> ## Documentation Index
> Fetch the complete documentation index at: https://docs.awokenlabs.com/llms.txt
> Use this file to discover all available pages before exploring further.

# In-game setup

> The admin panel inside the app: settings, routes, areas, depots, levels, training and loot.

Almost everything about the job is edited in game and saved to your database. Nothing here needs a restart: saving pushes the change to every player straight away.

## Opening the admin panel

Open the courier app on your tablet. If you have permission, extra tabs appear alongside the player ones:

**Settings**, **Routes**, **Areas**, **Levels**, **Training**, **Loot** and **Players**.

Permission is the `awoken_courier.creator` ace, or any of your normal admin groups. See [Admin access](/resources/awoken-courier/configuration#admin-access).

<Tip>
  Back up your database before a long session of placing doorsteps, and again when you are done. It is the one part of the setup you do not want to do twice.
</Tip>

## Settings

The numbers that shape the job.

<AccordionGroup>
  <Accordion title="The depot" icon="warehouse">
    | Setting | Default | What it does |
    | - | - | - |
    | Take radius | 30 | How near a stop a driver must be before **Take parcel** shows |
    | Prompt position | Top | Where on screen the prompt sits |
    | Depot NPC | On | Whether the clerk stands at the depot |
    | What he does | Opens the tablet | **Opens the tablet**, **Explains the job**, or **Hands out tablets** |
    | Item he hands out | `awoken_tablet` | Only used when he hands out tablets |
    | Wait between handouts | 60 minutes | Before he will give the same player another |

    With the clerk set to **Opens the tablet**, players can work without owning a tablet item at all.
  </Accordion>

  <Accordion title="Getting paid" icon="sack-dollar">
    | Setting | Default | What it does |
    | - | - | - |
    | Deliveries pay into | Cash | Cash or bank |
    | Wait between routes | 0 | Seconds a driver must wait before the next route |
    | Crews get the longer routes | On | A crew is more likely to draw the long end of a route's range |
    | Cutting short pays | 0.75 | What a driver keeps of the pay when they end a shift early |
    | Crew money split | Full amount each | **Split evenly**, **Their own only**, or **Full amount each** |
    | Crew XP split | Full amount each | The same three choices, set separately from money |

    <Note>
      **Full amount each** pays every driver the whole route. It is the most generous option and costs your economy the most. **Split evenly** shares one payout between the crew.
    </Note>
  </Accordion>

  <Accordion title="Porch deliveries" icon="house">
    | Setting | Default | What it does |
    | - | - | - |
    | Can be stolen for | 300 seconds | How long a parcel sits on a porch where a thief can take it |
    | Shortest window | 60 seconds | The least that window can ever be |
    | Resident answers | 15 to 20 seconds | How long a resident takes to come to the door for a handover |
    | Outline stealable parcels | Off | Highlights parcels a thief can take |
    | Show the doorstep from | 50 metres | How close a driver must be to see the lit parcel marking the door. 0 turns it off |
  </Accordion>

  <Accordion title="Parcel theft" icon="mask">
    | Setting | Default | What it does |
    | - | - | - |
    | Takes at least, at most | 20 to 30 seconds | How long breaking into a parcel takes |
    | Progress bar text | Cracking parcel... | What the thief sees |
    | Can back out | On | Whether they can cancel part way |
    | Needs a tool | Off | Require an item to open a parcel |
    | Any one of these | knife, scissors, scalpel | The items that count as a tool |
    | Tell the police | On | Send a dispatch call when the theft starts |
    | Title, description, code | Parcel Theft, 10-31 | What the call says |
    | Stays on the map | 5 minutes | How long the call stays on the police map |

    The call goes to whichever dispatch resource Awoken Bridge detected.
  </Accordion>

  <Accordion title="Levelling" icon="chart-line">
    | Setting | What it does |
    | - | - |
    | XP for level 2 | Where the curve starts |
    | Each level costs more | How much more XP each level needs than the last. Lower it to speed levelling up |
    | Respec costs | Cash to reset training and get the credits back. 1000 by default |

    As shipped, level 50 is about 72 hours of play.
  </Accordion>

  <Accordion title="Weekly ranking" icon="trophy">
    | Setting | Default | What it does |
    | - | - | - |
    | Weekly ranking | On | Whether last week's top drivers get a payout |
    | What each place pays | 25000, 15000, 10000, ... | One amount per place, best first. Add or remove amounts to change how many places pay |
    | Paid into | Bank | Cash or bank |
    | Deliveries to place | 5 | Deliveries needed that week to place at all |

    The week runs Monday to Sunday. Drivers claim last week's payout from the **Promotions** tab.
  </Accordion>
</AccordionGroup>

## Routes

What drivers pick from on the **Manifest** tab. Each route sets the level it needs, how many stops it has and how many areas they are spread over, what each parcel pays, the XP for each, and how many drivers can run it.

Pay and XP are a range, rolled per parcel. A three stop route pays three rolls, so two runs of the same route do not pay exactly the same, and a driver who stops after one parcel keeps what that one was worth.

A route can also be limited to certain areas. With none picked it uses any of them.

A crew can only take a route when **every** member has reached its level.

## Areas

Two sub tabs: **Areas** and **Depots**.

### Areas and doorsteps

An area is a neighbourhood, and a doorstep is one house in it. Each area sets what it tips and which loot tables a thief rolls against there.

<Steps>
  <Step title="Add an area">
    Give it a name, such as Grove Street.
  </Step>

  <Step title="Add houses">
    The tablet closes and the camera takes over. Place the door, where the parcel sits, and where the resident stands. You can place house after house without going back to the menu.
  </Step>

  <Step title="Press Backspace to stop">
    The tablet comes back on the **Areas** tab.
  </Step>
</Steps>

**Show placements** draws an area's doors, parcels and residents in the world so you can check them. They stay up after you close the tablet until you turn them off.

<Tip>
  Place one street first, six or so houses, then run a real shift into it. If the doorstep size feels wrong, you find out after six houses rather than two hundred.
</Tip>

### Depots

A depot is a clerk, a yard, and one or more bays. Each bay is where a van appears and where its parcels are stacked, so the number of bays is the number of shifts that can load at once.

You can run more than one depot. Deleting the last one is refused.

## Levels

The XP each level costs and the reward a driver can claim on reaching it. Rewards show up for players on the **Promotions** tab.

## Training

The skills drivers spend training credits on, grouped into categories. Each skill has tiers, and each tier has its own number: a bigger tip chance, a longer delivery window, and so on.

## Loot

What a thief finds in a stolen parcel. Each loot table is a weighted list of items and cash, and an area picks which tables it uses.

The item picker lists your server's own items, so you choose from what you already have. If an item is later removed from your server, the console names the loot entry that points at it.

## Players

Everyone online, with their level and delivery count. From here you can set a driver's level, add XP, give training credits, or wipe their progress, without typing a [command](/resources/awoken-courier/commands).

## The creator command

```text theme={"dark"}
/courier_creator
```

A lighter menu for working in the world without the tablet: browse areas and their houses, edit or move a doorstep, open loot tables, and toggle a map blip on every house. It uses the same permission as the admin panel.


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