applications
Welcome to the Staff Applications section. If you're interested in helping the community and believe you'd be a good fit for the staff team, you're welcome to submit an application.

Before You Apply
Submitting an application does not guarantee that you will be accepted or contacted for an interview. Every application is reviewed individually based on its overall quality, the applicant's history within the community, and the current needs of the staff team.
Applications that are rushed, lack effort, or provide little information are unlikely to be considered. Take your time and present yourself professionally—the quality of your application reflects the effort you're willing to put into the role.
Previous punishments or mistakes do not automatically disqualify you, but honesty and accountability are valued throughout the review process.

Application Guidelines
While there is no required format, every application must include the following:
[b]SteamID:

[/b]
After that, the rest is up to you. Tell us why you would make a good staff member. Some things you may wish to include are:
(These are suggestions, not requirements)

Why you want to join the staff team.
Your previous staffing or leadership experience.

What you believe makes a good staff member.

Your availability and activity.

How you would handle difficult situations or conflicts.

Anything else you believe is relevant.
Expectations
Put genuine effort into your application.

Be honest and professional.

One active application per person at a time.

Do not privately message staff requesting updates on your application.
If your application is denied, you are welcome to apply again in the future after taking time to improve or become more involved in the community.
We appreciate everyone who takes the time to apply and wish every applicant the best of luck.


Information READ ME - Player Reports
Posted by: Classical - 06-29-2026, 01:25 AM - Forum: Player Reports - No Replies

Player Reports
Welcome to the Player Reports section. If you believe a player has violated the server rules, you may submit a report here for staff review.
Before You Report
Submitting a report does not guarantee that disciplinary action will be taken. Every report is reviewed based on the evidence provided and any additional information available to the administration team.
Reports that lack sufficient evidence, are incomplete, duplicate an existing report, or are submitted in bad faith may be closed without action.
Please ensure your report is truthful and accurate. Intentionally false or misleading reports may result in administrative action against the reporting player.

Report Format
Please use the following format when creating your report:
Your SteamID:
Reported Player's SteamID:
Evidence:
(Screenshots, video recordings, logs, or any other relevant evidence. Please provide as much context as possible.)

Expectations:
Provide clear and unedited evidence whenever possible.
Remain respectful throughout the report process.

One report per incident unless instructed otherwise.

Do not publicly argue about your report or attempt to rally other players against the reported individual.

Do not privately message staff requesting updates on your report. Please allow adequate time for staff to review the evidence.
Reports that do not follow these guidelines may be closed or archived without further action.


Question READ ME - Ban Appeals
Posted by: Classical - 06-29-2026, 01:19 AM - Forum: Ban Appeals - No Replies

Ban Appeals
Welcome to the Ban Appeals section. If you believe a punishment was issued incorrectly or would like to request a second review of your case, you may submit a ban appeal here.
Before You Appeal:
Submitting an appeal does not guarantee that your ban will be removed or modified. Every appeal is reviewed on its own merits, and staff reserve the right to uphold, reduce, or overturn a punishment based on the available evidence.
Please note that not every appeal will proceed to a full review. Appeals that are incomplete, duplicate previous appeals without new information, or fail to follow the required format may be denied or closed without further consideration.
The staff member who originally issued the ban does not have the final say in the outcome of an appeal. While they may provide context, evidence, or clarification regarding the original punishment, the final decision will be made by another member of the administration team to ensure an impartial review.
Ban Appeal Format
Before creating your appeal, locate your punishment using the Ban Lookup page:
Please use the following format:
[b]1. Ban ID:[/b]

[b]2. Reason Given for Ban:[/b]

[b]3. What Access Was Banned:[/b]

[i](Game, Weapon, Props, etc.)[/i]

[b]4. Issuing Administrator:[/b]

[b]5. Context / Appeal:[/b]
Please explain why you believe the punishment should be reconsidered. Include any relevant context, acknowledge any mistakes if applicable, and provide any information you believe the reviewing administrators should know.
Expectations
Be honest and respectful.

One appeal per punishment unless instructed otherwise.

Do not argue with staff members in your appeal.

Do not tag or privately message administrators regarding your appeal.

Allow staff adequate time to review your case before requesting updates.
Failure to follow these guidelines may result in your appeal being denied or archived.