Goonstation 13
Modules
- _std - Holds standard macros and defines for Goonstation. First in the compile order. See __std.dme for details on compilation.
- __build
- color
- copy
- datum
- defines
- _units
- abilities
- access
- actions
- admin
- ailments
- area
- atom
- burning
- camera
- chemistry
- clothing
- clothingbooth
- combat
- component_defines
- construction
- crew_credits
- critter
- economy
- ephemeral
- events
- food
- gang
- hydroponics
- item
- lag
- landmarks
- layer
- logging
- mainframe_defines
- maptext
- materials
- mechanics
- medical
- minimap
- mob
- obj
- process
- radio
- reagents
- shuttle
- silicon
- singularity
- sound
- spacebee_extension
- speech_defines
- stamina
- status_display
- status_effects
- storage
- surgery
- temperatures
- time
- traits
- turf
- tutorial
- vehicles
- wages
- worldgen
- filesystem
- lists
- machinery
- macros
- map
- math
- packets
- parallax
- pathfinding
- plain_data
- plane
- procpath
- promises
- rust_g
- setup
- sorting
- spatial_hashing
- text
- tgs
- tgui
- types
- unionfind
- weakref
- zlevel
- code
- WorkInProgress
- _placeholder
- area
- atom/UpdateOverlays
- chui/chui
- datums
- abilities
- actions/actions
- banking
- browserOutput
- character_preview
- client_image_group
- cloud_saves
- components
- controllers
- action_controls
- job_controls
- process
- _process
- actions
- ai_tracking
- air_system
- area_process
- arena
- blob
- camnet
- chemistry
- critters
- cross_server_sync
- delete_queue
- explosions
- flock
- fluid
- fluid_spawner
- forcedMovement
- healthupdates
- items
- kudzu
- lighting
- machines
- mob_ai
- mob_ui
- mobs
- particles
- poll_sync
- railway
- random_events
- respawn
- shipping_market
- stamina_updates
- statusEffects
- stock_market
- telescope
- tgui
- ticker
- timers
- world
- customization_styles
- datacore
- digital_filter
- disjoint_turf
- effects/system
- ehjax
- flock
- gamemodes
- http
- hud
- ircbot
- jsErrorHandler
- limb
- manufacturing
- manufacturing_requirements
- mutantraces
- named_colors
- part_customization
- pda_ringtones
- personal_summary
- proc_ownership_cache
- rand
- round_management
- spawn_rules
- stain
- syndicate_buylist
- teg_transform
- titlecard
- del
- global
- map
- mob
- living
- carbon/human
- critter
- intangible
- flockmob_parent
- wraith/poltergeist
- silicon
- hivebot/hivebot_statusupdate
- robot
- melee_attack_procs
- unauthed
- living
- modules
- admin
- admin
- admin_verbs
- antagonist_panel
- ban_panel
- buildmodes
- adventure/elements
- throw
- centcomviewer
- data_input
- jobban
- player_panel
- playernotes
- region_allocator_panel
- spacebee_extension
- viewvariables
- animation/AnimationLibrary
- antagonists
- antagonist_helpers
- arcfiend/abilities
- changeling/abilities/regeneration
- grinch/abilities/_grinch_ability_holder
- hunter/hunter
- traitor/sleeper_agent
- vampire/abilities/_vampire_ability_holder
- werewolf/abilities/_werewolf_ability_holder
- wizard/abilities/_wizard_ability_holder
- wraith
- objs/item/spirit_candle
- status_system/skeleton_commander
- wrestler/abilities/_wrestler_ability_holder
- atmospherics
- barber/barber_shop
- camera/network
- chemistry
- clothingbooth
- Clothing Booth - The clothing booth is a machine that allows users to purchase clothing items by interacting with a sophisticated front-end interface. The interface supports various forms of tagging, filtering, and sorting with the goal of enabling the ease of exploration of the full catalogue and searching for the exact type of item desired quickly with minimal friction.
- clothingbooth_datums
- config/ckey_configs
- cooking
- food_and_drink/ingredients
- kitchen_items
- kitchen_submachines
- mixer
- disposals
- economy
- events
- fishing
- fluids
- forensics/forensic_id
- goonhub
- api
- api
- apiGuide
- models
- Error
- Message
- _Paginated
- _PlayerResParent
- _Tracked
- apiModel
- bans
- dectalk/DectalkPlayResource
- events
- gameadmins
- gameauth/BeginAuthResource
- gauntlet/PreviousGauntlets
- maps/MapSwitch
- medals
- numbersstation/NumbersStationPasswordResource
- players
- GetPlayerSaves
- PlayerAntagResource
- PlayerCompIdsResource
- PlayerConnection
- PlayerDataResource
- PlayerIpsResource
- PlayerMedalResource
- PlayerMedalResourceList
- PlayerMetadataArray
- PlayerMetadataList
- PlayerMetadataResource
- PlayerNoteResource
- PlayerNoteResourceList
- PlayerParticipationResource
- PlayerResource
- PlayerSaveResource
- PlayerStatsResource
- weird/PlayerSearchResource
- polls
- randomentries/RandomEntries
- rounds/GameRound
- vpn
- requests/apiBody
- routes
- RandomEntries
- RemoteMusic
- TestRoute
- apiRoute
- bans
- dectalk/PlayDectalk
- gameadminranks
- gameadmins
- gameauth/BeginAuth
- gamebuilds/StartBuild
- gauntlet/GetPreviousGauntlets
- jobbans
- numbersstation/GetNumbersStationNumbers
- players
- polls
- rounds
- vpn
- event_recording
- api
- holiday/halloween
- hydroponics
- interface
- action_associations
- HUDZones - HUDZones are a new way to manage HUD elements on a mob's screen. They're a rectangular region on a screen that registered elements will automatically position themselves in as you add more.
- keybind_style
- message_modal
- multiContext
- skin_input_box
- items
- instruments/text_to_music_datum
- specials/ItemSpecials
- jobxp/JobXPRewards
- lasers
- localassets
- mapping/helpers
- maptext
- materials
- Mat_FabParts
- Mat_FabRecipes
- Mat_Fabrication
- Mat_Materials
- Mat_Mining
- Mat_ProcsDefines
- Mat_Properties
- Mat_RawMaterials
- Mat_Recipes
- materials - The system has gotten a bit convoluted so im gonna write down some notes here to help people.
- mechanics
- medals/rewardsLocker
- medical
- defibrillator
- genetics
- surgery_procs
- minimap
- markers/_minimap_marker_parent
- minimap_objects
- controllers/_minimap_controller_parent
- minimap_ui
- objects/_minimap_object_parent
- minimaps/__minimap_parent
- renderer
- minimap_renderer
- modifiers/_modifier_parent
- mining/mining_encounters
- networks/computer3
- bank_rec
- computer3
- mainframe2
- _base_os
- base_program
- misc_terms
- syscalls/_syscall
- utilities/_utility
- textfiles
- parallax/parallax_render_sources
- polling/poll_manager
- power
- projectiles
- ranch/sheep_products
- rituals
- _readme
- chaplainRitualComponents - ! MAKE SURE YOU CHECK FOR APPLYAOE AND DO NOT APPLY AOE IF IT IS 1. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!^ ^^^ ^^^^
- ritualstuff
- robotics
- bot
- robot
- module
- module_tool_creator/parent
- robot_docking_station
- siphon/siphon_controls
- sound
- speech
- core
- languages/_language_parent
- logged_phrases
- message_modifiers/_message_modifier_parent
- modules
- listen
- controls/_control_module_parent
- effects/_effect_module_parent
- inputs
- _input_module_parent
- shared_input_format_modules/_shared_input_format_module
- modifiers/_listen_modifier_parent
- module_parents
- speech
- modifiers/_speech_modifier_parent
- outputs/_output_module_parent
- prefixes/_prefix_module_parent
- listen
- outermost_listener
- say_channels
- _say_channel_parent
- listener_tick_cache/_listener_tick_cache_parent
- say_message
- speech_manager
- trees
- status_system
- statusEffects
- statusSystem
- Status System - The status system is a robust system Goonstation has to manage any kind of effect on an atom.
- storage
- telescience
- radiostation
- telescope/telescopeMisc
- DMAPI Internals - This folder should be placed on its own inside a codebase that wishes to use the TGS DMAPI. Warranty void if modified.
- Core DMAPI functions - This folder contains all DMAPI code not directly involved in an API.
- DMAPI V4 - This DMAPI implements bridge requests using file output which TGS monitors for. It has a safe mode restriction.
- DMAPI V5 - This DMAPI implements bridge requests using HTTP GET requests to TGS. It has no security restrictions.
- tgui
- external - External tgui definitions, such as src_object APIs.
- states
- tgui
- tgui_alert
- tgui_color_picker
- tgui_input_bitfield
- tgui_input_list
- tgui_input_number
- tgui_input_pin
- tgui_input_text
- tgui_message
- tgui_window
- transport
- tutorials/newbee
- Unit Tests
- worldgen
- writing
- admin
- obj
- artifacts
- artifact_items/dimensional_key
- artifact_objects/curser
- blob
- critter/automaton
- effects
- flock/structure
- item
- ai_modules
- assembly
- boardgame - Give the boardgame a custom look by changing these variables.
- book
- cable_coil
- clothing
- device
- generic_box
- grenades
- gun
- hydroponics
- implant
- manufacturing_blueprints
- material
- misc_weapons
- misc_wizard_stuff
- mob_parts
- neon_lining
- nuclear_operative/designator
- organs/tail
- paint
- pet_carrier
- pinpointer
- plants
- playing_cards
- power_stones
- rcd
- sec_tape
- storage
- stun_baton
- tank
- tool/electronics
- uplinks
- landmark
- lattice
- machinery
- computer
- door
- launcherloader
- lightswitch
- manufacturer
- manufacturer_subtypes
- medimulcher
- plantpot
- porters
- printing_press
- recharger
- shield_generators/energy_shield
- singularity
- status_display
- tv_vis
- mining
- portal
- posters
- rack
- storage
- torpedoes
- vehicle
- artifacts
- player
- procs
- turf
- world/initialization/0_genesis
- z_adventurezones
Types
- (global)
- _is_abstract
- area
- mining - old mining outpost
- shuttle
- station - Base station area
- turret_protected - Turret protected areas, will activate AI turrets to pop up when entered, and vice-versa when exited.
- datum
- SWFuplinkspell - Wizard's spells
- asset - Base asset type
- basic - Basic assets
- group - For grouping multiple assets together
- cloner_defect
- maxhealth_down - Max health decrease
- missing_organ - Lose a random organ after cloning
- component
- hallucination - Generic hallucination effects - subclass for fancy effects
- pitfall
- jobXpReward/ai - AI
- manufacture
- pod - pod addons
- pod_wars - pod-armor
- manufacturing_requirement/mixed - Manufacturing requirements which check several conditions at once.
- material - Base material datum definition
- metal - Base metal material parent
- organic - Base organic material parent
- material_property - Base material property. Stuff like conductivity. See: /datum/material/var/properties
- pipeshotrecipe - handmade shotgun shells
- rc_entry
- artifact - Artifact entry. Evaluates provided handheld artifacts based on their artifact parameters.
- plant - Plant genetics entry. Searches for items of the correct crop name, typically matching a particular genetic makeup.
- reagent - Reagent entry. Searches for reagents in sent objects, consuming any suitable reagent containers until the quantity is satisfied.
- sheep_baby_props - sheep baby stuff
- stock/event - Stock market events that influence the market
- syndicate_buylist
- commander - Irregular Items
- generic - Standard items (generic & nukeops uplink)
- surplus - Surplus-exclusive items
- traitor - Standard items (traitor uplink)
- targetable/kart_powerup - the base kart ability
- mob/living/critter
- human - A file for human mob critters
- robotic/bot - Playable bots
- obj
- art_fissure_objs - Supporting items/atoms/etc.
- Flock Structure Parent
- item - Base item. These are objects you can hold, generally.
- aiModule
- hologram_expansion - Hologram Expansions
- syndicate - Syndicate
- parts/robot_parts/arm/left
- aiModule
- machinery
- activation_button - Machine activation buttons
- macrofab/pod_wars - END of SCOREBOARD STUFF
- mapping_helper/turf/floor
- npc/trader
- random - Generic Randomized visitor
- robot - Robot parent
- vehicle - Vehicle parent
- area
- Space
- Build Space - currently for z4 just so people don't teleport in there randomly
- Built Zone - Created when an APC is installed in an unconnected zone.
- CORDON - Unless you are an admin, you may not pass GO nor collect $200
- crypt - crypt place
- Research Facility Sigma - Jam Mansion 3.0
- dojo/sakura - Gannets Space Dojo Zone Contents: Areas: Sakura Trees Main Dojo Mobs: Ronin Objs: Dojo Hmamer Unfinished Katana Decal & Sword Torii Gate Sakura Trees Kanji Symbols Dojo House Lotus Flowers Birdhouse Shrines Plant Pots Stone Lamps Railing & Walls Furnace Anvil & Bellows Sword Rack Fake Katana Lanterns Hibachi & Teapot Wall Scrolls Books: Sword Scroll 5 Lore Scrolls Uguu Scroll Turfs: Sengoku Walls False & Tall Sengoku Walls Paper Walls Tatami Floor Water Floors Bridge Floors Stone Stairs Sand Floors
- Drone Assembly Outpost - syndicate drone factory areas
- ???? - cogwerks - HELL
- Lava Moon Surface
- Rental Office - adhara setpiece
- meat_derelict - Meat Zone Contents: Meaty areas Stomach acid turf & such Meat lights. Not to be confused with Spam Lite reduced fat meat-like protein product. Grumpy meat-infested monster doors, monster floors, mutant cosmonauts, and a very sad giant head. Various log files. Audio logs Fancy items in the land of meat Puzzle elements Gross mutant limbs
- moon - Lunar Moon Museum Zone Contents: Moon Areas Moon turfs Moon emails A tourguid bud Museum objects Control Panel Puzzle A li'l fake bomb for an exhibit.
- Very Legitimate Pawn Shop - Areas That Walp Uses For Gimmick Maps To Load In
- prison/cell_block/Asylum Wards - Used for the admin holding cells.
- Regina Anchorage - new merchant areas
- Research Outpost - Off-station research outpost. Used for Cog2.
- Salvager Vessel Magpie Space - Used to allow the exterior of the Magpie to render parallax layers.
- Shame Cube - Shamecube area, applied on the admin command. Blocks entry.
- Unshameful Cube - Unshame cube area, replaces the previous shamecube area.
- Solarium - cogwerks - solar lounge
- station/Dev Zone - For Devtest testing purposes
- X-05 Fatuus - BIODOME EXPANSION PROJECT AREAS
- Syndicate Base - Syndicate base that is radproof and not Hadar-blocked, for Trench Warfare
- Syndicate Station - Nukeops spawn station
- Syndicate Station Space - Used to allow the exterior of the Cairngorm to render parallax layers.
- tutorial/Newbee Tutorial Zone
- Unconnected Zone
- upper_arctic - /// cogwerks - stuff for the precursor ruins and some other various solarium-related puzzles ///////
- Wizard's Den - Wizard den area for the wizard shuttle spawn
- atom
- movable
- Unknown
- hotspot - The object that represents fire ingame. Very nice and warm.
- chemfire - chemical/magical fire. represents a fire coming from a chemical or magical source
- gasfire - fire created by a gaseous source. or atmos fire.
- maptext_holder - Maptext holders are
atom/movables that are attached to a parent maptext manager, and are responsible for displaying maptext images to a single client. When maptext is required to be displayed to a client, the parent maptext manager will instruct the maptext holder associated with that client to add a line of maptext to itself and add it to the client's images list. - maptext_manager - Maptext manager
atom/movables govern displaying maptext over single parent atom. To this end, they track the outermost movable of the parent atom, and relocate to the outermost loc if possible. To display maptext to a client, the list of maptext holders indexed by their associated clients is queried for the maptext holder associated with that client, and instructed to add a line. - minimap_render_object - Just a helper type to ensure all minimap render parts have the correct vis_flags set
- minimap_ui_handler - Minimap UI handles are responsible for all TGUI logic pertaining to minimaps and minimap controllers. This typically involves setting up the ByondUI to display the minimap and passing other parameters to the UI.
- screen
- ability/topBar
- grinch - Ability holder
- hunter - Ability holder
- pod_pilot - ABILITY HOLDER
- spell - Ability holder
- Score
- hud
- Relay Progress - Relay HUD icon for flockminds and player-controlled flockdrones to show progress towards objective
- relay_back - Back of the relay HUD icon
- Score - SCOREBOARD STUFF
- parallax_layer
- parallax_render_source - Parallax render sources are screens that hold the appearance data for a specific type of parallax layer; this appearance
is then drawn to client parallax layers using render targets and sources. This permits the appearance of a specific parallax
layer to be edited at runtime and efficiently distributed across all applicable clients.
- planet
- Earth - welcome to earf
- Rota Fortuna - fortuna area
- Quadriga - inner system - Diner debris belt
- planet
- plane_parent
- ability/topBar
- movable
- chui - depreceated, bye
- client
- datum
- HYPharvesting_data - Holds harvest-specific variables during HYPharvesting() execution.
- Spell
- abilityHolder
- arcfiend - The ability holder used for arcfiends. Comes with no abilities on its own.
- changeling
- cyalume_knight - Ability holder
- gimmick - Random Satan Gimmick Spells
- kart_racing - This holds all of your abilities for kart racing
- vampire - Ability holder
- vampiric_thrall
- werewolf - Ability holder
- wraith
- achievementReward
- contributor
- satchel - Rewards below
- action
- bar - This subclass has a progressbar that attaches to the owner to show how long we need to wait.
- construction_field
- icon
- anchor_or_unanchor - general purpose action to anchor or unanchor stuff
- buddy_cuff
- build
- callback - calls a specified proc if it finishes without interruptions.
- conversion_clickdrag - Click-drag action bar for syndicate cyborg converter with checks for victim/converter range and state
- cleanbotclean - Cleanbot Actionbar
- digbotdig - Digbot Actionbar
- filthyPickpocket
- furniture_build
- hitthingwithitem
- pet_carrier - Pertains to actions executed by the pet carrier.
- railing_jump
- remove_organ
- spray_gang_tag
- spray_graffiti
- private
- quickload
- syndie_fishing
- fishing - (invisible) action for timing out fishing. this is also what lets the fishing spot know that we fished
- bar - This subclass has a progressbar that attaches to the owner to show how long we need to wait.
- action_controller
- admins
- aiHolder
- aggressive - Aggressive Wanderer
- scavenger - Agressive Wanderer scavenger
- empty - Empty AIholder for when you only want to add things to the prioritizer (such as retaliation tasks)
- ranged - Aggressive wander with ranged attack
- wanderer - Wanderer
- floor_only - Floor-only Wanderer
- aggressive - Aggressive Wanderer
- task
- prioritizer/base critter thinking (should never see this)
- sequence/goal parent
- ambushing - If a target is in range and we're hiding, attack them until they're incapacitated
- critter
- attacking - This one makes the critter move towards a target returned from holder.owner.seek_target()
- attacking target - This one makes the critter move towards a fixed target
- eating - This one makes the critter move towards a food item returned from holder.owner.seek_food_target()
- maintain distance - This makes the critter maintain a distance and fire on the target from holder.owner.seek_target() if the target gets close we back away.
- attacking at range - This makes the critter maintain a distance and fire on the target from holder.owner.seek_target() if the target gets close we back away.
- scavenging - This one makes the critter move towards a corpse returned from holder.owner.seek_scavenge_target()
- attacking - This one makes the critter move towards a target returned from holder.owner.seek_target()
- flock
- barricading - Since we don't want flockdrones building barricades randomly, this task only exists for the targetable version to inherit from
- build/targetable - Targetable AI tasks, instead of looking for targets around them they just override with their own target var
- retaliating - This one makes the mob move towards a target mob and attack it. Repeats until the target is dead, gone, too far, or we are incapacitated. Called upon being attacked if the ai is set to retaliate
- hiding - If a target can see us and we're not hiding, then lets run away and hide
- succeedable
- critter
- attack subtask - The aiTask/succeedable handles the behaviour to do when we're in range of the target
- flee subtask - The aiTask/succeedable handles the behaviour to do when we're in range of the target
- ranged attack subtask - The aiTask/succeedable handles the behaviour to do when we're in range of the target
- retaliate subtask
- critter
- timed
- targeted/attack
- waiting in ambush - Wait in ambush - while hidden, stay hidden until a potential target is nearby, then interupt AI so ambush or attack can trigger
- wander
- critter/aggressive wander - This is standard wander behaviour with frequent checks for nearby enemies, which will interrupt the wandering.
- flock - Wander override for better wandering
- ailment
- ailment_data
- air_group - Air groups are collections of tiles that let us save processing time by treating a bunch of similar tiles as a single tile. This is quite useful because atmospherics processing is quite the time hog and processing one tile is much faster. Whenever our tiles become too different, we can break up and create new smaller groups.
- allocated_region - Represents a map region you have allocated access to. While you hold a reference to this region you are free to assume nothing else will allocate this part of the map and touch your region. You should also not go out of its bounds of course. Deallocate the region by qdel()ing it or dropping all references to it.
- antagPopups - Singleton that handles antag popups, use get_singleton
- antagWeighter
- antagonist
- arcfiend
- changeling
- floor_goblin
- gang_leader
- grinch
- head_revolutionary
- hunter
- mob
- intangible/blob
- space_phoenix
- sleeper_agent - Effectively traitor lite, with random objectives and no uplink. Created through a random event.
- spy_thief
- subordinate
- gang_member
- mob/intangible/flocktrace
- thrall
- traitor
- vampire
- werewolf
- wizard
- wrestler
- antagonist_panel - Antagonist panel datums serve as per-UI-user datums that pass data fetched from the global antagonist panel data singleton to the UI. These datums will also store and pass user specific data such as the current tab and subordinate antagonist data requested by the UI user.
- antagonist_panel_data - The global singleton datum responsible for generating and providing data to individual instances of antagonist panels. Such a datum is necessary due to the relatively large amount of antagonist data that is required to be processed with each update of individual antagonist panels; tab data may be collated once every update then stored in a cache in order to be fetched by antagonist panels.
- antagonist_panel_tab - Antagonist panel tab datums represent the individual tabs that may be present on an antagonist panel and are responsble for generating the specific data contained within them.
- apiBody - Represents the body of an API request - ABSTRACT Everything is generally required unless annotated as such
- apiHandler - Handles queries to the Goonhub APIv2
- apiModel - Base apiModel datum - ABSTRACT
Everything is generally required unless annotated as such
- BeginAuthResource - BeginAuthResource
- DectalkPlayResource - DectalkPlayResource
- Error - Error
- GameAdminResource - GameAdminResource
- GetPlayerSaves - GetPlayerSaves
- HasMedalResource - HasMedalResource
- JobBansForPlayer - JobBansForPlayer
- MapSwitch - MapSwitch
- Message - Message
- NumbersStationPasswordResource - NumbersStationPasswordResource
- Paginated - Paginated - ABSTRACT
Anything with a paginated list inherits from this
- BanResourceList - BanResourceList
- JobBanResourceList - JobBanResourceList
- PlayerMedalResourceList - PlayerMedalResourceList
- PlayerMetadataList - PlayerMetadataList
- PlayerNoteResourceList - PlayerNoteResourceList
- PollResourceList - PollResourceList
- PlayerCompIdsResource - PlayerCompIdsResource
- PlayerIpsResource - PlayerIpsResource
- PlayerMetadataArray - PlayerMetadataArray
- PlayerSearchResource - PlayerSearchResource
- PollOptionResource - PollOptionResource
- PreviousGauntlets - PreviousGauntlets
- RandomEntries - RandomEntries
- Tracked - Tracked - ABSTRACT
Anything with the two timestamp fields inherit from this
- BanDetail - BanDetail
- BanResource - BanResource
- EventAiLawResource - EventAiLawResource
- EventFineResource - EventFineResource
- EventStationNameResource - EventStationNameResource
- EventTicketResource - EventTicketResource
- GameAdmin - GameAdmin
- GameAdminRank - GameAdminRank
- GameRound - GameRound
- JobBanResource - JobBanResource
- MapSwitchInternal - MapSwitchInternal
- MedalResource - MedalResource
- PlayerNoteResource - PlayerNoteResource
- PlayerRes - PlayerRes - ABSTRACT
All PlayerResourceXYZ inherit from this - shared player id field
- PlayerAntagResource - PlayerAntagResource
- PlayerConnection - PlayerConnection
- PlayerDataResource - PlayerDataResource
- PlayerMedalResource - PlayerMedalResource
- PlayerMetadataResource - PlayerMetadataResource
- PlayerParticipationResource - PlayerParticipationResource
- PlayerSaveResource - PlayerSaveResource
- PlayerResource - PlayerResource
- PlayerStatsResource - PlayerStatsResource
- PollAnswerResource - PollAnswerResource
- PollResource - PollResource
- VpnWhitelistResource - VpnWhitelistResource
- VpnCheckResource - VpnCheckResource
- VpnWhitelistSearch - VpnWhitelistSearch
- apiRoute - Base apiCall type
Represents a predefined query we can make to the Goonhub API
SECURITY: Sanitization occurs right before output
- bans
- add - POST /bans Add a ban for given player data
- add_detail - POST /bans/details/{ban} Add new player details to an existing ban. This should be used when an evasion attempt is detected.
- check - GET /bans/check Check
- delete - DELETE /bans/{ban} Delete
- get - GET /bans Get
- remove_detail - DELETE /bans/detail/{banDetail} Add Details
- update - PUT /bans/{ban} Update
- dectalk/play - POST /dectalk/play Generate an audio file speaking the text provided.
- gameadminrank/post - POST /game-admin-ranks Add a new game admin rank
- gameadminranks
- delete - DELETE /game-admin-ranks/{gameAdmin} Delete an existing game admin
- get - GET /game-admin-ranks List paginated and filtered game admin ranks
- put - PUT /game-admin-ranks/{gameAdminRank} Update an existing game admin
- gameadmins
- delete - DELETE /game-admins/{gameAdmin} Delete an existing game admin
- get - GET /game-admins List paginated and filtered game admins
- post - POST /game-admins Add a new game admin
- put - PUT /game-admins/{gameAdmin} Update an existing game admin
- gameauth/begin - POST /game-auth/begin Begin an authentication session
- gamebuilds/build - POST /game-builds/build Trigger a build for a given server
- gauntlet/getprevious - GET /gauntlets/get-previous Retrieve a count of how many gauntlets a given key has completed
- jobbans
- add - POST /job-bans Add a new job ban
- check - GET /job-bans/check Check if a job ban exists for given player and server details
- delete - DELETE /job-bans/{jobBan} Delete an existing job ban
- get - GET /job-bans List filtered and paginated job bans
- getforplayer - GET /job-bans/get-for-player Get all job bans for a given player and server
- update - PUT /job-bans/{jobBan} Update an existing job ban
- numbersstation/get - GET /numbers-station Get the current numbers representing the password for the numbers station terminal
- players
- antags - POST /players/antags Add a player antagonist for a given round
- compids/get - GET /players/get-compids Get a list of computed IDs associated with a player ckey, along with how many times they connected with each computer ID
- ips/get - GET /players/get-ips Get a list of IPs associated with a player ckey, along with how many times they connected with each IP
- login - POST /players Register a login for a player with associated details
- medals
- add - POST /medals Add a medal for a player
- delete - DELETE /medals Delete medal for a player
- get - GET /medals List paginated and filtered player medals
- has - GET /medals/has Determine if a player has a medal
- transfer - POST /medals/transfer Transfer medals from one player to another
- metadata
- add - ADD /players/metadata Add player metadata
- delete - DELETE /players/metadata/clear-by-data/{metadata}
Delete a specific item of metadata
- fromplayer - DELETE /players/metadata/clear-by-player/{ckey} Delete all metadata associated with a specific player
- get - GET /players/metadata List paginated and filtered player metadata
- getbydata - GET /players/metadata/get-by-data/{metadata} Get all the ckeys associated with a piece of metadata
- getbyplayer - GET /players/metadata/get-by-player/{ckey} Get all the metadata associated with a ckey
- notes
- delete - DELETE /players/notes/{note} Delete list
- get - GET /players/notes List paginated and filtered player notes
- post - POST /players/notes Add a new player note
- update - PUT /players/notes/{note} Update
- participations - POST /players/participation Add a player participation for a given round
- participationsBulk - POST /players/participation Add a player participation for a given round
- playtime - POST /players/playtime/bulk Record playtime for a list of players
- saves
- data
- delete - DELETE /players/saves/data Delete data for a player
- post - POST /players/saves/data Add player data
- databulk/post - POST /players/saves/data-bulk Add multiple entries of player data
- file
- delete - DELETE /players/saves/file/{playerSave} Delete a save for a player
- post - POST /players/saves/file Add player save
- transfer - POST /players/saves/transfer-files Transfer all save files from a player to another WARNING: This overwrites all the saves for the target
- get - GET /players/saves List all data and saves for a player
- data
- stats/get - GET /players/stats Get various statistics associated with a player
- polls
- add - POST /polls Add a new poll
- delete - DELETE /polls/{poll} Delete an existing poll
- edit - PUT /polls/{poll} Edit an existing poll
- get - GET /polls List paginated and filtered polls
- options
- add - POST /polls/option/{poll} Add a new option to an existing poll
- delete - DELETE /polls/option/{pollOption} Delete an existing poll
- edit - PUT /polls/option/{pollOption} Update an existing poll option
- pick - POST /polls/option/pick/{pollOption} Register that a player picked a poll option
- unpick - POST /polls/option/unpick/{pollOption} Register that a player removed their pick of a poll option
- show - GET /polls/{poll} Get a specific poll
- randomEntries - GET /random-entries Get a list of random entries by type
- remoteMusic - POST /remote-music Queue a piece of music from youtube to be played in a given round
- rounds
- end - PUT /rounds/end/{gameRound} End a game round.
- post - POST /rounds Start a new game round
- update - PUT /rounds/{gameRound} Update a game round. This should be used when game round data we care about is set after the start of the round.
- test - GET /test Test route for debugging
- vpn/check - GET /vpncheck/{ip} Check if a player is using a VPN
- vpnwhitelist
- add - POST /vpncheck-whitelist Add a player into the whitelist. This will allow them to skip VPN checks.
- delete - DELETE /vpncheck-whitelist Delete a whitelist entry
- search - GET /vpncheck-whitelist/search Check if a player is whitelisted from the VPN checker
- bans
- appearanceHolder - Holds all the appearance information.
- artifact
- artifact_controller
- assembly_signal_helper - ///////////////////////////////////// Assembly signal helper ///////////////////////////////// This datum exists because we cannot return anything else than bitflags in signals. So we pass this with the signal and have it modified by whatever catches the signal at the end.
- asset
- basic
- fontawesome - Fontawesome assets
- tgui - Normal base window tgui assets
- tgui_panel - tgui panel specific assets
- group/base_tgui - Group for tgui assets
- basic
- attackResults - attackResult datum
- ban_panel - Admin Ban Panel
- bansHandler
- bioEffect
- Plasma metabolism
- power/Healing Touch - COMBINATION-ONLY EFFECTS BELOW
- bioHolder
- unlinked - Bioholder type for when you need a bioholder that isn't strongly linked to an owner, uses a weakref to allow GC
- bioluminescent_algae
- biome - This datum handles the transitioning from a turf to a specific biome, and handles spawning decorative structures and mobs.
- blob_ability/Deploy
- bounty_claim - Datum used to combine the bounty being claimed with the item being delivered
- bsp_tree
- cargo_pad_manager - Basically a list wrapper that removes and adds cargo pads to a global list when it receives the respective signals
- cell_grid
- centcomviewer - Admin CentCom Viewer Panel for looking up public bans on other servers via the CentCom Viewer API
- changelog
- chatOutput
- chemical_reaction
- Lumen - EXAMPLE STATEFUL REACTION
- chemicompiler_core - Chemicompiler
- portableCore - Chemicompiler
v1.0 By volundr 9/24/14
This device is a programmable chemistry mixing and heating device.
The javascript code to run the frontend is in browserassets/src/js/chemicompiler.min.js
which is minified javascript from browserassets/src/js/chemicompiler.js
If you make changes to the uncompressed javascript, you'll need to install node.js,
and run
npm install -g uglify-jsthen runuglifyjs browserassets/src/js/chemicompiler.js -c > browserassets/src/js/chemicompiler.min.jsto rebuild the compressed version.
- portableCore - Chemicompiler
v1.0 By volundr 9/24/14
This device is a programmable chemistry mixing and heating device.
The javascript code to run the frontend is in browserassets/src/js/chemicompiler.min.js
which is minified javascript from browserassets/src/js/chemicompiler.js
If you make changes to the uncompressed javascript, you'll need to install node.js,
and run
- chemicompiler_executor
- chicken_egg_props
- client_auth_provider/Goonhub
- client_image_group
- cloner_defect
- Allergic Reaction - Get some histamine after cloning
- Limb Discombobulation - Left and right arms are swapped, making them both initially useless TODO actually implement
- Motor Control Impairment - Add some kind of 'clumsy' mutation/trait
- Subj- OH GOD RUN - Just fucking explode. probably a bad idea. TODO maybe make it so if they're healed to max they don't explode? CURRENTLY DISABLED
- Facial Disfiguration - Sets seen name to 'unknown' (until repaired with synthflesh)
- Failed Limb Reconstruction - Lose a random limb after cloning
- Minor Flesh Abnormality - Some random brute/burn damage after cloning.
- Rapid-Onset Puritanism - You become a puritan- no more clonings for you! (unless the docs are really solid)
- Unexpected Genetic Development - Set to a random (safe) mutantrace after cloning
- Poor Muscular Regulation - Makes you fall over when you sprint too hard (pug thing)
- Vocal Chord Disfiguration - Sets heard voice to 'unknown' (until repaired with synthflesh)
- cloner_defect_holder - Holds all the cloner defects for a person, as well as the weighted list of possible defects
- clothingbooth_grouping
- <code>clothingbooth_item_tag</code> datum - Tags can be used to further sort
clothingbooth_groupings into more specific categorisations, such as by seasonality, formality, as a set that is intended to be paired with items of another grouping, etc. An arbitrary number of these can be assigned to any given grouping to an extent that is reasonable. - <code>clothingbooth_item</code> datum - A purchaseable item from the clothing booth. These are the constituent parts of a broader
clothingbooth_grouping, though such groupings may - as part of the organisational scheme of the clothing booth - contain only one item. - cloudSaves
- cobalt_tools - Datum used to manage the functionality and cache for the cobalt.tools API.
- color - Simple datum for RGBA colours used as an alternative to rgb() proc for ease of access to components all stored as 0-255
- color_matrix_editor - Nice admin editor for editing color matricies with a preview
- command_argument - argument for a spacebee command, a singleton (should be created through get_singleton())
- number - a number, not necessarily an integer
- integer - an integer
- string - a quoted or unquoted string argument
- ckey - a quoted or unquoted string argument that gets
ckeyapplied to it - optional - a string argument that doesn't have to exist (only supported as either the only argument or having another arg after it weirdly)
- ckey - a quoted or unquoted string argument that gets
- the_rest - the whole rest of the command (only supported as the last argument for obvious reasons)
- until_space - anything at all until the next space
- number - a number, not necessarily an integer
- commodity
- airzooka - greg
- bodyparts - body parts
- clothing_restock - syndicate trader
- contraband/command_suit - purchase stuff
- costume - costume kits
- drugs - 420 all day
- hat - skeleton trader
- podparts - pod sales
- produce/special - food trader
- relics - valuable space junk
- salvage - salvage trader
- Component - The component datum
- analyzable - Makes an object scannable by the device analyzer. The result type is drawn from either the parent's typepath or its mechanics_type_override. Syndicate objects can't be scanned by non-Syndicate scanners.
- arable - Makes a turf or atom/movable hold a plant datum by attaching an invisible plantpot (/obj/machinery/plantpot/bareplant)
- manual_water - Plantpot must be watered manually (interacted with like a hydroponics tray clicking directly on the plant)
- single_use - Component will destoy itself after plantpot is destroyed
- assembly - This component calls a procref with a assembly_information string on the atom it was added to when it gets attacked with an object specified in the to_combine_item
This component can be used to get the convulent if-then-else trees of assemblies under control
Make the proc you call on sucessfull assembly return TRUE. Else the attack will go through!
- trigger_applier_assembly - This component handles the creation of modular trigger-applier-assemblies
- auto_reagent
- bloodflick - a component that makes items flick blood off them and onto the ground when twirled.
- bot_command
- bubble_absorb - Componentized behaviour for sucking up bubbles into a gas mixture datum of some kind Necessary because atmos inheritance is a fuck
- bullet_holes - A component which makes bullet holes appear on a thing when it gets shot
- clown_disbelief_item - An associative list of clown disbelief item subscription counts, indexed by the mob they've been applied to.
- complexsignal - Handler for a complex singal, that is a signal that requires some additional handling.
You define such signal for example as:
#define XSIG_OUTERMOST_MOVABLE_CHANGED list(/datum/component/complexsignal/outermost_movable, "mov_outermost_changed")When this signal gets registered at least once once to a datum the appropriate complex signal component will get registered to it. When all instances of this signal get unregistered then the component will qdel itself unless [qdel_when_unneeded] is unset. The intended use is for this component to keep some more complex and resource intensive handling (possibly using other signals) and then send the actual complex signal when some conditions are met. That signal should be set tosrclike this:SEND_COMPLEX_SIGNAL(src, X_OUTERMOST_MOVABLE_CHANGED, old_outermost, new_outermost) - consume - handles various overrides regarding eating things, like making certain inedible things edible, or eaten organs restore health
- can_eat_raw_materials - Eating rocks
- food_effects - Applies some status effects when eaten
- conveyorplacer - conveyor placing component
- cord
- deconstructing
- directional
- equipment_fault
- dangerously_shorted
- embers - uses item_special/flame special attack fx, weighted towards harmless embers
- leaky - leaks chemicals to nearby tiles
- messy - streaks one of a list of weighted cleanables near the machine
- extradimensional_storage
- ladder - subtype of the component that instead handles ladders
- storage - subtype of the component that handles storage
- flock_interest - Mark a specific flock as interested in this
- flock_ping - Ping component, for highlighting something to the flock
- obstruction - Used to mark objects blocking the construction of a flock tealprint
- flock_protection - Raise COMSIG_FLOCK_ATTACK on common sources of damage (projectiles, items, fists, etc.)
- fragile_item - Defines a "fragile item" component.
- ghost_observable - DO NOT USE THIS IF YOU'RE CODING SOMETHING. For use at runtime only. Use START_TRACKING_CAT.
- glue_ready
- hallucination
- fake_attack - Fake attack - hallucinate being attacked by something
- fake_singulo - Fake singulo - hallucinate a loose singularity approaching you and eating the station
- random_image - Random image - hallucinate an image on a visible tile with prob per life tick
- random_image_override - Random image override - hallucinate an image on a filtered atom either in or out of view in range with prob per life tick, with an option to add as overlay or replace the icon
- random_sound - Random sound - play a sound from a list with a prob per life tick
- trippy_colors - Trippy colors - apply an RGB swap to client's vision
- holdertargeting
- mechanics_connector - component for pulsing tools that will connect mechcomponents the user clicks on to the specified mechcomponent
- mechanics_holder
- mimic_stomach
- minimap_marker/minimap
- pitfall - A component for turfs which make movable atoms "fall down a pit"
- target_area - a pitfall that targets an area
- target_coordinates - a pitfall which targets a coordinate. At the moment only supports targeting a z level and picking a range around current coordinates.
- target_landmark - a pitfall that targets a pitfall landmark
- proximity
- radioactive
- reagent_overlay
- reset_transform_on_pickup - Resets the transformation on an item when it's picked up. Used for resizing things coming out of gang crates.
- seedy - Makes a /obj/item hold a seed data so it can be used on a plantpot
- side_by_side
- soldering
- transfer_input - Provides many common item input features.
- transfer_output - Provides ability to output items directly into item transfer-supporting things.
- waddling
- wearertargeting/energy_shield
- computer
- file
- mainframe program - Mainframe programs represent computer programs, and are responsible for carrying out an instruction or set of instructions
specified by commands passed to them. Unlike real computer programs, mainframe programs are not in possession of any ingame
representation of "source code" and are hardcoded. Most of DWAINE's functionality is provided by computer programs, which
include the kernel, the shell, the drivers, and system utilities (ls, cd, etc...), among other programs.
- Login - The user login manager is responsible for passing user login credentials from the user to the kernel to be authenticated, displaying the daily welcome message to the user, and for notifying the user in the event of a login failure.
- Base OS
- Kernel - The kernel is the computer program at the core of the OS and is responsible for managing interactions with all hardware devices, such as terminals, databanks, scanners and so forth through device drivers; for handling inputs; for creating and terminating connections; for the execution of system calls; and for other basic system services.
- utility - Utilities are commands used for various purposes such as system operation and maintenance, search queries, date formatting, and so forth.
- blank program
- blank program
- text/***ERROR*** - TEMPUS
- mainframe program - Mainframe programs represent computer programs, and are responsible for carrying out an instruction or set of instructions
specified by commands passed to them. Unlike real computer programs, mainframe programs are not in possession of any ingame
representation of "source code" and are hardcoded. Most of DWAINE's functionality is provided by computer programs, which
include the kernel, the shell, the drivers, and system utilities (ls, cd, etc...), among other programs.
- file
- configuration
- contextAction
- Back surgery - Organ context action (tails/butts)
- Prepare an organ to be taken out - Context action for the steps to remove a specific organ
- Cut out organ - Organ context action to pick an organ to operate on
- prisoner_scanner - Prisoner Scanner Context Action
- Open up a region of the patient's body - Context action for the steps to remove a specific organ
- Open up surgery region - Organ context action to pick a region to operate on
- contextLayout
- experimentalcircle
- screen_HUD_default - for drawing context menu buttons based on screen_loc position instead of //DONE NOTHING YET
- controller
- air_system
- camera_coverage
- gameticker
- process - Base definition of a process controller
- actions - handles timed player actions
- ai_tracking - Handles the AI camera tracking players
- air_system - handles air processing.
- area_process - Controller for misc. processing on areas Areas will only process when active (player inside) Calls /area/proc/area_process, register your area to [TR_CAT_AREA_PROCESS]
- arena - Handles the gauntlet
- blob - Handles blobs without being pissy about it
- camnets - Handles rebuilding of camnets if needed
- chemistry - Handles chemistry reactions
- critters - handles critters
- cross_server_sync - proocess for cross server data syncing
- delete_queue - The process controller for queued deletion
- explosions - handles EXPLOSIONS
- Forced movement - Controls forced movements
- flock - proocess for flock_structure objects
- fluid_group - Controller for fluids
- fluid_turfs - Processes fluid turfs
- healthupdates - handles health updates
- items - handles item/process()
- kudzu - Controlls the kudzu process
- lighting - Controls the LIGHTS
- machines - handles machines processing
- mechanics - handles obj/item/mechanics/process()
- mob_ai - Uncomment to remove mobai loop runtime safety for debugging handles mobcritters
- mob_ui - Controls mob UI, like abilityholders
- mobs - handles mobs
- particles - Controls the particle system
- poll_sync - Syncs poll data with API every minute
- railway - Controls railway movement
- randomevents - handles random events
- respawn - Controls the respawn controller
- shipping_market - Handles updating the shipping market
- stamina_updates - Handles mob stamina recovery
- statusEffects - handles status effects
- stock_market - Handles updating the stock exchange
- telescope - handles telescope signals and whatnot
- tgui - handles tgui interfaces
- ticker - handles the game ticker, for gamemodes and such
- timers - NB: this is just for the item timers used to make pipebombs etc. did u know timers have been horribly inaccurate at short durations all this time? well no more!!
- world - Handles various global init and the position of the sun.
- processScheduler
- cookingrecipe
- crewCredits
- cross_server_message
- customizationHolder - Holds all the customization information.
- customization_style
- data_input_result - A datum holding the data the caller needs- the formatted output itself and the format the src selected (text, JSON, color, etc etc) Functionally a named tuple.
- db_record
- debugFileOutput - This is a generic handler for logging your dumb JS errors generated by html popups
- digbot_ui - Digbot UI
- digital_filter - Provide support for IIR filters to perform all your standard filtering needs!
Previous inputs and outputs of the function will be summed together and output
- exponential_moving_average - Sum weighted current input and weighted previous output to achieve output input weight will be ratio of weight assigned to input value while remaining goes to previous output
- window_average - Sum equally weighted previous inputs of window_size
- directional_offsets
- disjoint_turf
- DJ Panel for Admins - Allows for easily accessible music/sound playing for admins/allowed players.
- dnaBlocks
- dwaine_syscall - DWAINE syscall datums are partial abstractions of the DWAINE kernel that allow programs to request a specific service of the kernel.
- effects/system
- foam_spread
- harmless_smoke_spread - SMOKE SYSTEMS
- mustard_gas_spread - SMOKE SYSTEMS
- ehjax
- eventRecord - Base eventCall type
Represents a predefined event we can send to the Goonhub event recorder
SECURITY: Sanitization occurs right before output
- AILaw - Record a new AI law
- Antag - Record an antag spawn
- AntagItemPurchase - Record an antag item purchase
- AntagObjective - Record an antag objective addition
- BeeSpawn - Record a bee spawn
- CyborgModuleSelection - Record initial cyborg module selection
- Death - Record a player death
- Error - Record an error
- Fine - Record a new fine
- GauntletHighScore - Record a new gauntlet high score
- Log - Record a log message
- StationName - Record a new station name
- Ticket - Record a new ticket
- eventRecordBody - Represents the body of an event - ABSTRACT
- TracksPlayer - For events that require a player ID - ABSTRACT
- eventRecorder
- explosion
- figure_info/patreon
- fishing_lootpool - This code handles different lootpools for fishing
A fishing_lootpool is a datum that stores unified loottables for certain conditions on fishing
These loottables created in new()of a fishing spot and are added to a fishing spot.
These, in contrast to fishing spots, are NOT singletons, since they can be added and removed dynamically (for cases such as a fishing component)
Once someone tries to fish somewhere, proc/generate_fish iterate through all fishing_lootpools and generates a list to pick its fish from
Since fishing_lootpools have their own conditionals, this enables different loottables for e.g. different tier rods or other things such as baits
When adding loottables, is should be paid attention to that a loottable is avaible there.
- charred_remains - charred items you potentionally can find in lava or the oven in the kitchen
- clown_shoes_loot - extra loot from their shoes for clowns only
- igneous_fish - A mid-tier fish you can find in hot places.
- lava_fish - lava fish as T3 fish for fire-sources
- pufferfish - requires meat to get pufferfish from exotic sources
- real_goldfish - REAL goldfish will eat the FAKE goldfish
- standard - Here can the lootpools be found Standard lootpool for the standard fishing tank
- tiny_junk - tiny junk items you can find in vending machines and others.
- fishing_spot - a datum that holds all the information about a "fishing spot"
- flock - manages and holds information for a flock
- forensic_data
- forensic_group
- forensic_holder
- invalid
- game_server
- gang
- commodity
- country_western/Colt Single Action Army .45 - COUNTRY WESTERN
- weapon
- Faux C-Saber - SPACE
- Katana - NINJA
- gangtileclaim - For a given tile, this contains the number of gang tags that see or influence this tile for a gang. Used to track overlays.
- gas_mixture
- hallucinated_sound
- left hand
- heap
- HTTP Request - Holder datum for ingame HTTP requests
- HTTP Response - Holder datum for HTTP responses
- hud
- hud_element - Represents a hud element within a hud zone
- hud_zone - The internal datum representation of a hud zone
- interruptible_sleep - Represents something akin to a sleep() call that can be interrupted.
- ion_category
- ircbot
- item_special
- job
- jobXpReward
- bartender/Spectroscopic Monocle - Bartender
- Sushi Chef Outfit - Chef
- Special Crayon - CLOWN
- mime/Fancy Mime Suit - Mime
- job_controller
- jps_node - The JPS Node datum represents a turf that we find interesting enough to add to the open list and possibly search for new tiles from
- keymap
- language - Language datums are responsible for modifying say message datums depending on whether they have been understood by the listener. The listen module tree of the listener determines whether a message has been understood, then passes it to the respective proc on the langauge datum of the langauge that the message was sent in.
- lifeprocess
- limb - Limb datums for arms. Describes all activity performed by the limb.
Currently, this is basically attack_hand().
- gun
- hot - Currently used by the High Fever disease which is obtainable from the "Too Much" chem which only shows up in sickly pears, which are currently commented out. Go there to make use of this.
- mouth
- maneater
- small - for cats/mice/etc
- small_critter - little critters with teeth, like mice! can pick up small items only. There are some checks in critter.dm, which might need to be updated with whatever you edit here.
- med - same as the parent, but can pick up some heavier shit
- swipe_quake - test for crab attack thing
- tentacle - I wanted a claw-like limb but without the random item pickup fail
- transposed - Transposed limb
- zombie
- lineResult
- listen_module - Listen module datums serve as a parent type for listen inputs and listen modifiers, which exist to modify and format say
message datums passed to them from a say channel or listen module tree respectively.
- control - Listen control module datums permit the manipulation of other listen modules to be linked to a module that may be added to a
listen module tree.
- client_verb - Client verb listen control module datums permit other listen modules to be manipulated through the use of a verb added to a client. The module handles updating client verb lists as they log in and out of the parent tree's listener parent.
- effect - Listen effect module datums handle all hearing effects associated with receiving a say message datum. They determine what happens to a message after the parent listen tree has finished processing it. Typically the final destination of say message datums.
- input - Listen input module datums modify say message datums passed to them from the say channel that they are subscribed to, then
in turn pass the message to their parent listen module tree for further processing.
- bundled - Bundled listen input module datums operate in a similar manner to ordinary listen inputs, however instead of receiving every message passed over an ordinary say channel, they are subscribed to specific subchannel of a bundled say channel.
- outloud
- modifier - Listen modifier module datums exist to modify and format say message datums passed to them by a listen module tree.
- control - Listen control module datums permit the manipulation of other listen modules to be linked to a module that may be added to a
listen module tree.
- listen_module_tree - Listen module tree datums handle applying the effects of languages and listen modifier modules to say message datums
received by any listen input modules registered to itself. Processed messages are then stored in the message buffer
before being sent to listen effect modules.
- auxiliary - Auxiliary listen module tree datums handle adding and removing their own modules to a specified target listen module tree, and transferring modules when the target changes. These are used as listen module trees for datums that frequently change between atoms with their own trees, such as clients or minds.
- listener_tick_cache - Listener tick caches are responsible for storing the "listeners by type" lists calculated by
PassToChannel()for a single tick. This allows all other hearing operations occuring on the same tick from the same origin to quickly retrieve the relevant listeners; this is why speaking into over ten radios at once doesn't grind the game to a halt. - listening_post - Listening post prefab loading, because copy/pasting the changes between every map for every tweak sucks.
- loot_crate_manager
- loot_generator
- loot_grid - data class representing a grid of goodies (like an inventory grid in RE4).
- loot_spawner_info - Contains positional info and tags to pass to loot spawners, so they can spawn items in the right spot.
- manufacture
- Air Canister - cogwerks - gas extraction stuff
- Alastor Pattern Laser Rifle - GUNS
- Armor Vest - UBER-EXTREME SURVIVAL
- Warp Beacon Frame - deployable warp beacon
- Biosuit Set - Science
- Crate - QM CRATES
- Scout Engine - Ship Items -- OLD COMPONENTS
- ID card - HOP
- Interdictor Frame Kit - INTERDICTOR STUFF
- Reverse-Engineered Schematic
- AI display - AI display (temp)
- cloning pod - Cloner
- Communications Dish - Communications Dish
- Laser Mirror - Laser beam things
- AI Law Rack - AI Law Rack
- loafer (deploy on plating) - Loafer
- Nanoloom - NADIR GEAR
- pod
- Light Pod Armor - pod construction components
- weapon/Mining Phaser System - pod-weapons
- Type-AX Resonator - NADIR RESONATORS
- Cyborg Frame - Robotics
- Scalpel - Medical
- manufacturing_requirement
- match_flags
- match_material - All instances of match_material are generated at runtime for the cache
- match_property
- match_subtypes
- mixed
- mapPrefab
- listening_post - Map Prefabs for runtime listening post loading
- mining
- random_room
- map_generator - This type is responsible for any map generation behavior that is done in areas, override this to allow for area-specific map generation. This generation is ran by areas on world/proc/init().
- MAP
- material
- interpolated
- metal/glowstick - Material for bundles of glowsticks as fuel rods
- materialProc
- material_property
- Fissile Isotopes - Literally just indicating that it can be refined into good nuclear fuel in the centrifuge
- material_recipe - material recipie definition
- matfab_part - ///////////////////////////////////////////BASE CLASS BELOW Base material fabrication part
- matfab_recipe - ///////////////////////////////////////////BASE CLASS BELOW
Base material fabricator recipie
- simple - Simple matfab recipie definition
- message_modal
- message_modifier - Message modifier datums permit sayflags to modify the say message datum that they are applied to. This is either performed prior to a message is sent to an output module, or as the message is being formatted for output after it has been received, depending on the subtype used.
- mind
- mind_mob_overlay
- minimap - Minimap datums are responsible for handling the appearance of the minimap. This includes any displayed markers, the zoom level, and the displayed z-level.
- minimap_marker - Minimap marker datums are responsible for managing the appearance and position of a marker
atom/movablethat depicts a tracked target object. - minimap_render_modifier - Minimap render modifiers are responsible for handling alterations to the pixel colour that represent a specific turf on a minimap. Only one modifier may apply its effects to a pixel at a time, with higher priority modifiers being considered first.
- minimap_renderer - The minimap renderer is responsible for generating partial renders of area minimaps for each minimap type flag and generating
full renders of radar minimaps, alongside updating radar minimaps and dynamic area overlays. In the case of querying for area
minimaps, a minimap type bitflag may be passed to the renderer, which will then return a full render of the map comprised of
the aforementioned partial renders. In the case of querying for radar minimaps, a minimap
atom/movablewill be returned, containing both the radar map icon and the radar map markers. - mining_encounter/Miraclium asteroid - TELESCOPE ENCOUNTERS BELOW
- Movable Preview - Essentially, it creates a movable on a 1x1 map and gives you access to the it for modification.
- Character Preview - This is intended only for use with humans.
preview_thingwill be a subtype of generic human.- multiclient - A shared character preview between multiple clients. Again, use winset() to position the control.
- window - Manages its own window. Basically a simplified version for when you don't need to put other stuff in the preview window.
- Character Preview - This is intended only for use with humans.
- mutantrace
- mutation_orb_mutdata - Guardbuddy stuff Mutation orb stuff //
- named_color - the datum holding one named color
- objective
- ore/event/geode
- organHolder
- outermost_listener_tracker - Outermost listener trackers are responsible for handling the logic used to track an atom's outermost listener. They are typically only required for atoms that speak or listen to a local delimited say channel.
- parallax_controller
- parallax_render_source_group - The parent type for parallax render source groups, which govern which parallax render sources should be shown to a client
in a given area or z-level. They also allow for the efficient manipulation of parallax render sources and layers within a
specified z-level or area, permitting more granular control over the appearance of parallax render sources.
- area - Area render source groups are singleton datums stored in a lookup table by type. They permit areas of differing type paths to share parallax render source instances and therefore permit parallax render source changes to take effect across several areas consistantly.
- planet - Planet render source groups are non-singleton datums, with each instance of each type varying in parallax render source settings. They are assigned to planet areas during the procedural generation of planets, and permit variety in parallax layers amongst planets.
- z_level - Z-level render source groups are singleton datums stored in a lookup table by z-level. Their default parallax render source
types are defined by the current map settings, with each z-level render source group using the list on the map settings datum
corresponding to its z-level. See
map.dmand theZ_LEVEL_PARALLAX_RENDER_SOURCES()macro.
- part_customization - These are SINGLETONS
- pathfind - The datum used to handle the JPS pathfinding, completely self-contained
- personal_summary - Combination of personal metacurrency windows, shown end-of-round
- phrase_log
- pid - Provide support for basic PID Controller Allows for dampening an approach to a target value
- pipe_network
- CALL 1800 CODER
- pipeline
- plant species name
- plant_gene_strain
- plantgenes
- plantgrowth_tick - plantgrowth_tick is a container that saves information about changes that are happening within a plant during a tick. This is passed to procs of chems and plantgenes and is modified After plantgenes, chems and plant-effects are resolved, this proc can be resolved and removed with /obj/machinery/plantpot/proc/HYPresolve_plantgrowth_tick
- plantmutation
- player - for client variables and stuff that has to persist between connections
- player_panel - Admin Player Panel
- poll_ballot
- poll_manager - master poll controller for the server. Caches the results, syncs with api
- powernet
- preferences
- proc_ownership_cache - The proc ownership cache is responsible for handling the generation and storage of proc ownership data. This is necessary because BYOND offers no method to access or check which procs a type defines, overrides, or inherits.
- proccall_editor
- processSchedulerView
- projectile
- bullet
- ectoplasmic bolt - Ghost Hunting for Halloween
- vuvuzela bolt - VUVUZELA
- trumpet bolt - Donald Trumpet
- laser
- special
- promise - Represents a promised value that can then be fulfilled (likely by some other execution context). Supports waiting for fulfillment.
- property_setter_property - Generic unique items stuff Clothing properties stuff
- pump_ui
- pw_stats_manager - player stats tracking datum
- ranch/evolution
- random_event
- rc_entry - Requisition contract entry: analyzes things passed to it, returns whether they were needed, and is checked for completion at end of analyses.
- something - Item reward datum optionally used in contract creation. Should generally return an object, or set of objects that makes sense as a list entry (i.e. "fast food meal" for a burger, fries and soda). To use: in a contract's New(), instantiate one of these and add it to src.item_rewarders.
- Reagent
- blood - BODILY FLUIDS
- harmful
- sulfuric acid
- hyper vomitium
- glowing slurry - work in progress. new mutagen for omega slurrypods - cogwerks
- transmutation/liquid jeans - Jeans reagent turns turfs and objects into jeans and on touch on humans will convert their clothes into jeans material
- atrazine - BOTANY REAGENTS
- reagents
- fluid_group - Fluid Group
- recoil_controller
- region_allocator
- region_allocator_panel - admin panel front end for interacting with the region allocator system
- Requisition Contract - The primary datum for requisitions contracts.
Top level contains cargo handling data, payout data, item reward generators if present, and formatted descriptions for the QM requisitions menu.
- aid - Aid contracts are a class of standard (market-listed) contract. Uniquely among contracts, aid contracts can't be pinned due to their urgency, and will leave after a certain number of market cycles instead of at random. Requirements and flavor text should convey this urgency.
- civilian - Civilian contracts are a class of standard (market-listed) contract. These contracts should typically be somewhat "tame", revolving around what a station might need in normal, non-catastrophe operation. If you can picture a station or colony needing something for expansion, or under-provisioned it, it's a good candidate for a Civilian contract.
- scientific - Scientific contracts are a class of standard (market-listed) contract. Of the contract types, these should typically lean more heavily on unusual materials or ones that require a sophisticated acquisition process. This doesn't have to be limited to what the science department puts out; if a researcher somewhere wants it, that could be a contract.
- special - Contracts for utilisation by the special order event. These are distinguished by the requisition being sent physically, either standalone or in a crate with stuff. They are not inspected by the requisitions handler, and do not receive the screwup protection that is afforded to regular contracts. They do not appear in the general market.
- Two-Beep - Ringtones that'll get mashed into a PDA
- Retrospection - basic-ass ringtones for basic-ass spacepeople
- Nooty's Tooter - Clown ringtones
- WOLF PACK - Test ringtone for random sounds w/ varied and altered pitch
- Norman Number's Counting Safari - Test ringtone for cycled numbers with special index
- BEEP 2: The Fourth - Ringtones with Shorts
- KABLAMMO - Realistic Explosion FX - Syndicate Distracto-tones
- Three-Beep - Stock Thinktronic ringtones
- robot/module_tool_creator - Stub parent.
- item_type - Stub parent.
- item_types - Stub parent.
- recursive - Stub parent.
- robot_mover - movement control datum. Why yes, this is copied from secbot.dm. Which was copied from guardbot.dm
- roundManagement
- say_channel - Say channel datums govern the dissemination of messages to registered listen input module datums. In its simplest form, this
involves a say message datum being passed from an output module to a channel, and the channel then performing shared input
formatting before passing the say message to registered listen modules. Say channels also determine whether a message should
be affected by output and input modifiers, and whether the sender should display a speech bubble and play a speech sound.
- delimited - Delimited say channel datums, by some criteria, restrict the number of listeners that a say message is passed to. This typically
manifests as only sending messages to listeners within a range of the speaker, or only sending messages to listeners registered
to a specific subchannel. A global say channel datum may be associated with a delimited channel, which will receive all messages
sent over the delimited channel and in turn may send messages to all listeners. See
/datum/say_channel/global_channel.- bundled - Bundled say channels are a form of delimited channel that restrict the number of listeners that a say message is passed to on the basis of which subchannel a listener is registered to. Unlike say channel IDs, subchannel IDs may be defined arbitrarily at runtime; subchannel IDs are commonly BYOND atom references to some shared datum among listeners.
- local - Local say channels are a form of delimited channel that restrict the number of listeners that a say message is passed to on the
basis of range. How this range is calculated may be altered by overriding
GetAtomListeners().
- global_channel - Global say channel datums act as optional parters to delimited say channels, with the delimited channel passing all messages sent over it, irrespective of subchannel or range, to the global channel. In turn, any message sent to the global channel will be sent to all listeners on the delimited channel, irrespective of subchannel or range.
- delimited - Delimited say channel datums, by some criteria, restrict the number of listeners that a say message is passed to. This typically
manifests as only sending messages to listeners within a range of the speaker, or only sending messages to listeners registered
to a specific subchannel. A global say channel datum may be associated with a delimited channel, which will receive all messages
sent over the delimited channel and in turn may send messages to all listeners. See
- say_message - The base message type; it contains the content of a message and all of the relevant metadata. Any text that has been passed
to
say()is in turn passed into a new say message datum. - score_tracker
- shaft_network
- shared_input_format_module - Shared input format modules correspond to a listen input module, and handle all shared processing for it. Prior to passing a say message datum to individual inputs, a say channel will group inputs by type, and apply shared processing defined in a shared input format module once, if it exists. This mitigates the need for input modules to perform redundant processing.
- sheep_baby_props
- shipping_market
- shuttle_controller
- signal
- signal_holder - Dummy datum used for holding onto global signals, initialized in preMapLoad
- Youshouldn'tseemium
- sort_instance
- spacebee_extension_command - A command for the Spacebee extension thing
- state_based - For commands with multiple states (several stages of entering inputs, confirmation dialogs etc.).
Define a proc for each state and use
go_to_state(new_state)to go to that state. When the user inputs their next command instead of being processed by the Spacebee extension system it will get processed by said state of this command.- confirmation - For dangerous commands that the user should really doublecheck. Override prepare to check the validity of the vars and return a message (or null to cancel). User will need to reply with ;;yes to continue at which point do_it gets called.
- state_based - For commands with multiple states (several stages of entering inputs, confirmation dialogs etc.).
Define a proc for each state and use
- spacebee_extension_system - the main thing that processes and runs the commands
- spatial_hashmap
- spawn_event
- spawn_event_editor
- spawn_rule - Represents a "rule" applied to a human or something they are wearing on spawn
- proc_call - A proc call, complete with arguments list
- var_edit - A var edit, var name and value to set it to
- spawn_rules_controller
- special_sprint
- spectro_analysis - Analysis datum for the spectrometer
- speech_manager - Global manager for speech systems. Used for module lookup, language lookup, and sayflag message modifier processing.
- speech_module - Speech module datums serve as a parent type for speech outputs and speech modifiers, which exist to modify and format say
message datums passed to them from a speech module tree.
- modifier - Speech modifier module datums exist to modify and format say message datums passed to them by a speech module tree.
- output - Speech output module datums modify say message datums passed to them from a speech module tree, then in turn pass the message
to a say channel datum.
- bundled - Bundled speech output module datums operate in a similar manner to ordinary speech outputs, however instead of sending a say message datum to an ordinary say channel, they pass it to a specific subchannel of a bundled say channel.
- prefix - Speech prefix modules handle any operations associated with a specific message prefix or prefixes. Messages with a prefix
will attempt to use the prefix module with the longest matching ID; a message with a prefix of ":lhtest" will attempt to
use the ":lh" prefix module, and only if incompatible will use the ":" prefix module.
- postmodifier - Postmodifier prefix modules handle prefix operations that should occur after module processing effects.
- premodifier - Premodifier prefix modules handle prefix operations that should occur prior to module processing effects.
- channel - Channel prefix modules are modules that handle prefixes that attempt to divert a message from its original say channel to another say channel.
- speech_module_tree - Speech module tree datums handle applying the effects of speech prefix, modifier, and output modules to say message
datums sent by the parent atom. All say message datums will be processed here prior to being passed to the appropriate
say channel by a speech output module.
- auxiliary - Auxiliary speech module tree datums handle adding and removing their own modules to a specified target speech module tree, and transferring modules when the target changes. These are used as speech module trees for datums that frequently change between atoms with their own trees, such as clients or minds.
- statusEffect - Our datum that keeps track of an individual status effect.
- Speed regeneration - changeling speedregen status effect
- Regrowing Part:
- Disoriented - Basically disorient, but only does the animation and its maxDuration is upped a bit to synchronize with other stuns.
- lights_out - APC status that locks lighting circuit offline
- nausea/Nausea - Music Status Effects
- oiled/Freshly oiled
- Shivering
- simpledot/Wolf's Bane
- skeleton_rallied - skeleton commander rally effect, applied to obj/critters
- spirit_candle - applied to waith by spirit candle, causes them to spawn dark shadows
- Faded
- stock
- storage - a datum for atoms that allows holdable storage of items in a hud
- no_hud
- machine - For things which are meant to be a part of a machine. No rustling, no interacting with by hand, etc. DONT!!!
- terminus
- unholdable
- no_hud
- supply_packs
- syndicate_buylist
- generic/Pure Telecrystal - Telecrystals
- traitor
- Clown Car - Job-specific items
- Fog Machine - Disabled items
- Target ID Tracker - Objective-specific items
- targetable
- base arcfiend ability (you should never see me)
- Arc Flash - Ranged chain lightning attack. Bounces between up to chain_count extra mobs within chain_range tiles of the initial target.
- Discharge - Melee attack. Shocks a targeted mob, or can be used on an airlock to temporarily cut its power.
- Flash - Super simple CC. Short-ranged elecflash.
- Jamming Field - Makes the user functions as a radio jammer for the duration. Functions by applying a status effect with a visible aura.
- Jolt - Killing skill that does decent damage even when it doesn't finish. The final tick stops the target's heart (or can restart it if they have SMES human.) Use time is instant if the user jolts themselves.
- Polarize - Applies a magnetic aura to nearby humans, as with the bio-magnetic fields random event. All auras will be of the same polarity.
- Sap Power - Arcfiend's main way of obtaining power for their abilities. Can be used on:
- Ride the Lightning - This ability lets arcfiends travel through power cables like a Voltron (hence the type name). Each tile traveled costs 3 units of power.
- changeling/critter
- critter
- flockmindAbility/Partition Mind
- geneticsAbility/Mind Reader
- gimmick
- Planeshift - Kill Jesta
- Toggle Reveal - Dumb Floorclown stuff
- Scribble - Crayon-related stuff
- grinch - Grinch spell parent
- hunter - Hunter spell parent
- merchant - Merchant spell parent
- Summon Contract - Contract Summoning Spell
- refpicker - Refpicker - click thing, get its ref. Tied to the data_input proc via a promise.
- spell - Wizard spell parent
- vampire - Vampire spell parent
- virtual - Wrestler spell parent
- werewolf - Werewolf spell parent
- wraithAbility/Retreat - abilities
- wrestler - Wrestler spell parent
- base arcfiend ability (you should never see me)
- teg_transformation
- default - Default TEG Transformation we know and ""love""
- matsci - Material Science Transformation Triggered by /obj/item/teg_semiconductor having a material applied likely by /obj/machinery/arc_electroplater
- teg_transformation_mngr - Transformation Manager for Thermo-Electric Generator
- text_to_music
- tgs_api/v5
- tgs_chat_channel - Represents a connected chat channel.
- tgs_chat_command - User definable chat command. This abstract version MUST be overridden to be used.
- tgs_chat_embed
- field - See https://discord.com/developers/docs/resources/message#embed-object-embed-field-structure for details.
- footer - See https://discord.com/developers/docs/resources/message#embed-object-embed-footer-structure for details.
- media - Common datum for similar Discord embed medias.
- provider - See https://discord.com/developers/docs/resources/message#embed-object-embed-provider-structure for details.
- author - See https://discord.com/developers/docs/resources/message#embed-object-embed-author-structure for details. Must have name set in New().
- structure - User definable chat embed. Currently mirrors Discord chat embeds. See https://discord.com/developers/docs/resources/message#embed-object for details.
- tgs_chat_user
- tgs_event_handler - User definable handler for TGS events This abstract version SHOULD be overridden to be used.
- tgs_http_handler - User definable handler for HTTP calls. This abstract version MUST be overridden to be used.
- tgs_http_result - Result of a /datum/tgs_http_handler call. MUST NOT be overridden.
- tgs_message_content - User definable chat message. MUST NOT be overridden.
- tgs_revision_information - Represents git revision information.
- test_merge - Represents a merge of a GitHub pull request.
- tgs_version - Represents a version.
- tgui - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- tgui_bug_report_form
- tgui_color_picker - Datum used for instantiating and using a TGUI-controlled color picker.
- async tgui_color_picker - An asynchronous version of tgui_color_picker to be used with callbacks instead of waiting on user responses.
- tgui_input_bitfield - Datum used for instantiating and using a TGUI-controlled bitfield editor.
- async tgui_input_bitfield - An asynchronous version of tgui_input_bitfield to be used with callbacks instead of waiting on user responses.
- tgui_input_number - Datum used for instantiating and using a TGUI-controlled numbox that prompts the user with
a message and has an input for text entry.
- async tgui_input_number - An asynchronous version of tgui_input_number to be used with callbacks instead of waiting on user responses.
- tgui_input_pin - Datum used for instantiating and using a TGUI-controlled pin keyboard that prompts the user with
a message and has an input for pin entry.
- async tgui_input_pin - An asynchronous version of tgui_input_pin to be used with callbacks instead of waiting on user responses.
- tgui_input_text - Datum used for instantiating and using a TGUI-controlled textbox that prompts the user with
a message and has an input for text entry.
- async tgui_input_text - An asynchronous version of tgui_input_text to be used with callbacks instead of waiting on user responses.
- tgui_message - Datum used for instantiating and using a TGUI-controlled simple message box
- tgui_modal - Datum used for instantiating and using a TGUI-controlled modal that prompts the user with
a message and has items for responses.
- tgui_modal/list_input - Datum used for instantiating and using a TGUI-controlled list input that prompts the user with
a message and shows a list of selectable options
- async tgui_modal/list_input - An asynchronous version of tgui_modal/list_input to be used with callbacks instead of waiting on user responses.
- tgui_modal/list_input - Datum used for instantiating and using a TGUI-controlled list input that prompts the user with
a message and shows a list of selectable options
- tgui_window - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- tooltip
- tooltipOptions
- tooltips
- trader
- trait
- traitHolder
- tutorialStep/newbee
- item_pickup - Spawn an item of the given type at given landmark, and continue when picked up
- Moving on... - Steps that direct the player to move to a location
- timer - Show countdown clock and move to the next step after
NEWBEE_TUTORIAL_TIMER_DURATION
- tutorial_base/regional/Newbee Tutorial
- ui_state
- unionfind - Union-find data structure.
- unit_test
- deletion_regressions - This is for regression tests of deletions that used to runtime. This would ideally be replaced by Del The World, unit testing every single deletion.
- passability_cache
- unlockable_flock_structure - Subclass this for every new building type you add Override the check_unlocked() function to do whatever unlock logic you have If you're looking for a specific event, I recommend /datum/flock.hasAchieved()
- vis_storage_controller
- vomit_behavior
- wage_system
- wraith_name_generator
- xor_rand_generator - XORSHIFT Pseudorandom number generator
- zlevel - Datum representing a single z-level
- image/maptext - Maptext images are special subtypes of images without an icon with the sole purpose of displaying maptext to a single client.
Maptext images should never be instantiated directly using
new; use theNEW_MAPTEXTmacro instead. - mob
- dead
- living
- carbon/human
- cyalume_knight - Cyalume knight stuff
- normal
- assistant/the_template - A template human, varedit or proc call this to generate rules
- tutorial_kill - Newbee Tutorial mob; the clown you kill to Win the Tutorial
- npc
- monkey
- survivor - rest in peace NPC classic-mentally challenged idiots, you were shit
- character preview - subtype of human for character previews so we can filter them out from some logging
- slasher
- tutorial - Newbee Tutorial mob; no headset or PDA, does not spawn via jobs
- critter
- mutant - Blobman
- fire me into the sun
- transposed scientist
- flock/weird glowy thing
- Human critter parent
- mimic
- plant
- a fucked up robot - Parent for robotic critters. Handles some traits that robots should have- damaged by EMPs, immune to fire and rads
- darkness
- critter
- space cat
- space dog
- floateye/watchful - the floating eyes found in the watchful eye sensor array.
- space mouse
- base ranch critter
- space phoenix
- town guard - Town guards
- wraith
- intangible
- living object
- silicon
- carbon/human
- new_player
- unauthed - Unauthed
- obj
- baseButton
- Activate Shoes - Sonic + Rocket Shoe Abilities & Smoke
- Stomp
- Owl Stone - Gimmick Stones
- adventurepuzzle/triggerable/targetable
- proccaller - Adventure puzzle thing - calls set proc on a linked object (via .name or .interesting)
- vareditor - Adventure puzzle thing - edits set var (via .name or .interesting)
- art_fissure_objs/mysterious wooden door
- barricade - Barricades
- blob - This is the base type for all the blob tiles, normally controlled by a blob overmind.
- nuclear bomb
- bubble
- gas vent
- power cable - the power cable object
- power cable spawner - a cable spawner which can spawn multiple cables to connect to other cables around it.
- cauldron
- candy/ephemeral - subtype named "ephemeral" which only spawns on halloween
- jellybean/ephemeral - subtype named "ephemeral" which only spawns on halloween
- channel - Channel
- Console-frame
- computer - shit
- critter
- greater domestic space-larva
- gunbot/Syndicate Drone
- buzzdrone/nanite swarm - MISC EVENT ETC RELATED BELOW
- THE HOOTENING - ALTERNATE HOOTENING ATTEMPT
- Deep Space Beacon
- industrial cryogenic sleep unit
- decal
- cleanable
- empty exhibit
- float - floating decals
- gang tag
- poster/flag
- fucked up abstract turret that should never exist
- disco ball
- Disjoint Connector - Helper object to define how disjoint connections are formed.
- disposalholder
- disposal pipe
- junction/auto - a spawner for a three way junction
- segment
- effects
- foam
- hidden_contents_holder - CRIME
- ion trails - ///// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack) just pass in the object to attach it to in set_up Then do start() to start it and stop() to stop it, obviously and don't call start() in a loop that will be repeated otherwise it'll get spammed!
- thing
- fakeobject
- carcosa/statue - Unused Carcosa Area Stuff Contents: Statues Trees Walls Arch Grass Rubble Plants Dirt
- Molten Reactor Core
- uh oh
- fluid_spawner - spawner
- forcefield/Forcefield
- gang closet
- rock geode
- ice cube
- indestructible/invisible_block - an invisible thing to stop people walking where they 'aint meant to.
- item - Base vars & procs
- Spellbook - Wizard's spellbook
- aiModule
- AI Law Module - 'Asimov's 1st Law of Robotics' - Modules
- AI Law Module - 'ConservePower' - ConservePower
- custom - Custom
- AI Law Module - 'Emergency' - Emergency
- experimental - EXPERIMENTAL LAWS
- Experimental AI Law Module - 'Corrupted' - Corrupted
- equality/Experimental AI Law Module - 'Equality' - Equality
- Experimental AI Law Module - 'Historic' - Historic
- AI Law Module - 'Freeform' - Freeform
- AI Law Module - 'MakeCaptain' - MakeCaptain
- AI Law Module - 'Nanotrasen Order #1' - Corporate
- AI Law Module - 'NotHuman' - NotHuman
- AI Law Module - 'OneHuman' - OneHuman
- AI Law Module - 'OxygenIsToxicToHumans' - OxygenIsToxicToHumans
- AI Law Module - 'ProtectStation' - ProtectStation
- AI Law Module - 'Quarantine' - Quarantine
- AI Law Module - 'Unknown' - Random
- AI Law Module - 'RemoveCrew' - Removal
- AI Law Module - 'Prime Directive #1' - RoboCop
- AI Law Module - 'NT 9000' - Gimmicks
- AI Law Module - 'TeleporterOffline' - TeleporterOffline
- AI Frame Plating Kit (YOU SHOULD NOT SEE THIS, FILE A BUG REPORT IF YOU ARE READING THIS)
- alchemy/philosopher's stone - ALCHEMY CIRCLE STUFF
- ammo - Parent
- Ammo box - Bullets for kinetic firearms
- Power Cell - Power cells for eguns
- mysterious claw - MAZE STUFF
- artifact
- assembly - Assembly parent
- anal_ignite_pipebomb - Health analyzer/igniter
- mousetrap_cleaner - Cleaner Grenade Mousetrap
- mousetrap_ignite_pipebomb - igniter pipebomb Mousetrap
- prox_ignite - Proximity/igniter
- proximity_bomb - Single tank bomb (proximity)
- rad_ignite - Remote signaller/igniter
- Signaller/Infrared Assembly - Remote signaller/tripwire assembly
- rad_prox - Remote signaller/proximity
- rad_time - Remote signaller/timer
- radio_bomb - Single tank bomb (remote signaller)
- radio_horn - Remote signaller/bike horn
- time_bomb - Single tank bomb (timer)
- time_ignite
- time_ignite_butt - Timer/igniter/butt
- timer_ignite_pipebomb - timer pipebomb
- audio_tape/timewarp_00 - audio tapes
- TN-DOLORIS Axe - Axe
- ban me - Ban me
- barrier
- basketball/catball - catball
- Baseball Bat
- stun baton
- secbot - Subtypes
- bible
- board game
- Breaching Charge - Breaching charges
- prototype rapid-construction-device (RCD) - Broken RCDs. Attempting to use them is... ill advised.
- proxy bucket - Cleanbot assembly
- Bunsen burner
- cable coil
- reinforced cable coil - REINFORCED CABLE
- Detonator Assembly - The holder of the canbomb assembly which we use to handle the wires and functions of the canbomb. Maybe once we have some kind of wire hacking component we could do away with this and merge that whole shitshow into obj/item/assembly
- card/identification card
- deck of cards - since "playing_card"s are singular cards, card_groups handling groups of playing_cards in the form of either a deck or hand
- cargo transporter
- catalytic rod
- imcoder chemical grenade
- pill bottle
- dirty manila folder - This is a special item that breaks apart into blueprints for the machines needed to build/repair a cloner.
- clothing
- glasses
- gloves
- head
- beret/dyeable beret
- butt
- flower/rose/poisoned
- helmet/welding helmet
- toupée
- spawnable - A type to allow you to spawn custom wigs from the map editor
- random - Randomized wig for the cargo crate
- spawnable - A type to allow you to spawn custom wigs from the map editor
- mask/cursed clown mask - Cluwne
- shoes/sandal/magic/wizard - Subtype that wizards spawn with, and is in their vendor. Cows can wear them, unlike regular sandals (might also be useful in the future)
- suit parent
- armor/ancient armor - cogwerks - reward item, based on the old cyborg suit
- abstract hazard suit
- hi-vis vest
- sacrificial dagger - Dagger
- deployer/barricade deployer
- device
- Access Pro
- analyzer
- janky assembly
- geological scanner - MINER TRAITOR ITEM
- forensic scanner
- Beacon deployer
- fingerprinter
- flash/conspiracy
- space GPS
- igniter
- Laser Tripwire
- Infrared Sensor
- Laser Designator - Laser Designator & Airstrikes
- light/Zippo lighter
- multitool
- nuclear commander uplink
- PDA
- pod_wars - PDAs and PDA Accessories
- security RecordTrak
- proximity sensor
- station bounced radio
- Electropack
- headset/pod_wars - Headsets
- intercom/adventure/Owlery Intercom - adventure area intercoms
- reagent scanner
- satellite transceiver - crashed sattelite stuff
- Speech Pro
- T-ray scanner
- timer
- tank transfer valve
- Beepsky's private journal - OTHER BOOKS
- hard hat/sensor assembly - Digbot Construction
- disk/data
- bomb_tester - Generic disk to hold VR bomb log
- floppy
- dynassembly/wire - FRUITHAT ASSEMBLIES
- electronics
- board - up
- buzzer - up
- data module - no
- frame - no
- keypad - up
- device analyzer - up
- screen - up
- engineering material vacuum
- fire extinguisher
- fire axe - Fire Axe
- firework - Fireworks
- fishing rod
- flag
- Welder/Rods Assembly
- furniture parts
- suspicious looking duffle bag - Smaller, handheld loot bags. These can be opened by hand by gang members
- garden trowel - Garden Trowel
- fibre wire - Fibre wire
- Don't spawn this directly!
- golf club - Clothing properties stuff
- grab
- gun
- energy weapon
- antique laser gun
- BFG 9000 - BFG
- GRF Zap-Pistole
- blaster pistol
- a strange crab - Crabgun
- Wenshen mini rad-poison-crossbow
- energy gun
- frog gun - Frog Gun (Shoots :getin: and :getout:)
- ectoplasmic destabilizer
- glitch gun - Glitch Gun
- laser gun - LASERGUN
- makeshift laser rifle
- mini neutron-crossbow - Crossbow that fires irradiating neutron projectiles like the nuclear reactor DEBUG ITEM - don't actually use this for things. Unless you really want to, or it might be funny.
- laser assault rifle - nanotrasen gun
- owl gun - modular components - putting them here so it's easier to work on for now//////// ////////////////////////////Owl Gun
- RP-4 phaser gun - Phaser
- Super! Grapple Friend
- plasma rifle
- experimental ray gun - Ray Gun
- shrink ray - Shrink Ray
- taser gun - TASERGUN
- taser shotgun - Taser Shotgun
- teleport gun
- Tommy Gun - Tommy Gun
- amplified vuvuzela
- mini wasp-egg-crossbow
- Sancai wave gun - Wave Gun
- flamethrower
- kinetic weapon
- foamdartgun/cybernetic foam dart gun
- pumpweapon
- reagent gun
- energy weapon
- Halberd
- hand tele
- implant
- marionette implant
- YOU SHOULDN'T SEE THIS - TELL A CODER - Abstract supertype for implants that do something explodey-ish when you die. Includes functionality for scaling with implant number
- syndicate implant - Deprecated
- instrument
- Lambda phase-control rod
- box - for when you want something that "contains" a certain amount of an item
- knife/Butcher's Knife - Butcher's knife
- Hunting Spear - Hunter Spear
- miniaturized lamp manufacturer
- light
- lottery ticket
- bar - Material piece
- metal - The metal appearance and stuff is on the parent, this is just a concrete subtype
- testhing
- hangman game component
- Movement Component - allows cabinets to move around
- Text manipulation component
- Tesla Coil - Tesla Coil mechanics component - zaps people
- megaphone
- mining tool head - Pick(1 tile), hammer(line across), drill(line in front), blaster(cone),
- mousetrap
- neon lining - The neon lining object, used for placing neon lining.
- old grenade
- ore scoop
- organ
- paper
- H-86 Cloning Apparatus Manual - Cloning Manual -- A big ol' manual.
- book
- custom - CUSTOM BOOKS
- from_file
- AI Programming 101 - Head and Silicon Guides
- Geothermal Capture System Field Training Manual - Engineering and Mechanics Guides
- The Buddy Book - Medical and Science Guides
- The Helpful Hydroponics Handbook - Civilian Guides
- Dummies guide to material science - MatSci and Mining
- Creature Conspectus Original Edition - FUN AND GAMES GUIDES
- pocketguide - JOB GUIDES / IN GAME GUIDES
- Space Law - Security Guides
- manufacturer blueprint - Manufacturer blueprints can be read by any manufacturer unit to add the referenced object to the unit's production options.
- Type-AX Resonator - Nadir Resonators
- Newspaper - A blank newspaper, which will randomly generate a headline usually.
- rolled - a rolled up newspaper
- paper bin
- body part
- human parts
- arm
- left
- left mutant arm - MUTANT PARENT PARTS
- amphibian - AMPHIBIAN LIMBS
// PARENT //
- left amphibian arm - ACTUAL AMPHIBIAN LIMBS
- cat - CAT LIMBS
// PARENT //
- bingus/left cat arm - ACTUAL CAT LIMBS
- left cat arm - ACTUAL CAT LIMBS
- chicken - CHICKEN LIMBS / PARENT /
- cow - COW LIMBS
/ PARENT /
- left cow arm - LIMBS
- flashy - PSYCHEDELIC LIMBS
// PARENT //
- psychedelic left arm - LIMBS
- hunter - HUNTER LIMBS
// PARENT //
- left hunter arm - LIMBS
- ithillid - ITHILLID LIMBS
// PARENT //
- left squid arm - LIMBS
- kudzu - KUDZU LIMBS
// PARENT //
- left kudzu arm - ACTUAL KUDZU LIMBS
- lizard - LIZARD LIMBS
// PARENT //
- left lizard arm - ACTUAL LIZARD LIMBS
- monkey - MONKEY LIMBS
/ PARENT /
- left monkey arm - LIMBS
- pug - PUG LIMBS
- roach - ROACH LIMBS
// PARENT //
- left roach arm - ACTUAL ROACH LIMBS
- seamonkey - SEA MONKEY LIMBS
/ PARENT /
- left seamonkey arm - LIMBS
- shelterfrog - SHELTERFROG LIMBS
// PARENT //
- left shelterfrog arm - ACTUAL SHELTERFROG LIMBS
- skeleton - SKELETON LIMBS
/ PARENT /
- left skeleton arm - LIMBS
- vampiric_thrall - VAMPIRE ZOMBIE LIMBS
/ PARENT /
- left vampiric thrall arm - LIMBS
- virtual - VIRTUAL LIMBS
// PARENT //
- left virtual arm - LIMBS
- amphibian - AMPHIBIAN LIMBS
// PARENT //
- right
- placeholder item (don't use this!)
- mutant
- chicken/left chicken leg - LIMBS
- werewolf - WEREWOLF LIMBS
// PARENT //////
- left werewolf leg - THE ACTUAL WOLFLIMBS
- mutant
- arm
- robot parts
- human parts
- pen
- Pet carriers. - Code by DisturbHerb, icons by Azwald/Sunkiisu.
- photo
- pinpointer
- category - tracks something using by_type or by_cat, see types.dm for more info
- pipebomb
- plant - Inedible Produce
- flower/sunflower
- tumbling creeper
- plant analyzer
- plate
- playing_card
- T-MO Watch
- portable barcoder - Silicon-friendly portable barcoder. Does not allow for ID scanning.
- power_stones/Owl Stone - Gimmick Stones
- radio_tape/audio_book/Commander's Log - 'Customer Support Ticket #121' - obj/item/radio_tape/audio_book/commander_announcement
- construction materials
- fabric sheet - This has no material, why does it exist???? Someone replace it
- rapid construction device - Base RCD this is the variant actually used in most scenarios
- rapid construction device deluxe - Construction mode RCD variant
- rapid construction device custom - Chief Engineer RCD has fancy door functions and a mild discount, but no capacity increase
- safe - Safe variants don't spew sparks everywhere
- cyborg - Unused except for in the research module
- material
- testing - Only for testing
- rapid construction device deluxe - Construction mode RCD variant
- rapid-construction-device (RCD) - This isnt used anywhere that I can find
- base reactor component
- Container
- balloon
- emergency auto-injector
- BLOOD-BAK auto-injector - Speciality Injectors These shouldn't really be seen in a normal round
- food
- drink
- fish
- snack
- loaf of bread
- candy
- ingredient
- egg
- chicken
- critter
- brullbar egg - e-egg?
- sheep egg - Sheep Egg for spawning
- skeleton egg - EGG
- meat/mysterymeat/mutagenic meat - Meat which is butchered from changeling critters (and gibbered changelings)
- pizza dough
- egg
- pie
- fruit or vegetable
- spaghetti/spaghetti arrabbiata
- glass
- beaker
- bottle
- chemical bottle - cogwerks - adding some new bottles for traitor medics
- weedkiller - Plant formulas
- compost bag - Compost bag
- jar/extradimensional - unrelated funny jar
- abstract glass plumbing object
- condenser/fractional condenser
- watering can - Watering can
- synthetic pustule
- syringe
- fiery feather - Mutation orb stuff Generic unique items stuff
- remote
- marionette implant remote
- Remote
- Port-A-Brig Remote - Remotes
- defibrillator
- cybernetic hypospray
- blank cyborg module - Job/tool modules for cyborgs
- empty cyborg module - Meant mostly for admin gimmicks so tools can be added manually
- cyborg upgrade
- Floor and Wall Designer
- salvage reclaimer
- satchel
- chainsaw
- security tape roll - The security tape roll object, used to create security tapes.
- plant seed
- portable seed fabricator - Seed fabricator
- sheet
- Ship Component - ship components have their work proc called in the vehicle's process
- Warp-1 Engine
- Nanotrasen Life-Support System - Handles oxygen and heating
- Locomotion - Decides what movement controller the ship uses (These are for vehicle/TANK type only)
- Class-A Light Phaser
- secondary_system
- Shock Kit
- rusty old shovel - GRAVEYARD stuff
- 'Red X' Xtra Heavy Spray Paint
- wizard's staff - Staves
- sticker/postit/artifact analysis form
- storage
- backpack/portable recharge bay
- lunchbox - lunchboxes
- pill bottle
- pouch/highcap/midcap - weaker pouch for gangs
- storage/secure
- toolbox/mechanical toolbox - mechanical toolbox that tracks its contents
- pilot survival machete - melee weapons
- swing sign
- cyalume saber
- youshouldntseeme sword - Swords
- Glaucus fishing rod
- tank
- jetpack (oxygen)
- oxygen/tutorial - Sends an action on toggling the valve on
- gas tank (plasma)
- thermocouple - Thermoelectric Generator Semiconductor - A beautiful array of thermopiles
- tool
- tiles and toolbox
- uplink - Uplink parent
- uplink module - Integrated uplinks (PDA & headset)
- pda/spy
- station bounced radio - Syndicate uplink
- uplink module - Integrated uplinks (PDA & headset)
- pure telecrystal
- Wall Trophy
- weldingtool
- ladder
- landmark
- asteroid blocker - ASTEROIDS
- current spawner
- listening_post - Landmark for wher to load the listening post
- random_room
- shuttle-subwoofer - emergency shuttle launch sound origin
- spawner
- random_trader - THE TRADERS
- visual mirror spawn
- laser_sink - The abstract concept of a thing that does stuff when hit by a laser
- laser mirror
- ptl_seller - This is a stupid singleton laser sink that exists so that lasers that hit the edge of the z-level have something to connect to
- lattice - metal beam lattices for connecting station parts.
- auto - lattice spawners, for mapping large quantities of lattice at once.
They auto connect in four directions depending on the lattices around them, plus you can set them to connect to certain turfs.
- turf_attaching - connect to all non turf/space turfs
- wall_attaching - connect to all simulated and unsimulated walls
- barricade - literally only used in 'assets/maps/prefabs/prefab_water_honk.dmm' Why not just use a girder?
- directional_icons - a lattice that starts off with icon_state "lattice-dir"
- directional_icons_alt - a lattice that starts off with icon_state "lattice-dir-b"
- auto - lattice spawners, for mapping large quantities of lattice at once.
They auto connect in four directions depending on the lattices around them, plus you can set them to connect to certain turfs.
- linked_laser
- loot_spawner
- machinery
- Activation Button
- air monitor
- Arc Electroplater
- atmospherics - Quick overview:
Pipes combine to form pipelines.
Pipelines and other atmospheric objects combine to form pipe_networks.
Note: A single pipe_network represents a completely open space.
Pipes -> Pipelines
Pipelines + Other Objects -> Pipe network
- binary
- Dual Port Air Vent
- Model NTBMK Nuclear Reactor
- Gas pump
- Gas Turbine
- manual valve
- digital valve - Can be controlled by AI
- Gas pump
- pipe - The basic pipe parent for things that can support pipelines and bursting and stuff.
- pipe - The pipe type you usually see wandering around and are most familiar with.
- trinary
- unary
- binary
- bot
- buttbot
- Cambot
- Dramatic Chef
- cleanbot - Cleanbot
- Amusing Duck
- Firebot
- Floorbot
- active - This one starts turned on
- Guardbuddy
- Medibot
- mining/Digbot Mk2 - Digbot Drill Variant
- Mulebot
- Securitron
- skullbot
- Broadside Gun Parent
- autoname - SS13
- credit transfer device
- catalytic rod unit
- chem dispenser
- CheMaster 3000
- Orbital Shaker
- cloning pod
- cloning pod deluxe - special clone pod
- Clothing Booth - A vendor for purchasing clothing items using a TGUI interface that (should) allow for the easy navigation of an otherwise large pile of available stock.
- communications_dish/Transception Array
- computer
- announcement computer - General Announcement Computer
- atmosphere/Pump control computer
- podbay authorization
- security camera viewer - ALlows you to see a minimap of the station's cameras and open them from an associated list.
- general alert computer - General Alert Computer
- genetics console
- Armory Authorization
- siphon systems control - control for siphon and associated resonators: receives siphon and resonator data, and controls resonator operation
- Resonance Calibration Database
- Xihe photo-electric generator controller - Solar control computer
- security television - Allows you to select from a list of cameras, no minimap
- transception interlink
- computer
- generic/Computer Console - collecting some junk together for the ice moon
- conveyor belt
- conveyor switch - the conveyor control switch
- crusher/slow/tutorial - Crusher that doesn't qdel the tutorial mob
- Deep Fryer
- mounted defibrillator
- dialysis machine
- disk_rack/clone rack
- Tank Storage Unit
- disposal unit
- dispensary supply chute
- mail/QM - special mail chutes for the cargo bay
- tutorial - Sends actions on thrown items/flushing
- door
- airlock
- unpowered - Unpowered doors
- interior door - Sliding door parent
- Brig Door - Brig door
- northleft - Generic door
- opaque - Opaque door
- Remote Door Control
- Dubious Hand Scanner - for sleepers entering listening post
- drain
- Fire Alarm
- fluid canister
- Hair Dye Mixer 3000
- spatial interdictor
- Automatic mass-driver loader (AMDL)
- AI Law Rack
- light_switch
- manufacturing unit
- gas extractor - cogwerks - a gas extractor for the engine
- maptext monitor doodad
- stamina - Stamina monitor for target dummies.
- martian bomb - mob/living/critter/martian/infiltrator/mancer
- APS-4 bio-integrator - A prototypist "artifact reverse-engineer" reward: hybridized Martian tech turning food into synthflesh "patches"
- Microwave
- Nano-fabricator - Material science fabricator
- navigation beacon
- networked/storage/Explosive Simulator
- nuclear bomb
- photocopier
- hydroponics tray
- Port-A-Brig
- portable_atmospherics
- power
- area power controller
- catalytic generator core
- turbine base
- mysterious petrol generator - Power machine
- power transmission laser
- Kuafu photoelectric panel
- Houyi stellar tracker
- Academy automated printing press - makes books and pamphlets.
- Remote Door Control - ////Uses a radio signal to control the door
- cyborg docking station
- recharger - Typical powercell recharger
- defibrillator recharger - Defibrillator-only charger
- wall mounted recharger - wall rechargers!!
- ruckingenur kit - no
- Security Monitor - turf
- Shield generator parent
- shipalert/Emergency Plot Generation Button - Button 4 bill office
- shower head
- shuttle/weapon
- siphon
- Primary Siphon Control - manual control panel for core operation of siphon itself (raising and lowering, on and off); stays physically paired to the siphon
- sleeper console
- sleeper
- space HVAC
- status display
- market shift status display - Shows the time to market shift by default
- research - Will show the zeta station self-destruct countdown
- gravitational singularity
- admin - Singularity that can exist on restricted z levels
- Singularity Bomb
- Gravitational Singularity Generator
- transception pad
- tray machine
- Vehicle Pod
- Flying Saucer - UFO
- Cargo Ship Q5- - Cargo
- Escape Pod E- - Shitty escape pod that flies by itself for a bit then explodes.
- MiniPutt- - miniputt shuttles
- XeniPutt- - strange putt
- PyriPutt- - gold putt
- IndyPutt- - engine putt
- IridiPutt- - iridium putt
- NanoPutt- - nano putt
- pilot - armed civ putt
- Strelka- - soviet putt
- SyndiPutt- - syndicate putt
- MagicPutt- - wizard putt
- Escape Pod A7- - Escape pod
- Standard Pod Q5- - cogpod test
- Pod C- - Also a Test
- Reconnaissance Ship 7X- - Recon
- Vendomat
- meat/FreshFlesh - This is currently unused as it was intended for use in PR 6684, but it was removed upon request. This might be a temporary removal, so it's staying here.
- paint/Broken Paint Dispenser - broken paint vending machine
- Build-A-Vend
- Port-A-NanoMed
- wraith/rune trap
- Magic Mirror - Magic mirror
- mapping_helper
- access
- ai upload access spawn - Command/Heads
- cargo access spawn - Engineering
- centcom access spawn - Other
- maint access spawn - Civilian
- medical access spawn - Medical
- owlery maint access spawn - owlzone access
- security access spawn - Security
- toxins access spawn - Research
- airlock/airlock cycler linkage
- current turbine spawner
- Mob Spawn
- corpse
- critter/owl - Critter corpses
- Human Corpse Spawn
- skeleton - Human corpses
- corpse
- access
- Merge Conflict Marker - DO NOT USE - DO NOT USE THIS IN NORMAL MAPPING!!! Linters WILL fail.
- mesh
- catwalk/rusty catwalk
- grille
- Station Map - Minimap objects are responsible for displaying and handling player interaction with minimaps. They act as the physical
manifestation of minimap datums, being displayed either on the map or in a UI element.
- Alert Map - Alert Minimap
- Map Controller - Minimap controllers are responsible for handling player manipulation of minimaps, including panning and zooming the map, managing minimap marker visibility, and creating and deleting markers.
- newmeteor/huge asteroid - HUGE
- npc/Trader
- Bombini - BZZZZZZZZZZZ
- Greg - GREG THE COOL AWESOME ROBOT TRADER
- martian - Martian
- random
- overlay/energy
- Placeholder Object
- portal/wormhole - You will appear adjacent to the beacon
- projectile - This file is not good Fucked up var names lie ahead Caution, traveler
- racing_clowncar/Go-Kart
- rack/organized - Map-spawn helper for regularly stacked rack items
- techstorage_eng - Technical Storage circuit board rack for engineering/supply
- transception - Includes the transception array board, for maps with transception cargo fulfillment
- techstorage_med - Technical Storage circuit board rack for medical/science/misc
- techstorage_eng - Technical Storage circuit board rack for engineering/supply
- railway_vehicle/flatbed
- deployed sea ladder - canister
- shrub
- solar panel servo - Solar Panel thingamajig
- statue
- stool/chair/electrified chair
- storage
- closet
- emergency supplies closet - Guaranteed to contain everything needed for a space walk
- Port-A-Sci - Port-a-Sci
- crate
- Gang Crate - Large storage object that spawns in anchored, then can be unlocked by a gang locker, for gang hotzones.
- pryable - A storage which can't be closed or repaired after opening and can only be opened with a prying tool
- secure/secure locker
- closet
- structure/girder/girder - Send action on removal
- submachine
- ATM
- Cargo Pad
- pod_wars/Lodbrok mining pad - special pod wars cargo pads + mineral accumulators
- reagent extractor
- Ice Cream Dispenser
- laundry machine
- mixing desk
- Slot Machine
- suggestion box - Office stuff
- swing sign
- table
- wood/round/champagne table - Champagne
- Space Station 13 - old title card turf
- torpedo_targeter - BASE STUFF BELOW
- trigger - Trigger
- turbine shaft
- vehicle
- Admin Bus
- Battle Bus - Battle Bus
- Rideable Cat - Rideable cats
- Clown Car
- Buff-R-Matic 3000
- forklift
- Space Segway
- Admin Bus
- warp beacon - Warp Beacons and Wormholes Used by spaceships to travel to other Z-planes
- particularly buff portal
- window/auto
- Spacemas tree
- baseButton
- particles
- barrel_embers - firey embers, for use with burning_barrel
- bloody_aura - Used for bloodlings, maybe would be cool for other stuff!
- petals - Used for Lavender reagent
- plain_data - Data type for storing just data, without any procs or other fanciness. Meant to be used instead of deeply nested lists for e.g. TGUI ui_data.
- procpath - Type used to sanely access vars on a proc. Example:
- turf
- station - Tile that processes things such as air, explosions, and fluids.
- floor
- airless/solar - SPECIAL AIRLESS-ONLY TURFS
- elevator shaft - Ice Moon Adventure Zone (surface) Contents: Turfs: Elevator Shaft Fall Snow Ice Walls Ice Lake Cold Plating Abyss Fall Cliff Edges
- auto edging turf
- imitation martian dirt
- martian - Martian Turf stuff
- racing - ADVENTURE SIMULATED FLOORS
- shuttle wall - TURFS
- wall
- strange wall - Shit that goes in the asteroid belt, might split it into an exploring.dm later i guess
- auto
- asteroid
- martian rock - for the mapgen mountains, temp until we get something better
- mountain - for the mapgen mountains, temp until we get something better
- mountain - for the mapgen mountains, temp until we get something better
- ice wall - for the mapgen mountains, temp until we get something better
- silicate wall - for the mapgen mountains, temp until we get something better
- asteroid - pod_wars asteroids
- supernorn/tutorial - On decon, send action and turn into a tutorial girder
- asteroid
- floor
- space/fluid/deep hole - duh look below
- command
- floor
- auto edging turf
- Lava - lava turf
- void/time-space breach - turfs
- wall
- arctic/deep abyss - WALLS
- auto
- setpieces - ///////////////////////UNSIMULATED////////////////////////////////////// cogwerks - setpiece stuff
- floor
- station - Tile that processes things such as air, explosions, and fluids.
- typeinfo - type-level information type
- World - If you think this Universe is bad, you should see some of the others. ~ Philip K. Dick