/tg/ Station 13
Modules
- _maps
- RandomZLevels/Away Mission Creation Guidelines - So, you want to make an away mission! They're a lot of fun to play, but they're a challenge to create. To ensure a consistent standard of quality across away missions, following the guidelines (split into recommended and required) is beneficial to ensure your PR is merged.
- map_files/tramstation/maintenance_modules/map legend
- Safe House
- Making new virtual domains
- code
- __DEFINES - This folder is full of #define statements. They are similar to constants,
but must come before any code that references them, and they do not take up
memory the way constants do.
- DNA
- MC - SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
- __globals
- _click
- _flags
- _helpers
- _protect
- _tick
- access
- achievements
- acid
- actions
- admin
- admin_verb
- adventure
- ai
- alarm
- alerts
- animate
- announcements
- anomaly
- antagonists
- apc_defines
- arcades
- art
- assemblies
- assert
- assets
- atmospherics
- atom_hud
- basic_mobs
- basketball
- bitrunning
- blob_defines
- blood
- blood_worm_defines
- bodyparts
- botany
- callbacks
- camera
- cameranets
- cargo
- chat - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- chat_filter
- cleaning
- click
- client
- clothing
- colors
- combat
- communications
- computers
- configuration
- construction
- cooldowns
- crafting
- crushing
- ctf
- cult
- database
- dcs
- declarations
- helpers
- signals
- signals_action
- signals_admin
- signals_adventure
- signals_ai_controller
- signals_area
- signals_atom
- signals_backpack
- signals_beam
- signals_bitrunning
- signals_blob
- signals_blood_worm
- signals_bot
- signals_camera
- signals_changeling
- signals_circuit
- signals_client
- signals_cloner
- signals_closet
- signals_clothing
- signals_container
- signals_customizable
- signals_cytology
- signals_datum
- signals_event
- signals_fish
- signals_food
- signals_gib
- signals_global
- signals_global_object
- signals_heretic
- signals_hud
- signals_hydroponic
- signals_janitor
- signals_key
- signals_ladder
- signals_lasertag
- signals_lattice
- signals_lazy_templates
- signals_leash
- signals_lift
- signals_light_eater
- signals_light_intercept
- signals_lockable_storage
- signals_market
- signals_material_container
- signals_materials
- signals_medical
- signals_mind
- signals_mining
- signals_mob
- signals_mod
- signals_modular_computer
- signals_moveloop
- signals_movetype
- signals_music
- signals_object
- signals_operating_computer
- signals_operatives
- signals_painting
- signals_plane_master_group
- signals_powernet
- signals_proxmonitor
- signals_radiation
- signals_reagent
- signals_restaurant
- signals_scangate
- signals_screentips
- signals_shuttle
- signals_spatial_grid
- signals_species
- signals_spell
- signals_status_effect
- signals_storage
- signals_subsystem
- signals_swab
- signals_techweb
- signals_tgui
- signals_tools
- signals_traitor
- signals_transform
- signals_transport
- signals_turf
- signals_twohand
- signals_vehicle
- signals_wash
- signals_wizard
- uplink
- deadchat_control
- devices
- directional
- diseases
- dna_infuser_defines
- drone
- economy
- electrified_buckle
- events
- exosuit_fab
- experisci
- explosions
- external_organs
- files
- firealarm
- fish
- fonts
- food
- footsteps
- fov
- generators
- ghost
- gravity
- hud
- icon_smoothing
- id_cards
- implants
- important_recursive_contents
- injection
- input
- instruments
- interaction_flags
- inventory
- ipintel
- is_helpers
- jobs
- keybinding
- lag_switch
- language
- layers
- library
- lighting
- lights
- living
- logging
- machines
- magazines
- magic
- map_exporter
- map_switch
- mapping
- maps
- market
- maths
- matrices
- mecha
- medical
- megafauna
- melee
- memory_defines
- mining
- mob_spawn
- mobfactions
- mobs
- mod
- modular_computer
- monkeys
- mood
- movement
- movement_info
- multiz
- nitrile
- nozzle_define
- nuclear_bomb
- obj_flags
- observers
- organ_movement
- overlays
- pai
- paintings
- paper
- particles
- path
- perf_test
- pipe_construction
- plumbing
- polls
- power
- preferences
- procpath
- projectiles
- pronouns
- qdel - Defines that give qdel hints.
- quirks
- radiation
- radio
- radioactive_nebula
- random_spawner
- reactions
- reagents
- regex
- religion
- research - Techweb names for new point types. Can be used to define specific point values for specific types of research (science, security, engineering, etc.)
- reskin
- revolution
- robots
- role_preferences
- rotation
- roundend
- rust_g
- say
- screentips
- security
- shuttles
- sight
- skills
- song
- sort_types
- sound
- sound_preferences
- space
- spaceman_dmm
- spacevines
- span
- spatial_gridmap
- species_clothing_paths
- sprite_accessories
- sprite_editor
- stack
- stack_trace
- stat
- stat_tracking
- station
- status_effects
- strippable
- subsystems - Defines for subsystems and overlays
- supermatter
- surgery
- text
- tgs
- tgui
- time
- tools
- toys
- tracy
- traits
- tts
- turbine_defines
- turfs
- unit_tests
- uplink
- vehicles
- verb_manager
- visual_helpers
- vv
- weather
- wiremod
- wires
- wounds
- xenobiology
- zoom
- ~nova_defines
- DNA
- _HELPERS
- _flags
- airlock
- antag_optin_defines
- antagonists
- apc_defines
- armaments
- automapper
- blood
- cargo
- cells
- colony_fabricator_misc
- combat
- events
- flavor_defines
- food
- id_cards
- integrated_electronics
- item
- jobs
- language
- lewd_defines
- liquids
- living
- loadouts
- medical_defines
- mobs
- neuroware_defines
- obj_flags
- opposing_force_defines
- pollution
- preferences
- projectiles
- quirks
- reagents
- robot_defines
- signals
- sound
- species_clothing_paths
- strippable
- synth_defines
- text
- traits
- turfs
- vehicles
- wounds
- __HELPERS
- _dreamluau
- _lists
- _planes
- abstract_types
- admin
- ai
- announcements
- areas
- atmospherics
- atoms
- auxtools
- bitflag_lists
- chat
- chat_filter
- clients
- cmp
- colors
- construction
- datums
- dna
- duplicating
- dynamic_human_icon_gen
- events
- files
- forensics
- game
- generators
- global_lists
- guid
- hallucinations
- honkerblast
- icon_smoothing
- icons
- jatum
- lazy_templates
- levels
- lighting
- logging
- maths
- matrices
- memory_helpers
- mobs
- mouse_control
- movement
- nameof
- names
- paths
- plumbing
- priority_announce
- qdel
- radiation
- radio
- random_items
- randoms
- reagents
- ref
- roundend
- sanitize_values
- screen_objs
- see_through_maps
- shuttle
- sorts/helpers
- spatial_info
- spawns
- stack_trace
- stoplag
- string_lists
- text
- time
- traits
- turfs
- type2type
- varset_callback
- verbs
- view
- visual_effects
- weakref
- ~nova_helpers
- __byond_version_compat
- _compile_options
- _globalvars
- _onclick
- click
- drag_drop
- hud
- guardian
- inventory_slot
- new_player
- parallax/random_layer
- rendering
- The Render Readme
- plane_master_controller
- plane_master_group
- plane_masters/plane_master_subtypes
- render_plate - Custom rendering solution to allow for advanced effects We (ab)use plane masters and render source/target to cheaply render 2+ planes as 1 if you want to read more read the _render_readme.md
- screen_objects
- controllers
- configuration
- failsafe
- master
- subsystem
- ai_controllers
- ambience
- area_contents
- asset_loading
- ban_cache
- blood_drying
- cameras
- chat - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- discord
- dynamic
- early_assets
- economy
- events
- explosions
- fluids
- garbage
- init_profiler
- ipintel
- lag_switch
- library
- materials - How material datums work Materials are now instanced datums, with an associative list of them being kept in SSmaterials. We only instance the materials once and then re-use these instances for everything.
- mouse_entered
- movement
- Networks: Subsystems that are conceptually networked IN-GAME
- overlays
- parallax
- pathfinder
- persistence
- ping - Copyright (c) 2022 Aleksej Komarov SPDX-License-Identifier: MIT
- points_of_interest
- processing
- radioactive_nebula
- restaurant - This subsystem exists to serve as a holder for important info for the restaurant system for chef and bartender.
- shuttle
- skills - This subsystem mostly exists to populate and manage the skill singletons.
- spatial_gridmap
- speech_controller
- sprite_accessories
- tgui - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- timer
- tts
- tutorials
- unplanned_controllers
- verb_manager
- vote
- wardrobe
- weather
- datums
- achievements
- actions
- AI controllers
- _ai_behavior
- _ai_controller
- _ai_planning_subtree
- _item_behaviors
- babies
- basic_mobs
- admin_ai_templates
- basic_ai_behaviors
- basic_subtrees
- attack_adjacent_target
- attack_obstacle_in_path
- call_reinforcements
- capricious_retaliate
- escape_captivity
- find_food
- find_targets_prioritize_traits
- fishing
- flee_target
- go_for_swim
- maintain_distance
- move_to_cardinal
- opportunistic_ventcrawler
- prepare_travel_to_destination
- ranged_skirmish
- run_emote
- shapechange_ambush
- simple_find_nearest_target_to_flee
- simple_find_wounded_target
- sleep_with_no_target
- speech_subtree
- stare_at_thing
- target_retaliate
- targeted_mob_ability
- teleport_away_from_target
- tipped_subtree
- travel_to_point
- use_mob_ability
- generic_controllers
- pet_commands
- targeting_strategies
- cursed/cursed_controller
- dog
- generic
- hunting_behavior
- idle_behaviors
- Learn AI - In ye olde days, we designed mob AI, and we built it into simple animals as they were the "non player controlled" mobs. Made sense at the time. But by coding AI directly into the mob, there was so little ability to make unique or complicated AI, and even when it was pulled off the code was hacky and non-reusable. the datum AI system was made to rectify these problems, and expand AI beyond just mobs.
- monkey
- movement
- objects/vending_machines/vending_machine_controller
- ai_laws/ai_laws
- alarm
- announcers/_announcer
- armor/_armor
- beam
- bodypart_overlays
- brain_damage/split_personality
- browser
- callback
- candidate_poll
- chat_payload
- chatmessage
- cinematics
- cogbar
- Datum Component System (DCS)
- Template file for your new component - See _component.dm for detailed explanations
- _component
- acid
- action_item_overlay
- admin_popup
- aggro_emote
- ai_has_target_timer
- ai_listen_to_weather
- ai_retaliate_advanced
- alternative_sharpness
- amputating_limbs
- anti_magic
- appearance_on_aggro
- aquarium
- aquarium_content
- area_based_godmode
- area_sound_manager
- areabound
- armor_plate
- atmos_reaction_recorder
- aura_healing
- bakeable
- banned_from_space
- basic_inhands
- basic_mob_attack_telegraph
- basic_ranged_ready_overlay
- bayonet_attachable
- blob_minion
- blood_walk
- bloodysoles
- boomerang
- boss_music
- bubble_icon_override
- bullet_intercepting
- bumpattack
- burning
- butchering
- callouts
- caltrop
- can_flash_from_behind
- chasm
- chuunibyou
- cleaner
- clickbox
- clothing_dirt
- clothing_fov_visor
- codeword_hearing
- combustible_flooder
- connect_containers
- connect_inventory
- connect_loc_behalf
- connect_mob_behalf
- connect_range
- container_item
- conveyor_movement
- cracked
- crafting
- crate_carrier
- cult_kill_tracker
- curse_of_hunger
- curse_of_polymorph
- custom_area
- damage_aura
- damage_chain
- dart_insert
- deadchat_control
- death_linked
- debris_bleeder
- defaceable
- dejavu
- deployable
- direct_explosive_trap
- earprotection
- egg_layer
- electrified_buckle
- engraved
- evolutionary_leap
- explodable
- explode_on_attack
- face_decal
- faction_granter
- fantasy/suffixes
- fearful
- fertile_egg
- fish_growth
- focused_attacker
- food
- decomposition
- edible - This component makes it possible to make things edible. What this means is that you can take a bite or force someone to take a bite (in the case of items). These items take a specific time to eat, and can do most of the things our original food items could.
- germ_sensitive
- ghost_edible
- golem_food
- ice_cream_holder
- food_storage
- force_move
- fov_handler
- free_operation
- gas_leaker
- geiger_sound
- ghost_direct_control
- ghostrole_on_revive
- glass_passer
- gps
- ground_sinking
- growth_and_differentiation
- gunpoint
- hat_stabilizer
- hazard_area
- healing_touch
- health_scaling_effects
- heirloom
- hide_highest_offset
- hide_weather_planes
- holderloving
- houlihan_teleport
- ingredients_holder
- interaction_booby_trap
- irradiated
- itembound
- itempicky
- jousting
- jukebox
- keep_me_secure
- knockoff
- leanable
- leash
- life_link
- light_eater
- limb_applicable
- ling_decoy_brain
- listen_and_repeat
- lock_on_cursor
- lockable_storage
- magnet
- manual_heart
- marionette
- martial_art_giver
- material_turf_tracking
- mind_linker
- mind_martial_art
- mob_chain
- mob_harvest
- monitored_area
- multiple_lives
- mutant_hands
- nuclear_bomb_operator
- object_possession
- omen
- onwear_mood
- overlay_lighting
- palette
- parry
- payment
- pet_commands
- phylactery
- pinata
- pinnable_accessory
- plumbing
- plundering_attacks
- proficient_miner
- profound_fisher
- projectile_instance_drop
- prosthetic_item
- punchcooldown
- puzzgrid
- radiation_countdown
- radioactive_emitter
- radioactive_exposure
- ranged_attacks
- ranged_mob_full_auto
- reagent_refiller
- recharging_attacks
- redirect_attack_hand_from_turf
- reflection
- regenerative_shield
- regenerator
- religious_tool
- rename
- reskinnable_atom
- revenge_ability
- riding
- rot
- scope
- seclight_attachable
- sect_nullrod_bonus
- security_vision
- seethrough
- seethrough_mob
- shell
- shielded
- shovel_hands
- shuttle_cling
- sign_language
- simple_access
- simple_bodycam
- singularity
- sisyphus_awarder
- slippery
- slippery_item
- smooth_tunes
- soul_stealer
- sound_player
- space_allergy
- space_camo
- space_dive
- speechmod
- spin2win
- spinny
- spirit_holding
- splattercasting
- squashable
- stationloving
- sticker
- storm_hating
- subtype_picker
- swabbing - This component is used in vat growing to swab for microbiological samples which can then be mixed with reagents in a petridish to create a culture plate.
- synth_blood
- tackle
- tactical
- takes_reagent_appearance
- tameable
- tattoo
- technointrovert
- temporary_body
- temporary_description
- tether
- tippable
- toggle_attached_clothing
- torn_wall
- trader/trader
- trapdoor
- tug_towards
- twohanded
- udder
- unobserved_actor
- unusual_effect
- uplink
- usb_port
- vacuum
- vision_hurting
- weatherannouncer
- dash_weapon
- datum
- diseases
- dna
- drift_handler
- eigenstate
- elements
- Template file for your new element - See _element.dm for detailed explanations
- _element
- above_mob_drop
- adjust_fishing_difficulty
- ai_control_examine
- ai_flee_while_injured
- ai_held_item
- ai_retaliate
- ai_swap_combat_mode
- ai_target_damagesource
- animal_variety
- atmos_requirements
- attack_equip
- attack_zone_randomiser
- backblast
- bane
- basic_allergenic_attack
- basic_eating
- basic_health_examine
- basic_stamina_slowdown
- beauty
- bed_tucking
- befriend_petting
- block_turf_fingerprints
- blocks_explosives
- blood_limb_overlay
- blood_reagent
- body_temp_sensitive
- bombable_turf
- bonus_damage
- bugkiller_reagent
- bump_click
- burn_when_item_ignition
- can_shatter
- caseless
- chain_lightning_attack
- chemical_transfer
- chewable
- cliff_walker
- climb_walkable
- connect_loc
- consumable_mob
- content_barfer
- corrupted_organ
- crackable
- crusher_loot
- cuffable_item
- cuffsnapping
- cult_eyes
- cult_halo
- curse_announcement
- cursed
- damage_threshold
- dangerous_surgical_removal
- death_drops
- death_explosion
- death_gases
- delete_on_drop
- deliver_first
- dextrous
- diggable
- disarm_attack
- door_pryer
- drag_activation
- drag_pickup
- easy_ignite
- effect_trail
- elevation
- envenomable_casing
- examine_lore
- eyestab
- falling_hazard
- firestacker
- fish_safe_storage
- floor_placeable
- floorloving
- food
- footstep
- footstep_override
- force_move_pulled
- frozen
- gags_recolorable
- give_turf_traits
- glass_pacifist
- gravedigger
- hat_wearer
- haunted
- high_fiver
- honkspam
- hostile_machine
- human_biter
- ignites_matches
- immerse
- item_fov
- item_scaling
- kill_achievement
- kneecapping
- kneejerk
- knockback
- lifesteal
- light_blocking
- light_eaten
- light_eater
- living_limb_initialiser
- loomable
- lube_walking
- mirage_border
- mob_grabber
- mob_killed_tally
- move_force_on_death
- movement_turf_changer
- movetype_handler
- nav_computer_icon
- nerfed_pulling
- no_crit_hitting
- noticable_organ
- nullrod_core
- obj_regen
- on_hit_effect
- only_pull_living
- openspace_item_click_handler
- organ_set_bonus
- permanent_fire_overlay
- pet_bonus
- pick_and_drop_only
- plant_backfire
- point_of_interest
- poster_tearer
- prevent_attacking_of_types
- projectile_drop
- prosthetic_icon
- quality_food_ingredient
- radiation_protected_clothing
- radioactive
- ranged_armour
- raptor_food
- reagents_heated_on_fire
- reagents_item_heatable
- regal_rat_minion
- relay_attackers
- ridable
- rust
- rust_healing
- Contextual screentips (and when to not use this folder) - Contextual screentips provide information in the form of text at the top of your screen to inform you of the possibilities of an item. The "contextual" here refers to this being handled entirely through code, what it displays and when is completely up to you.
- series
- shiny_bait
- shuttle_construction_lattice
- shuttle_construction_turf
- sideway_movement
- simple_flying
- skill_reward
- slapcrafting
- slow_target_click_cd_attack
- soft_landing
- squish
- squish_sound
- strippable
- structure_repair
- surgery_aid
- swabbable - This element is used in vat growing to allow for the object to be
- swimming_tile
- table_smash
- tenacious
- tiny_mob_hunter
- tool_blocker
- tool_flash
- tool_renaming
- toy_talk
- turf_transparency
- undertile
- unfriend_attacker
- update_icon_blocker
- uplink_reimburse
- uses_girder_wall_recipes
- venomous
- volatile_gas_storage
- voucher_redeemer
- wall_engraver
- wall_smasher
- wall_tearer
- wall_walker
- watery_tile
- weapon_description
- wearable_client_colour
- weather_listener
- web_walker
- wheel
- window_smash
- embedding
- emotes
- girder_wall_recipe
- Greyscale Auto-Generated Sprites (GAGS) - If you're wanting to add easy recolors for your sprite then this is the system for you. Features include:
- helper_datums
- id_trim
- instability_meltdown
- job_configs
- json_database
- json_savefile
- lazy_template
- looping_sounds
- map_config
- mapgen
- CaveGenerator
- Cavegens/IcemoonCaves
- JungleGenerator
- biomes/_biome
- martial
- material/material_container - This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
- materials
- _material - Material datum
- alloys
- basemats
- material_slots
- meat
- properties
- requirements/_requirement
- memory
- mergers/_merger
- mocking/client
- mood
- mood_events
- move_manager
- movement_detector
- mutable_appearance
- mutations
- outfit
- personality
- pod_style
- position_point_vector
- proximity_monitor
- field
- fields
- heretic_arena
- projectile_dampener/projectile_dampener_effects
- timestop
- turret_tracking
- void_storm - Void storm for the void heretic ascension
- quirks
- _quirk
- _quirk_constant_data
- negative_quirks
- records
- skills/fishing
- sprite_accessories
- station_integrity
- station_traits
- status_effects
- storage
- verb_callbacks
- view
- visual_data
- voice_of_god_command
- votes
- weakrefs
- weather
- weather
- weather_types
- wires/_wires
- world_topic
- wounds
- game
- area/areas
- Core /atom Systems - This is a folder of basic systems that apply to all /atom types, split into relevant files. Keep the files named fittingly and don't put anything in
_atom.dmif you can avoid it. - atoms_movable
- data_huds
- gamemodes
- machinery
- PDApainter
- _machinery
- announcement_system
- atmos_field_gen
- big_manipulator
- buttons
- camera
- civilian_bounty
- computer
- arcade
- atmos_computers
- buildandrepair
- camera_advanced
- communications
- crew
- dna_console
- orders
- order_computer/mining_order
- order_items/order_datum
- records
- telescreen
- defibrillator_mount
- deployable
- dna_infuser
- doors
- experimental_cloner
- flatpacker
- incident_display
- iv_drip
- lightswitch
- limbgrower
- medical_kiosk
- mining_weather_monitor
- modular_shield
- nebula_shielding
- newscaster
- photobooth
- porta_turret/portable_turret_cover
- roulette_machine
- shieldgen
- sleepers
- slotmachine
- spaceheater
- status_display
- syndicatebomb
- teambuilder
- telecomms
- wall_healer
- wall_vitals
- objects
- effects
- anomalies
- bump_teleporter
- cursor_catcher
- decals
- effect_system
- effects
- forcefields
- glowshroom
- info
- landmarks
- lighting
- material_insert
- mines
- misc
- overlays
- particle_holder
- particles
- portals
- poster_demotivational
- posters
- rcd
- spawners
- spiderwebs
- step_triggers
- temporary_visuals
- items
- AI_modules
- blueprints
- cards_ids
- devices
- dice
- dna_injector
- dna_probe
- dyespray
- flatpacks
- food
- gift
- granters
- grenades
- hand_items
- handcuffs
- implants
- inspector
- machine_wand
- manuals
- piggy_bank
- pitchfork
- puzzle_pieces
- rcd
- robot
- secret_documents
- sharpener
- stacks
- cash
- golem_food
- sheets/leather
- stack
- tiles/tile_types
- stickers
- storage
- tanks/tanks
- tcg
- teleportation
- tools
- engineering
- painter/paintable_decals
- wirebrush
- janitorial
- engineering
- toy_mechs
- v8_engine
- weaponry
- wiki_manuals
- structures
- aliens
- beds_chairs
- bonfire
- cannons
- cannon
- mounted_guns/mounted_gun
- construction_console
- crates_lockers
- closet_see_inside
- closets/bodybag
- crates
- abandoned_crates/abandoned_crates_loot
- syndicrate
- curtains
- deployable_turret
- fake_stairs
- flora
- fluff
- girders
- grille
- guillotine
- gym
- ladders
- lavaland
- loom
- maintenance
- mannequin
- morgue
- mystery_box
- ore_containers
- pinatas
- platform
- safe
- secure_safe
- shower
- signboards/holosign
- signs
- stairs
- steps
- tables_racks
- tank_holder
- training_machine
- water_structures/toilet
- effects
- say
- shuttle_engines
- sound
- sound
- sound_keys
- turfs
- world
- modules
- NTNet/relays
- actionspeed
- _actionspeed_modifier - Actionspeed modification datums.
- modifiers
- admin
- admin
- admin_fax_panel
- admin_pda_message
- admin_ranks
- admin_verbs
- callproc/callproc
- chat_commands
- create_mob
- force_event
- greyscale_modify_menu
- painting_manager
- poll_management
- smites
- sql_ban_system
- sql_message_system
- tag
- trophy_manager
- verb_datums/_admin_verb_datum
- verbs
- SDQL2/SDQL_2_wrappers
- adminfun
- admingame
- adminhelp
- adminpm
- ai_triumvirate
- appearance_debugger/appearance_debugger
- color_blind_test
- commandreport
- ert
- highlander_datum
- light_debug
- Objects - Datums, lists, typepaths, static appearances, and some other objects are represented in Luau as userdata. Certain operations can be performed on these types of objects.
- map_export
- mapping
- path_debugger
- plane_debugger
- player_ticket_history
- playsound
- pray
- secrets
- sprite_auditor
- view_variables
- antagonists
- _common
- abductor/abductee/abductee
- blob
- changeling
- clown_ops/bananium_bomb
- cult
- evil_clone/evil_clone
- fugitive/hunters/hunter_gear
- heretic
- heretic_antag
- heretic_curses - Contains all the curses a heretic can cast using their upgraded codex
- heretic_focus
- heretic_knowledge
- heretic_living_heart
- heretic_monsters
- influences
- items
- corrupted_organs
- heretic_armor - Contains the eldritch robes for heretics, a suit of armor that they can make via a ritual
- heretic_grenade - Contains Heretic grenades They spread rust and obliterate borgs/mechs
- hunter_rifle
- keyring
- labyrinth_handbook
- knowledge
- _heretic_paths
- blade_lore
- cosmic_lore
- flesh_lore
- sacrifice_knowledge
- reroll_targets - Contains the reroll targets knowledge perk
- sacrifice_buff
- sacrifice_curse
- sacrifice_knowledge
- sacrifice_map
- side_knowledge
- tier_four - Tier 4 knowledge: Combat related knowledge
- tier_one - Tier 1 knowledge: Stealth and general utility
- tier_three - Tier 3 knowledge: Summons
- tier_two - Tier 2 knowledge: Defensive tools and curses
- starting_lore
- magic
- ash_ascension
- cosmic_runes
- fire_blast
- shadow_cloak
- space_crawl
- wolves_among_sheep - Contains the spell "Wolves among Sheep" Handles the creation of the "arena", in terms of visuals. Banishes windows/airlocks and puts down the floors For the functionality of the spell itself see /obj/effect/abstract/heretic_arena which is created during [/proc/create_arena()]
- soultrapped_heretic
- status_effects
- buffs
- debuffs
- dreams
- heretic_passive
- void_chill - Contains the "Void Chill" status effect. Harmful debuff which freezes and slows down non-heretics Cannot affect silicons (How are you gonna freeze a robot?)
- transmutation_rune
- hypnotized/hypnotized
- malf_ai
- nightmare
- nukeop
- datums/operative_team
- equipment
- obsessed/obsessed
- paradox_clone/paradox_clone
- pirate
- revenant
- revolution
- separatist/nation_creation
- shade/shade_minion
- space_dragon/carp_rift
- space_ninja
- spiders/spiders
- spy
- survivalist/survivalist
- traitor
- components/demoraliser
- contractor/contract_teammate
- datum_traitor
- uplink_handler
- voidwalker
- wizard
- xeno/xeno
- art
- Asset cache system
- asset_cache_item
- asset_list
- assets
- spritesheet
- batched
- legacy/legacy_spritesheet
- transports
- atmospherics
- Atmospherics
- environmental
- gasmixtures/reactions
- machinery
- air_alarm/air_alarm_modes
- components
- binary_devices/dp_vent_pump
- fusion
- unary_devices
- pipes/multiz
- portable/canister
- autowiki
- awaymissions
- balloon_alert/balloon_alert
- basketball/controller
- bitrunning
- Buildmode
- bm_mode
- submodes/map_export
- capture_the_flag
- cards
- cargo
- chatter/chatter
- client
- client_colour
- client_defines
- persistent_client
- Preferences (by Mothblocks) - This does not contain all the information on specific values--you can find those as doc-comments in relevant paths, such as
/datum/preference. Rather, this gives you an overview for creating most preferences, and getting your foot in the door to create more advanced ones.- _preference
- accessibility
- admin
- ai_core_display
- ai_emote_display
- ai_hologram_display
- ambient_occlusion
- assets
- blindfold_color
- broadcast_login_logout
- clothing
- emissive_bloom
- gender
- ghost
- ghost_lighting
- middleware
- mod_select
- multiz_parallax
- multiz_performance
- names
- ooc
- operative_species
- paint_color
- parallax
- pda
- playtime_reward_cloak
- preferred_map
- prisoner_crime
- scaling_method
- security_department
- sounds
- species
- tgui
- ui_style
- voice
- window_flashing
- preferences_savefile
- verbs/who
- clothing
- belts/polymorph_belt
- chameleon
- glasses/_glasses
- gloves/special
- head
- masks
- neck
- outfits/ert
- shoes
- spacesuits/_spacesuits
- suits
- under
- deathmatch
- debugging
- discord
- economy/account
- error_handler/error_handler
- escape_menu - NOVA EDIT: leave_body.dm - removed suicide menu option
- events
- _event
- _event_admin_setup
- anomaly/anomaly_bioscrambler
- aurora_caelus
- brain_trauma
- brand_intelligence
- bureaucratic_error
- camerafailure
- carp_migration
- communications_blackout
- disease_outbreak
- dynamic_tweak
- earthquake
- electrical_storm
- false_alarm
- ghost_role
- gravity_generator_blackout
- grey_tide
- immovable_rod
- ion_storm
- market_crash
- mass_hallucination
- meteors/meteor_wave_events
- mice_migration
- portal_storm
- radiation_leak
- sandstorm
- scrubber_overflow
- shuttle_catastrophe
- shuttle_loan
- space_vines
- stray_cargo
- supermatter_surge
- tram_malfunction
- vent_clog
- wisdomcow
- wizard
- wormholes
- experisci
- explorer_drone
- fishing
- flufftext/dreaming
- food_and_drinks
- equipment/kitchen_utensils
- machinery
- recipes
- restaurant
- forensics/_forensics
- hallucination
- holiday
- hydroponics
- instruments
- instrument_data
- songs/_song
- interview
- jobs
- departments/departments
- job_types
- In-code keypress handling system - This whole system is heavily based off of forum_account's keyboard library. Thanks to forum_account for saving the day, the library can be found here!
- language
- _language
- _language_holder - Language holders will either exist in an atom/movable. Creation of language holders happens automatically when they are needed, for example when something tries to speak. Where a mind is available, the mind language holder will be the one "in charge". The mind holder will update its languages based on the atom holder, and will get updated as part of transformations and other events that cause new languages to become available.
- library
- admin_only
- book
- book_info
- lib_machines
- random_books
- skill_learning/generic_skillchips/point
- lighting
- loadout
- logging
- lootpanel
- lost_crew
- mafia
- _defines
- abilities
- investigative
- killing
- protective
- support
- voting
- controller
- outfits
- mapfluff/ruins
- generic
- icemoonruin_code/cursed_spring
- lavaland_ruin_code
- lavalandruin_code
- objects_and_mobs
- spaceruin_code
- mapping
- meteors
- mining
- aux_base
- boulder_processing
- equipment
- explorer_gear
- kheiral_cuffs
- kinetic_crusher
- kinetic_crusher
- kinetic_crusher_trophies - Contains the baseline of kinetic crusher trophies.
- trophies_fauna - Contains crusher trophies you can obtain from regular fauna
- trophies_megafauna - Contains crusher trophies you can obtain from megafauna
- trophies_misc
- lazarus_injector
- mineral_scanner
- mining_tools
- miningradio
- monster_organs
- resonator
- survival_pod
- wormhole_jaunter
- laborcamp/laborstacker
- lavaland
- machine_processing
- machine_redemption
- machine_silo
- machine_stacking
- machine_unloading
- mine_items
- ores_coins
- satchel_ore_box
- shelters
- voucher_sets
- mob
- dead/new_player/new_player
- emote
- eye
- living
- basic
- alien
- basic
- blob_minions
- boss/blood_drunk_miner
- bots
- bot_ai
- dedbot
- firebot/firebot_ai
- repairbot/repairbot_ai
- vibebot
- clown/clown
- cult/constructs
- cytology/vatbeast
- drone
- farm_animals
- festivus_pole
- guardian
- heretic
- icemoon
- ice_demon/ice_demon
- ice_whelp
- illusion
- jungle
- mega_arachnid/mega_arachnid_ai
- seedling
- venus_human_trap
- lavaland
- basilisk
- brimdemon
- goldgrub/goldgrub_ai
- goliath
- gutlunchers
- hivelord
- legion
- lobstrosity
- mining
- mook
- node_drone/node_drone
- raptor/raptor_ai_controller
- watcher
- minebots/minebot_ai
- pets
- cat/cat
- dog/_dog
- gondolas/gondolapod
- orbie/orbie_ai
- parrot
- penguin/penguin_ai
- pet_cult/pet_cult_ai
- sloth
- ruin_defender
- slime/slime
- snails/snail
- space_fauna
- carp
- cat_surgeon
- changeling
- demon
- ghost
- hivebot/hivebot_behavior
- lightgeist
- meteor_heart
- morph
- netherworld
- regal_rat
- revenant
- robot_customer
- snake/snake
- space_dragon
- spider
- giant_spider
- spider
- spider_abilities
- spiderlings
- young_spider
- supermatter_spider
- wumborian_fugu
- trader
- trooper
- turtle/turtle_ability
- vermin
- blood
- blood_types
- brain
- carbon
- death
- emote
- life
- living
- living_fov
- silicon
- simple_animal
- bot/bot_announcement
- hostile
- megafauna
- mining_mobs/elites
- ooze
- simple_animal
- basic
- mob_defines
- mob_helpers
- mob_say
- Say code basics - This document is a little dated but I believe it's accurate mostly (oranges 2019)
- transform_procs
- mob_spawn
- mod
- modular_computers
- computers/item
- file_system
- movespeed
- _movespeed_modifier - Movespeed modification datums.
- modifiers
- pai
- paperwork
- photography
- plumbing/plumbers
- power
- apc
- cable
- cell
- energy_accumulator
- gravitygenerator
- lighting/light
- power
- power_store
- singularity
- smes_portable
- supermatter
- supermatter_delamination
- supermatter_gas
- supermatter_variants
- tesla/energy_ball
- turbine
- Procedural Mapping
- projectiles
- ammunition/energy/laser
- guns
- ballistic
- Balistic gun icon states explained - For a unknown period of time,
/obj/item/gun/ballisticused the wrong icon state for itsbolt_typeand so, if you tried to copy how it worked to make your own gun, you'd get a broken sprite. This documentation is intended to explain in detail what some of the variables and functions do, and how to make your own gun subtypes that work properly. - energy
- magic
- special
- projectile
- reagents
- chem_splash
- chemistry
- reagent_containers
- reagent_dispenser
- stacked_effects/stacked_effects
- withdrawal
- recycling
- religion
- burdened
- deaconize
- festival/instrument_rites
- honorbound
- religion_sects
- religion_structures
- rites
- sparring/ceremonial_gear
- requests
- research
- anomaly
- designs
- AI_module_designs
- biogenerator_designs
- bluespace_designs
- comp_board_designs
- computer_part_designs
- electronics_designs
- limbgrower_designs
- machine_designs
- mecha_designs
- mechfabricator_designs
- medical_designs
- mining_designs
- power_designs
- smelting_designs
- stock_parts_designs
- telecomms_designs
- tool_designs
- weapon_designs
- destructive_analyzer
- experimentor/experiments
- machinery/protolathe
- ordnance
- part_replacer
- server
- stock_parts/stock_part_datum
- techweb
- xenobiology
- crossbreeding
- vatgrowing
- biopsy_tool
- petri_dish
- samples
- _micro_organism
- _sample
- cell_lines
- viruses/_virus
- swab
- vatgrower
- xenobio_camera
- xenobiology
- reta
- security_levels
- shuttle
- misc
- mobile_port/variants
- shuttle_consoles/white_ship
- shuttle_events
- stationary_port/port_types
- spatial_grid/cell_tracker
- spells
- spell
- spell_types
- aoe_spell/_aoe_spell
- charged/_charged
- cone/_cone
- conjure/_conjure
- jaunt
- list_target/_list_target
- pointed/_pointed
- projectile/_basic_projectile
- right_and_wrong
- self
- shapeshift
- teleport
- touch
- tower_of_babel
- station_goals/meteor_shield
- surgery
- bodyparts
- operations
- organs
- _organ
- external
- internal
- appendix/appendix_golem
- ears/_ears
- eyes/eyes_species
- heart
- _heart
- heart_anomalock - Contains Voltaic Combat Cyberheart
- liver
- stomach/stomach_golem
- surgery_tray
- tgchat
- 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 V3 - This DMAPI implements bridge using file output which TGS monitors for.
- 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 - Base state and helpers for states. Just does some sanity checks,
implement a proper state for in-depth checks.
- admin - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- always - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- conscious - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- contained - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- deep_inventory - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- default - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- hands - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- human_adjacent - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- inventory - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- language_menu - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- never - Copyright (c) 2021 Arm A. Hammer SPDX-License-Identifier: MIT
- not_incapacitated - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- notcontained - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- observer - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- physical - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- self - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- zlevel - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- status_composers
- tgui - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- tgui_window - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- tgui_input
- tgui_panel
- audio - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- external - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- telemetry - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- tgui_panel - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
- transport
- tutorials
- _tutorial
- tutorials
- Unit Tests
- _unit_tests
- abductor_baton_spell
- ablative_hud
- achievements
- alerts
- anonymous_themes
- antag_conversion
- area_contents
- armor_verification
- atmospherics_sanity
- autowiki
- barsigns
- baseturfs
- baton
- bee
- bitrunning
- blindness - This tests /datum/status_effect/grouped/nearsighted
- bloody_footprints
- breath
- buckle
- burning
- cable_powernets
- can_see
- cardboard_cutouts
- cargo_crate_sanity
- cargo_selling
- changeling
- chat_filter
- circuit_component_category
- client_colours
- closets
- clothing_drops_items
- clothing_under_armor_subtype_check
- combat
- combat_blocking
- combat_cuffs
- combat_eyestab
- combat_flash
- combat_help
- combat_pistol_whip
- combat_stamina
- connect_loc
- container_sanity
- crafting
- crayons
- create_and_destroy
- damp_rag
- dcs_check_list_arguments
- dcs_get_id_from_elements
- death_moodlets
- dna_infusion
- door_access
- dragon_expiration
- drink_icons
- dropper
- dummy_spawn
- dynamic_ruleset_sanity
- egg_glands
- emp_flashlight
- ensure_subtree_operational_datum
- ethereal_revival
- explosion_action
- firedoor_regions
- fish_unit_tests
- flyperson
- focus_only_tests
- font_awesome_icons
- food_edibility_check
- full_heal
- gas_transfer
- get_turf_pixel
- geyser
- gloves_and_shoes_armor
- greyscale_config
- hallucination_icons
- held_slowdown
- high_five
- holofan_placement
- huds
- hulk
- human_through_recycler
- hunger_curse
- hydroponics_extractor_storage
- hydroponics_self_mutations
- hydroponics_validate_genes
- icon_state
- icon_state_inhand
- icon_state_worn
- id_card
- interaction_door
- interaction_silicon
- interaction_structures
- json_savefile_importing
- kinetic_crusher
- knockoff_component
- language_transfer
- leash
- lesserform
- ling_decap
- load_map_security
- lungs
- machine_disassembly
- mafia
- map_landmarks
- mapload_space_verification
- mapping
- mapping_nearstation_test
- market
- mecha_damage
- mindbound_actions
- mob_chains
- mob_damage
- mob_faction
- mob_spawn
- modsuit
- monkey_business
- mouse_bite_cable
- move_pulled
- mutant_hands_consistency
- mutant_organs
- neurine_trauma_cleanup
- novaflower_burn
- nuke_cinematic
- operating_table
- orderable_items
- organ_bodypart_shuffle
- organs
- orphaned_genturf
- outfit_sanity
- oxyloss_suffocation
- paintings
- plane_double_transform
- plane_dupe_detector
- plane_sanity
- preference_species
- preferences
- projectiles
- quirks
- range_return
- reagent_container_defaults
- reagent_names
- reagent_transfer
- recycle_recycling
- required_map_items
- reta_system
- say
- screenshot_airlocks
- screenshot_antag_icons
- screenshot_basic
- screenshot_debrain
- screenshot_digi
- screenshot_dynamic_human_icons
- screenshot_high_luminosity_eyes
- screenshot_humanoids
- screenshot_husk
- screenshot_saturnx
- screenshots - This folder contains the results for screenshot tests. Screenshot tests make sure an icon looks the same as it did before a change to prevent regressions.
- security_levels
- security_officer_distribution
- simple_animal_freeze
- slime_mood
- slips
- spawn_humans
- spawn_mobs
- species_change_clothing
- species_change_organs
- species_unique_id
- spell_invocations
- spell_jaunt
- spell_mindswap
- spell_names
- spell_shapeshift
- spell_timestop
- spies
- spraycan
- spritesheets
- stack_singular_name
- station_trait_tests
- status_effect_validity
- storage
- strange_reagent
- stuns
- style_hotswapping
- subsystem_init
- suit_sensor
- suit_storage_icons
- surgeries
- syringe_gun
- tail_wag
- text
- tgui_create_message
- trait_addition_and_removal
- traitor_mail_content_check
- trash_food
- trauma_granting
- turf_icons
- tutorial_sanity
- unequip_defib
- verify_config_tags
- verify_emoji_names
- wallmount
- weird_food
- wizard_loadout
- ~nova
- uplink
- vehicles
- cars
- mecha
- _mecha
- combat
- equipment
- mecha_actions
- mecha_construction_paths
- Mecha defence explanation - Mechs focus is on a more heavy-but-slower damage approach For this they have the following mechanics
- Mecha defence explanation - Mechs focus is on a more heavy-but-slower damage approach For this they have the following mechanics
- mecha_parts
- mecha_wreckage
- working/clarke
- motorized_wheelchair
- pimpin_ride
- vehicle_actions
- wheelchair
- vending
- visuals/render_steps
- wiremod
- components
- abstract
- action
- admin
- atom
- bci
- list
- math
- ntnet
- sensors
- string
- table
- usb
- utility
- variables
- core
- datatypes/composite/composite
- dcs_components/component_add_port
- preset
- shell
- components
- world
- __DEFINES - This folder is full of #define statements. They are similar to constants,
but must come before any code that references them, and they do not take up
memory the way constants do.
- interface/fonts
- The modularization handbook - Nova Sector style, v0.2
- master_files - This is the logging file for any master icon and sound files that we have.
- code
- _globalvars
- controllers
- configuration/entries/config_entries
- subsystem/air
- datums
- atmosphere/planetary
- bodypart_overlays/mutant_bodypart_overlay
- components/damage_tracker
- ert
- id_trim
- quirks
- neutral_quirks/lunch_box/lunchbox
- positive_quirks
- genetic_freak
- venomous/venomous_bite_quirk
- storage/subtypes/belt
- game
- machinery
- objects
- effects/effect_system/effect_sparks
- items/stacks/sheets/sheet_types
- structures/beds-chairs/sofa
- sound - Nova's modular sound overrides
- turfs/open/floor/floors
- modules
- admin/smites
- antagonists/ert/ert
- art/statues
- cargo/bounties/interdyne_reagent
- client
- preferences
- _preference
- erp_preferences
- flavor_text
- genitals
- middleware/languages
- mutant_parts
- species_features/digitigrade_legs
- preferences_savefile
- preferences
- clothing
- clothing
- clothing_variation_overrides/under
- head/monkey_magnification_helmet
- outfits/ert
- suits/skinsuits
- towels
- under/akula_jobs
- entombed_quirk/code/entombed
- jobs/job_types/_job_attire
- language/_language_holder
- mob/living
- basic/maintsroomdescent/houndoftindalos
- carbon/human/human_update_icons
- pets
- mob_spawn/ghost_roles/mining_roles
- mod
- reagents
- religion/religious_sects
- research/techweb/techweb_types
- sleep - https://github.com/NovaSector/NovaSector/4525
- sound/items/bricks/attributions
- code
- Welcome to the guide on how to manually do batch mirrors for the repo - This guide will help you in pulling Pull requests from TG and adding them into a PR to be merged here in Nova.
- module_template
- modules
- GAGS
- QOL - https://github.com/Skyrat-SS13/Skyrat-tg/pull
- SiliconQoL - https://github.com/Skyrat-SS13/Skyrat-tg/pull/1167
- access_helpers
- Title: Additional Circuits - MODULE ID: AD_CIRCUITS
- admin - https://github.com/Skyrat-SS13/Skyrat-tg/pulls
- code/player_ranks
- advanced_engineering - https://github.com/Skyrat-SS13/Skyrat-tg/pull/20040/
- aesthetics - https://github.com/Skyrat-SS13/Skyrat-tg/pull/1245
- keyed_doors/code/keyed_door
- lights/code/lighting
- vending/access_vending
- ahabs_spear/read_me - https://github.com/NovaSector/NovaSector/pull/5046
- airlock_override - https://github.com/Skyrat-SS13/Skyrat-tg/pull/16787
- akula/code/wetsuit
- alcohol_processing
- alerts
- alt_vox/credits - Credits to Crowbar Collective for any sound assets; specifically from the free Black Mesa Source mod.
- alternative_job_titles
- ammo_stacks/code/ammo_stack_base
- ammo_workbench/code/ammo_bench_defines
- anomaly_grenades/code/grenade_kits
- antag_opt_in - https://github.com/NovaSector/NovaSector/pull/121
- apc_arcing/apc
- armaments/code
- ashwalkers - https://github.com/Skyrat-SS13/Skyrat-tg/pull/3129
https://github.com/Skyrat-SS13/Skyrat-tg/pull/7514
https://github.com/Skyrat-SS13/Skyrat-tg/pull/8122
https://github.com/Skyrat-SS13/Skyrat-tg/pull/7619
- code
- buildings/simple_tree
- effects/ash_rituals
- species/Ashwalkers
- code
- automapper
- autotransfer
- code/autotransfer_config
- awaymissions_nova/mothership_astrum
- barsigns
- better_vox
- bitrunning/code
- bitrunning_objective
- virtual_domains/ancient_milsim/virtual_domain
- blastwave_outfits - https://github.com/Skyrat-SS13/Skyrat-tg/pull/14165 (initial)
- blooper
- blueshield - https://github.com/Skyrat-SS13/Skyrat-tg/pull/127
- code/blueshield
- Title: Bluespace Miner - MODULE ID: BS_MINER
- bodyparts/code
- bongs/code/bong
- borg_buffs
- borgs - https://github.com/Skyrat-SS13/Skyrat-tg/pull/127
- code
- icons - Current version: v0.8
- bsa_overhaul/code
- cargo - https://github.com/Skyrat-SS13/Skyrat-tg/pull/2003
- code/packs
- cargo_items
- cellguns
- chadian/code/chadian
- character_directory/code/character_directory
- character_preview_background/code/character_preview_background
- chat_colors/code/chat_color
- clock_cult/code
- actions/whirring_convergence
- components/brass_spreader
- globals
- language
- outpost_of_cogs
- scriptures/_scripture
- structures/_structure
- colony_fabricator
- code
- appliances/co2_cracker
- design_datums/appliances
- repacking_element
- sound/attributions
- code
- company_imports/code - https://github.com/Skyrat-SS13/Skyrat-tg/pull/
- condos
- connecting_computer
- container_emotes - https://github.com/Skyrat-SS13/Skyrat-tg/pull/10106
- contractor/code
- cortical_borer
- code/cortical_borer
- cryosleep
- code/cryopod
- customization
- __HELPERS/global_lists
- datums/dna/mutant_bodyparts
- modules
- client/augment
- clothing
- glasses
- storage
- under
- ~donator/donator_clothing
- mob
- dead/new_player/sprite_accessories
- living
- reagents/chemistry/reagents/drinks
- taur_mechanics/code
- strings/names
- death_consequences_perk
- deathmatch
- deforest_medical_items/code/chemicals/twitch
- delam_emergency_stop - https://github.com/Skyrat-SS13/Skyrat-tg/pull/22145
- code
- digi_bloodsole - https://github.com/Skyrat-SS13/Skyrat-tg/pulls
- electric_welder - https://github.com/Skyrat-SS13/Skyrat-tg/pull/
- emotes - https://github.com/Skyrat-SS13/Skyrat-tg/pull/892
https://github.com/Skyrat-SS13/Skyrat-tg/pull/1925
https://github.com/Skyrat-SS13/Skyrat-tg/pull/2320
https://github.com/Skyrat-SS13/Skyrat-tg/pull/6259
- sound/voice/attributions
- envirosuit_kits - https://github.com/NovaSector/NovaSector/pull/
- escape_menu/code - https://github.com/Skyrat-SS13/Skyrat-tg/pull/19291
- event_awards/code/plasteel_chef
- events - https://github.com/Skyrat-SS13/Skyrat-tg/pulls
- examinemore/code
- faction
- fireproof_spray/code/spray_fireproofed
- food_replicator/code/replicator_designs/replicator_food
- ghost_mining/code
- ghostcafe
- gladiator - bob joga was here
- code/modules/mob/living/simple_animal/hostile/megafauna/markedone
- goofsec
- gun_safety
- code/safety_component
- gunhud
- gunpoint
- hairbrush/sounds/attributions
- height_scaling
- holdingfashion_port - https://github.com/Skyrat-SS13/Skyrat-tg/pull/
- holosynth
- horrorform - https://github.com/Skyrat-SS13/Skyrat-tg/pull/241
- huds
- hydra - https://github.com/Skyrat-SS13/Skyrat-tg/pull/4211
- hyposprays - Original PR: https://github.com/Skyrat-SS13/Skyrat-tg/pull/1929
- ices_events - https://github.com/Skyrat-SS13/Skyrat-tg/pull/19505
- code
- ICES_event_config
- ICES_tgui
- effects/ef_foam
- events/ev_roleplay_check
- code
- icspawning - https://github.com/Skyrat-SS13/Skyrat-tg/pull/104
- implants - PUT THE LINK HERE!!!!!!!
- code/augments_arms
- imported_vendors
- indicators - https://github.com/Skyrat-SS13/Skyrat-tg/pull/9922 -- Mech CI PR from Niko
- code/_indicator
- inflatables
- code/inflatable
- interaction_menu/code/interaction_datum
- jungle
- kahraman_equipment/sound/attributions
- lathe_medipens - https://github.com/NovaSector/NovaSector/pull/3577
- layer_shift
- code/mob_movement
- liquids/code/liquid_systems
- loadouts
- loadout_items
- loadout_ui/loadout_outfit_helpers
- lorecaster
- machinery_fine_tuning - https://github.com/NovaSector/NovaSector/pull/3577
- magfed_turret
- code
- turret_framework
- turrets
- code
- manufacturer_examine
- code/manufacturer_element
- mapping
- marauders
- marauder_outfit
- voucher_lists/exosuit
- marines/code/iff_component
- mauling_melees/mauling_element
- medical
- Medical Combitool - This module adds the medical combitool and related items to NovaSector.
- mentor
- mentoring/code/mentoring
- mining_crushers/code/crusher_conversion_kit
- modular_ert/code - https://github.com/Skyrat-SS13/Skyrat-tg/pull/2946 & https://github.com/Skyrat-SS13/Skyrat-tg/pull/10662 for NTrauma https://github.com/Skyrat-SS13/Skyrat-tg/pull/4781 for ODST https://github.com/Skyrat-SS13/Skyrat-tg/pull/6440 for Fumigator and Engineer https://github.com/Skyrat-SS13/Skyrat-tg/pull/5630 for Pizza
- modular_implants/code
- modular_items - https://github.com/Skyrat-SS13/Skyrat-tg/pull/248
- code
- lewd_items/code
- lewd_chemistry
- mood_events
- reagents
- lewd_clothing
- lewd_helpers/sounds
- lewd_items
- lewd_structures/construction
- lewd_chemistry
- modular_persistence
- modular_weapons - https://github.com/Skyrat-SS13/Skyrat-tg/pull/248
- code
- booster_action
- cargo_crates/surplus_crates
- company_and_or_faction_based
- carwo_defense_systems/ammo/grenade
- gun_cases
- nanotrasen_armories/revolver
- saibasan/laser_guns
- gun_launches_little_guys_element
- knuckleduster
- sounds/attributions
- code
- mold - https://github.com/Skyrat-SS13/Skyrat-tg/pull/1356
- more_briefcases
- morefermentplants
- moretraitoritems - https://github.com/Skyrat-SS13/Skyrat-tg/pull/
- code/weapons
- mutants
- code/mutant_component
- neuroware
- code
- datums/status_effects/status_effects
- objects/items
- code
- Title: New Cells - MODULE ID: NEW_CELLS
- novaya_ert
- code/space_suit
- nut_shot/human
- opposing_force/code/equipment/equip_parent
- organs/code
- oversized
- panicbunker/code
- pixel_shift - https://github.com/Skyrat-SS13/Skyrat-tg/pull/870
- player_ranks/code
- player_rank_controller/_player_rank_controller
- subsystem/player_ranks
- polarized_windows/polarization_controller
- pollution/code/pollutants_generic
- Title: POSITRONIC ALERT CONSOLE - MODULE ID: POSI_ALERT:
- primitive_cooking_additions
- primitive_production
- primitive_structures
- quirk_skilled/skilled
- quirk_unsteady
- radiosound - ttps://github.com/Skyrat-SS13/Skyrat-tg/pull
- random_ship_event/random_ship_event
- reagent_forging
- records_on_examine - https://github.com/Skyrat-SS13/Skyrat-tg/pull/9081
- code/record_manifest
- science_tools
- sec_haul
- code/misc/grenades
- self_actualization_device/code/self_actualization_device
- serenitystation
- code
- defines
- elements/can_hide
- mobs/ai
- code
- Pull Request Link - 'https://github.com/Skyrat-SS13/Skyrat-tg/pull/'
- space_vines/vine_event
- specialist_armor/code/clothing_bullet_damage_component
- species_synthesizer - https://github.com/NovaSector/NovaSector/pull/4531
- spider
- giant_spider/giant_spiders
- spider_abilities
- stasisrework
- station_traits
- code/birthday_opt_out
- subsystems
- code/ticket_ping/ticket_ss
- synths/code - https://github.com/Skyrat-SS13/Skyrat-tg/pull/18193, plus many others, which I can't find easily.
- bodyparts
- limbs
- organs/internal/internal_computer/internal_computer
- defib
- research_nodes
- species/subsystem_upgrades
- surgery/operations
- bodyparts
- tagline
- tarkon/code
- guns/resonance_disruptor
- machines
- misc_fluff
- taur_mechanics/code/constrict
- tesh_augments - /_ teshari_ cybernetics all done by aKhromatopsia that's all _/
- Title: Lobby screens! - MODULE ID: lobbyscreen
- traitor-uplinks
- overwrites/contractor
- standard_cost
- trash_compactor/code/trash_compactor
- tribal_extended - Description :
This module adds a selection of items and recipes to use by tribal ghostroles.
- code
- horns
- recipes
- weapons/tribal_crushers
- code
- trim_tokens
- turretid
- verbs - https://github.com/Skyrat-SS13/Skyrat-tg/pull/872
- voice_actor_quirk
- code/alter_voice_action
- vox_sprites - https://github.com/Skyrat-SS13/Skyrat-tg/pull/7522
- wargame_projectors
- whitelist/code/whitelist
- window_airbags
- code/window_airbag
- xenoarch
- code/modules/research/xenoarch/xenoarch_item
- xenoarchartifacts
- master_files - This is the logging file for any master icon and sound files that we have.
Types
- (global)
- area - A grouping of tiles into a logical space, mostly used by map editors
- centcom/voidwalker_void - Voidwalker void where the people go
- forestplanet/outdoors/unexplored/deep
- golem - A blank area subtype solely used by the golem area editor for the purpose of allowing golems to create new areas without suffering from the hazard_area debuffs.
- icemoon - Ice Moon Areas
- surface/outdoors/nospawn - this is the area you use for stuff to not spawn, but if you still want weather.
- lavaland - Lavaland Areas
- surface/outdoors
- unexplored/danger/no_ruins - Same thing as parent, but uses a different map generator for the icemoon ruin that needs it.
- virtual_domain - Custom subtypes
- surface/outdoors
- mine - Mine areas
- misc
- condo
- cordon - Area used in conjunction with the cordon turf to create a fully functioning world border.
- survivalpod - Survival Pod
- ruin/space/has_grav
- atmosasteroid - The Atmos Asteroid Ruin, has a subtype for rapid identification since this has some unique atmospherics properties and we can easily detect it if something goes wonky.
- cargodise_freighter/primaryhall - Cargodise Lost Freighter defines
- nova/des_two - DS2 Syndie Areas
- outdoors - Port Tarkon
- powered/nova/smugglies - Generic Nova Sector Ruins
- syndicate_forgotten_ship - forgottenship areas
- shuttle
- abandoned - White Ship
- custom - Custom Shuttles
- hunter - Bounty Hunter Shuttles
- pirate - Pirate Shuttle
- ruin/caravan - Special shuttles made for the Caravan Ambush ruin.
- syndicate - Multi-area shuttles// Syndicate infiltrator
- transit - Single-area shuttles
- space
- station
- ai
- cargo/bitrunning - Station side
- command/eva - Set the areas that will receive expanded access for the engineers on an orange alert Maintenance, bridge, departmental lobbies and inner rooms. No access to security. Sensitive areas like the vault, command quarters, heads' offices, etc. are not applicable.
- maintenance
- template_noop - Template noop (no operation) is used to skip a turf or area when the template is loaded this allows for template transparency ex. if a ship has gaps in its design, you would use template_noop to fill these in so that when the ship moves z-level, any tiles these gaps land on will not be deleted and replaced with the ships (empty) tiles
- virtual_domain - VDOM
- protected_space - Areas that virtual entities should not be in
- safehouse - Safehouse
- atom - The base type for nearly all physical objects in SS13
- movable
- flick_visual - Helper atom that copies an appearance and exists for a period
- lighting_object
- looking_holder
- mirage_holder
- plane_master_controller - Atom that manages and controls multiple planes. It's an atom so we can hook into add_filter etc. Multiple controllers can control one plane.
Of note: plane master controllers are currently not very extensively used, because render plates fill a semi similar niche
This could well change someday, and I'd like to keep this stuff around, so we use it for a few cases just out of convenience
- colorblind - Exists for convienience when referencing all game render plates
- game - Exists for convienience when referencing all game render plates
- non_master - Exists for convienience when referencing all non-master render plates. This is the whole game and the UI, but not the escape menu.
- render_plane_relay - Render relay object assigned to a plane master to be able to relay its render onto other planes that are not its own
- render_step - Internal atom that uses render relays to apply "appearance things" to a render source
Branch, subtypes have behavior
- color - Render step that modfies an atom's color Useful for creating coherent emissive blockers out of things like glass floors by lowering alpha statically using matrixes Other stuff too I'm sure
- emissive - Render step that makes the passed in render source GLOW
- emissive_blocker - Render step that makes the passed in render source block emissives
- screen
- action_landing - Exists so you have a place to put your buttons when you move them around
- admin_popup - The UI element for admin popups
- alert
- being_recorded - The alert given to silicons being watched.
- fire/fake - This alert is thrown when hallucinating fire
- give
- modlink_call
- notify_action
- poll_alert
- status_effect - Alert base type for status effect alerts
- cuffed_item - The status alert linked to the cuffed_item status effect
- drunk - Status effect for being fully drunk (not tipsy).
- golem_status
- high - The status effect for "drugginess"
- slimed
- teleport_flux - Alert for the Teleport Flux status effect
- terrified - The status effect popup for the terror status effect
- unholy_determination - Screen alert for the below status effect.
- succumb - Gives the player the option to succumb while in critical condition
- tazed - Screen alert for being tased, clicking does a resist
- ammo_counter
- background - A generic background object. It is also implicitly used to allocate a rectangle on the map, which will be used for auto-scaling the map.
- blood_level - Blood Level HUD
- button_palette
- cinematic - The cinematic screen showed to everyone
- combattoggle
- flashy
- voidwalker - This exists because for some reason only the combat indicator screen_loc is constantly set to initial
- flashy
- cyborg_death
- escape_menu
- lobby_button/small/collapsible
- text/clickable - Clickable text, gets underlined when hovered and has an on_click_callback.
- admin_help
- admin_ticket_notification - Text that gets highlighted when you have an admin ticket notification.
- fishing_hud - The screen object which bait, fish, and completion bar are visually attached to.
- fullscreen/cursor_catcher - An effect which tracks the cursor's location on the screen
- lock_on - Tracks cursor movement and passes clicks through to the turf under the cursor
- scope
- ghost
- healthdoll
- hunger
- hunger_bar
- inventory
- ling/chems
- lobby
- button
- new_player_info - Lobby screen that appears before the game has started showing how many players there are and who is ready.
- shutter
- mafia_popup - The popup used for sending important messages to players.
- map_view
- camera
- char_preview - A preview of a character for use in the preferences menu
- gateway_port
- moon_health
- movable
- palette_scroll
- parallax_home
- parallax_layer
- plane_master
- default - Plane master that byond will by default draw to Shouldn't be used, exists to prevent people using plane 0 NOTE: If we used SEE_BLACKNESS on a map format that wasn't SIDE_MAP, this is where its darkness would land This would allow us to control it and do fun things. But we can't because side map doesn't support it, so this is just a stub
- emissive - Handles emissive overlays and emissive blockers.
- floor - Contains just the floor
- o_light_visual - This will not work through multiz, because of a byond bug with BLEND_MULTIPLY Bug report is up, waiting on a fix
- parallax - Contains space parallax
- rendering_plate
- game_plate - renders in character game objects
- game_world - Contains most things in the game world
- lighting - Contains all lighting objects
- masked_game_plate - renders the parts of the plate masked by fov
- master - this plate renders the final screen to show to the player
- non_game - render plate for OOC stuff like ghosts, hud-screen effects, etc
- unmasked_game_plate - renders the parts of the plate unmasked by fov
- turf_lighting - Contains all turf lighting
- robot/module_slot
- space_camo
- spacesuit
- vomit_jump
- xenobio_console - Used to show how many monkeys & slimes are in the console
- xenobio_potion
- visual/cryo_occupant - This is a visual helper that shows the occupant inside the cryo cell.
- movable
- client - Client datum
- datum - The absolute base class for everything
- aas_config_entry
- abductor_gear
- abel_wisp_frame - Frame data for cain & abel wisps so we don't have to make list monstrocities
- achievement_data - Datum that handles
- achievement_report - A datum containing the info necessary for an achievement readout, reported and added to the global list in /datum/award/achievement/on_unlock(mob/user)
- Action system - A simple base for an modular behavior attached to atom or datum.
- ashen_actions
- avatar_domain_info - Displays information about the current virtual domain.
- chameleon_outfit
- change_pointer_color
- changeling
- absorb_dna
- augmented_eyesight
- biodegrade
- darkness_adaptation
- defib_grasp
- eject_from_hivemind - Allow the changeling to nuke people griffing them
- fakedeath
- headcrab
- lesserform
- mmi_talk
- sting/transformation
- suit
- armor - *
|ARMOR| *
- armor - *
- void_adaption
- weapon
- arm_blade - *
|ARM BLADE| * - shield -
|SHIELD| * - tentacle -
|COMBAT TENTACLES| **
- arm_blade - *
- consume - This action lets you consume the mob you're currently pulling. I'M GONNA CONSUUUUUME (this is considered one of the funny memes in the 2019-2020 era)
- cooldown - Preset for an action that has a cooldown.
- adrenaline
- alien
- borer
- bot_announcement - Say something and play a corresponding sound effect
- bot_announcement_shortcut
- exquisite_bunch - spawns a plumb bunch of bananas imbued with mystical power.
- fugu_expand - Action which inflates you, making you larger and stronger for the duration. Also invulnerable. This is pretty much all just handled by a status effect. Unfortunately the requirements here are specific enough that it kind of only works for the mob it is designed for.
- gel_cocoon - This action lets you put a mob inside of a cacoon that will inject it with some chemicals.
- globules - Ability that allows the owner to fire healing globules at mobs, targeting specific limbs.
- golem_ore_sight - Send an ore detection pulse on a cooldown
- grand_ritual - The Grand Ritual is the Wizard's alternate victory condition and also a tool to make funny distractions and progress the round state.
- hemophage
- hivehead_spawn_minions
- ink_spit - Action from the inky tongue, from fish with the ink production trait.
- internal_smelting - Lets golems smelt ore with their organs
- lunatic_track
- manual_heart - Action to pump your heart. Cooldown will always be set to 1 second less than the pump delay.
- metabolicboost - This ability lets the gelatinious ooze speed up for a little bit
- mob_cooldown
- abdomen_pound - Rise into the air and slam down, knocking people away. No real cooldown but has escalating endlag if used in quick succession.
- assume_form - Allows a mob to assume the form of another item or mob. Warning, this will likely shit the bricks if you add this action to anything more sophisticated than a basic mob- this isn't built for anything carbon-wise.
- blood_rain
- blood_warp
- blood_worm
- bot
- brimbeam - Fires a bloody beam. Brimdemon Blast!
- capture_photo
- ceiling_walk
- charge
- basic_charge
- guardian - Guardian charger's charging attack, it knocks items out of people's hands
- lobster - Charge a long way, knock down for longer, and perform an instant melee attack
- shrimp - Shorter, weaker version of the Lobster Rush
- hallucination_charge
- voidwalker
- basic_charge
- chase_target
- chasing_spikes - An ability which makes spikes come out of the ground towards your target
- command_spiders - Sends a message to all currently living spiders.
- communication_spiders - Sends a small message to all currently living spiders.
- warning_spiders - Sends a smaller message to all currently living spiders.
- create_legion_skull
- create_legion_turrets
- dash
- defensive_mode - An ability that allows the viper spider to get in an defensive mode at the cost of speed.
- domain - Increase the rat king's domain
- ed209_charge
- expel_gas - Expel a range of gases
- explosive_booby_trap - An ability which can turn an object into a bomb
- fire_breath
- carp - A space dragon's fire breath, toasts lunch AND buffs your friends
- cone - Shoot three lines of fire in a sort of fork pattern approximating a cone
- ice - Breathe "fire" in a line (it's freezing cold)
- eruption - Breathe really cold fire in a plus shape, like bomberman
- fire - Fire subtype for ash whelps
- eruption - Breathe really cold fire in a plus shape, like bomberman
- mass_fire - Shoot fire in a whole bunch of directions
- goliath_tentacles - Place some grappling tentacles underfoot
- goose_vomit - Repeatedly throw up until there's nothing left inside, regrettably sufficiently complex that it requires its own file
- ground_slam
- guardian_alarm_snare - Place an invisible trap which alerts the guardian when it is crossed
- guardian_bluespace_beacon - Place a beacon and then listen for clicks to teleport people to it
- guardian_comms - Speak with your guardian(s) at a distance.
- hivelord_spawn - Spawns a little worm nearby
- ice_demon_teleport
- lava_swoop
- lay_eggs
- lay_web - Make a sticky web under yourself for area fortification
- create_totem
- genetic - Variant for genetics, created webs only allow the creator passage
- sealer - Variant which allows webs to be stacked into walls
- Lesser Carp Rift - Teleport a short distance and leave a short-lived portal for people to follow through
- missile_launcher
- mook_ability
- projectile_attack
- Magicarp Bolt - Holder ability simply for "firing a projectile with a cooldown".
Probably won't do anything if assigned via VV unless you also VV in a projectile for it.
- chaos - Chaos variant picks one from a list
- rapid_fire
- spiral_shots
- vine_tangle
- Magicarp Bolt - Holder ability simply for "firing a projectile with a cooldown".
Probably won't do anything if assigned via VV unless you also VV in a projectile for it.
- protector_shield - Toggle a status effect which makes you slow but defensive
- recall_guardian - Tell your slacking or distracted guardian to come home.
- replace_guardian - Replace an annoying griefer you were paired up to with a different but probably no less annoying player.
- replace_star_gazer - Replace an annoying griefer you were paired up to with a different but probably no less annoying player.
- riot - This action checks some nearby maintenance animals and makes them your minions. If none are nearby, creates a new mouse.
- set_spider_directive - Sets a directive to be given to all future spiders created by the user. This will be overwritten if used again.
- skull_launcher - Spawns a little worm nearby
- slippery_ice_floors
- sneak
- webslinger - Webslinger sneak
- solarbeam
- spider_leap
- spine_traps - Marks several areas with thrusting spines which damage and slow people
- teleport
- tentacle_burst - Place grappling tentacles around you to grab attackers
- tentacle_grasp - Summon a line of tentacles towards the target
- the_thing
- transform_weapon
- turtle_tree
- venomous_bite
- watcher_gaze - Do something nasty to everyone nearby if they're looking at us.
- fire - Magmawing glare burns you
- ice - Icewing glare freezes you
- watcher_overwatch - Automatically shoot at a target if they do anything while this is active on them. Currently not given to any mob, but retained so admins can use it.
- web_effigy - Makes a solid statue which you can use as cover
- wing_buffet - Rise into the air and slam down, knocking people away. No real cooldown but has escalating endlag if used in quick succession.
- wrap
- monster_core_action - Boilerplate to set the name and icon of the cooldown action.
Makes it call 'ui_action_click' when the action is activated.
- adrenal_boost - Action used by the rush gland
- exhale_brimdust - Action used by the brimdust sac
- regenerative_core - Action used by the regenerative core
- open_mob_commands
- regurgitate - This ability will let you fire one random item from your pouch,
- rustle - drops peels around the mob when activated
- sensory_enhancer
- The spell action - This is the base action for how many of the game's
spells (and spell adjacent) abilities function.
These spells function off of a cooldown-based system.
- aoe
- apply_mutations - A spell type that adds mutations to the caster temporarily.
- basic_heal
- basic_projectile
- charged
- cone
- conjure
- cosmic_expansion
- limit_summons - limits the amount of summons
- simian
- the_traps
- wizard_summon_minions
- conjure_item
- clown_pockets - A spell which gives you a clown item
- enchantment - Longer cooldown variant which is attached to the enchanted clown suit
- invisible_box
- clown_pockets - A spell which gives you a clown item
- cosmic_rune
- emp
- farsight
- fire_cascade - Creates one, large, expanding ring of fire around the caster, which does not follow them.
- fire_sworn - Creates a constant Ring of Fire around the caster for a set duration of time, which follows them.
- forcewall
- jaunt
- bloodcrawl
- mining
- slaughter_demon - Slaughter demon's blood crawl
Allows the blood crawler to consume people they are dragging.
- funny - Laughter demon's blood crawl All mobs consumed are revived after the demon is killed.
- creature_teleport - Jaunt spell used by creature. Can only jaunt or unjaunt if nothing can see you.
- ethereal_jaunt
- mirror_walk
- shadow_walk
- space_crawl
- bloodcrawl
- list_target
- mermaid_toggle
- olfaction
- pointed
- abyssal_gaze
- apetra_vulnera
- ash_beams
- blind
- cleave
- crimson_cleave
- declare_evil
- hackerman_deck
- manse_link
- mind_transfer
- percept_hallucination
- projectile
- fireball/lesser - Lesser fireball, which is slightly less "instant death" than the normal one
- furious_steel
- lightningbolt
- spell_cards
- star_blast
- web_restraints
- psychic_projection
- rust_construction
- slab
- swap
- telepathy
- unsettle - Remain in someones view without breaking line of sight
- untie_shoes
- void_phase
- wizard_mimic
- rod_form
- sanguine_strike - Enchants an item to deal either double damage, or +20 damage, whichever is less, and lifesteals for that amount + steals some blood. multiplication can get a little instakill-y, so capping it at + 20 damage. 10 force weapon doesn't get the cap and gains 10 damage, 20 total 20 force weapon gets the cap of 20 damage added for a total of 40 35 force weapon still gets the cap of 20 for a total of 55 instead of a whopping 70 damage Steals 50 blood if they have enough. Splattercasting has one second of cooldown worth 5 blood, so 50 seconds cooldown of blood added!
- shadow_cloak
- shapeshift - Shapeshift spells.
- polymorph_belt - Ability provided by the polymorph belt
- shed_human_form
- slime_form - Slime transformation power - from Burning Black
- slime_hydrophobia
- slime_washing - SLIME CLEANING ABILITY - When toggled, slimes clean themselves and their equipment.
- smoke - Basic smoke spell.
- disable - Unused smoke that makes people sleep. Used to be for cult?
- lesser - Chaplain smoke.
- spacetime_dist
- stargazer_laser
- summon_mob
- summonitem
- tap - SOUL TAP!
- teleport
- area_teleport
- wizard - The wizard's teleport SPELL
- scroll - Used by the wizard's teleport scroll
- wizard - The wizard's teleport SPELL
- radius_turf
- blink/lesser - Lesser Blink, shorter range than the normal blink spell
- area_teleport
- teshari_hearing
- thermal_vision
- timestop
- tongue_spike
- touch
- duffelbag
- flesh_surgery
- lay_on_hands
- scream_for_me - Weaker smite, not outright gibbing your target, but a lot more bloody, and Sanguine school, so doesn't get affected by splattercasting.
- shock
- smite
- star_touch
- voice_of_god
- void - The base "void invocation" action. No side effects.
- cursed - The cursed "void invocation" action, that has a chance of casting itself on its owner randomly on life ticks.
- wolves_among_sheep
- tentacle_slap - Ability that allows the owner to slap other mobs a short distance away. For vatbeats, this ability is shared with the rider.
- track_target - The action associated with the living heart. Allows a heretic to track sacrifice targets.
- turn_to_statue
- worm_contract - Shrink the chain of mobs into one tile.
- echolocation_focus
- innate
- ai - The malf AI action subtype. All malf actions are subtypes of this.
- lockdown
- ranged - Framework for ranged abilities that can have different effects by left-clicking stuff.
- alter_form - Alter Form is the ability of slimes to edit many of their character attributes at will
This covers most thing about their character, from body size or colour, to adding new wings, tails, ears, etc, to changing the presence of their genitalia
There are some balance concerns with some of these (looking at you, body size), but nobody has abused it Yet:tm:, and it would be exceedingly obvious if they did
- nif - The NIF version of alter form. This lacks the ability to change body color.
- alter_voice - Action for voice_actor quirk
- blade_counter/gunpowered
- blobpop
- check_gondola_contents - Checks the contents of the gondola and lets them know what they're holding.
- clockcult
- constrict
- construction - Generic construction action for base construction consoles.
- place_structure - Generic action used with base construction consoles to build anything that can't be built with an RCD
- core_signal - Toggle Death Signal simply adds and removes the trait required for slimepeople to transmit a GPS signal upon core ejection.
- cult
- dash - Actions that you can use to dash (teleport) to places in view.
- deliver_gondola_package - Opens the gondola pod and delivers its package, one-time use as it removes all delivery-related actions.
- elite_attack
- expand_sight
- flight - hud action for starting and stopping flight
- holosynth_toggle_phase - Action button that flips
/datum/component/glass_passer/holosynth.auto_phase. When off, bumping a window acts like bumping a wall — useful to avoid accidentally triggering the do_after. - integrate_extract
- link_minds
- locate_rift - Points towards a chosen location in which a rift can be placed
- mafia_panel
- nanite_leg_reinforcement
- path_debug
- proto_emitter
- seek_master
- sign_language - Allows a Carbon to toggle sign language on/off. The button is invisible for mute Carbons. Theory of Operation: A. If TRAIT_SIGN_LANG is added/removed, and the button is visible, then update the button. B. React to presence of trait TRAIT_MUTE for quality/convenience purposes: C. If TRAIT_MUTE is added, then activate and hide the Action. D. If TRAIT_MUTE is then removed, then show the Action.
- slime
- soulcatcher
- soulcatcher_user
- teleport_in
- teleport_self
- toggle_passthrough - Passthrough ability
- use_extract
- ai - The malf AI action subtype. All malf actions are subtypes of this.
- item_action
- agent_box - MGS BOX!
- camouflage
- chameleon/change
- mod
- mod_recall
- nif - Action used to pull up the NIF menu
- skybulge - The action button the spear gives, usable once a minute.
- stealth_mode
- toggle_hearing - HEARING CONTROL
- toggle_steampunk_goggles_welding_protection - Action button for toggling the welding shutters (aka, welding protection) on or off.
- toggle_vision - VISION CONTROL
- personality_commune
- push_weights - The action button given by the weight machine's buckle. This allows users to manually trigger working out.
- repairbot_resources
- select_guardian_battlecry - Action to change our battlecry
- send_chems
- setup_shop
- sing_tones
- toggle_buffer
- vehicle - ACTION DATUMS
- sealed/mecha
- ivanov_strike
- skyfall - Savannah Skyfall
- swap_seat - swap seats, for two person mecha
- swarm_rocket_pod
- sealed/mecha
- vote - Datum action given to mobs that allows players to vote on the current vote.
- action_group
- actionspeed_modifier
- fish_on_water - speed bonus given by the fish tail organ when inside water.
- status_effect/midas_blight - Get slower the more gold is in your system.
- active_bet - The active bet that our app will create & use, handles following who owns the bet, who is betting, and also takes care of paying out at the end.
- addiction - base class for addiction, handles when you become addicted and what the effects of that are. By default you become addicted when you hit a certain threshold, and stop being addicted once you go below another one.
- alcohol - Alcohol
- medicine - Makes you a hypochondriac - I'd like to call it hypochondria, but "I could use some hypochondria" doesn't work
- nicotine - Nicotine
- opioids - Opioids
- stimulants - Stimulants
- admin_ai_template - Used to set up a basic AI controller on a mob for admin ease of use
- ability - Maintain distance from a guy and use an ability on cooldown
- melee - Walks at a guy and uses an ability on that guy
- retaliate - Uses their signature move on anyone who attacks them
- clear - Like I'm doing nothing at all, nothing at all
- fearful - Coward
- goon - You gottit boss
- grumpy - Who knows what this guy will do, he's a loose cannon
- hostile - Walks at a guy and attacks
- hostile_ranged - Walks away from a guy and attacks
- ability - Stays away from a guy and uses an ability on that guy
- retaliate - Shoots anyone who attacks them
- and_melee - Walks at a guy while shooting and attacks
- ability - Stays away from a guy and uses an ability on that guy
- reset - Whatever it was doing before we fucked with it (mostly, can't do this with total confidence)
- retaliate - Chill unless you throw hands
- skittish - Doesn't like violence
- ability - Maintain distance from a guy and use an ability on cooldown
- admin_book_viewer - Weaps around a book's sql data, feeds it into a ui that allows us to at base view the contents of the book
- Adminhelp Ticket
- Adminhelp Ticket Manager
- admin_message - Represents a message stored in the db
- admin_pda_panel - Panel
- admin_rank
- admin_verb - This is the admin verb datum. It is used to store the verb's information and handle the verb's functionality.
All of this is setup for you, and you should not be defining this manually.
That means you reader.
- admin_change_title_screen - Enables an admin to upload a new titlescreen image.
- change_title_screen_html - An admin debug command that enables you to change the HTML on the go.
- change_title_screen_notice - Sets a titlescreen notice, a big red text on the main screen.
- create_command_report - Verb to open the create command report window and send command reports.
- dynamic_tester - Verb to open the create command report window and send command reports.
- fix_title_screen - Reloads the titlescreen if it is bugged for someone.
- intensity_credits_panel - Allows an admin to open the panel
- mass_modify_traits - Allow admin to mass add or remove a trait across all mobs
- reta_manual_trigger - Request Emergency Temporary Access - Admin Verbs Admin command to manually trigger RETA access grant for admins
- spawn_atom - ADMIN HELPER PROCS
- test_area_spawner - Show overlay over area of priorities. Wall priority over open priority.
- toggle_delam_suppression - Lets admins disable/enable the delam suppression system
- try_stop_delam - Lets an admin activate the delam suppression system
- admins
- adventure - text adventure instance, holds data about nodes/choices/etc and of current play state.
- adventure_browser - Admin adventure manager
- adventure_db_entry
- adventure_loot_generator - Adventure loot category identified by ID
- cargo - Unlocks special cargo crates
- maintenance - Uses manintenance loot generators
- pet - Pets and pet accesories in carriers
- simple - Just picks and instatiates the path from the list
- cash - Valuables
- drugs - Drugs
- materials - Rare minerals/materials
- syndicate_fish - Rare fish! Of the syndicate variety
- unique - Unique exploration-only rewards - this is contextless
- weapons - Assorted weaponry
- adventure_node
- ai_behavior - Abstract class for an action an AI can take, can range from movement to grabbing a nearby weapon.
- attack - This behavior involves attacking a target.
- attack_obstructions - Something is in our way, get it outta here
- basic_melee_attack
- bumbles - Attack with a 30 second cooldown.
- dog - Pursue the target, growl if we're close, and bite if we're adjacent Dogs are actually not very aggressive and won't attack unless you approach them Adds a floor to the melee damage of the dog, as most pet dogs don't actually have any melee strength
- goliath - Go for the tentacles if they're available
- ice_whelp - Cancel melee attacks when we have our breath weapon
- interact_once/extinguish - behavior to extinguish mobs or turfs
- magicarp - Interrupt your attack chain if: you have a spell, it's not on cooldown, and it has a target
- opportunistic - Attack something which is already adjacent to us without moving
- basic_ranged_attack
- battle_screech
- befriend_target - behavior to befriend any targets
- bot_interact - behavior to interact with atoms
- bot_search
- party_friends - behavior that searches for party friends
- people_on_fire - behavior for finding people on fire
- valid_plateless_turf/breached - exists as to not conflict with the base turf searching behavior cause of how the queue system works...
- bot_speech - behavior to make our bot talk
- break_out_of_object - Keep attacking an object while it is our loc or while we are buckled to it
- bumbles_rest - Bumbles rests or sits up.
- call_reinforcements - Call out to all mobs in the specified range for help
- capricious_retaliate - Add or remove people to our retaliation shitlist just on an arbitrary whim
- clear_key - Clears a blackboard key (or keys), simply if you want to do this after an action without making a subtype
- consume
- cover_minimum_distance - instead of taking a single step, we cover the entire distance
- crawl_through_vents - We hop into the vents through a vent outlet, and then crawl around a bit. Jolly good times. This also assumes that we are on the turf that the vent outlet is on. If it isn't, shit. Warning: this was really snowflake code lifted from an obscure feature that likely has not been touched for over five years years. Something that isn't implemented is the ability to actually crawl through vents ourselves because I think that's just a waste of time for the same effect (instead of psuedo-teleportation, do REAL forceMoving) If you are seriously considering using this component, it would be a great idea to extend this proc to be more versatile/less overpowered - the mobs that currently implement this benefit the most since they are weak as shit with only five health. Up to you though, don't take what's written here as gospel.
- deliver_fetched_item - The second half of fetching, deliver the item to a target.
- drag_target_to_rune - behavior to drag the target onto the rune
- drop_item - Drops items in hands, very important for future behaviors that require the pawn to grab stuff
- eat_fetched_snack - The alternate second half of fetching, attack the item if we can eat it. Or make pleading eyes at someone who has picked it up.
- emagged_borgi_attack - Shoot a random target.
- fetch_seek - Traverse to a target with the intention of picking it up. If we can't do that, add it to a list of ignored items.
- find_and_set - *find and set
- animatable - Variant of find and set which returns an object which can be animated with a staff of change
- conscious_person - A variant that looks for a human who is not dead or incapacitated, and has a mind
- food_or_drink - Variant of find and set that also requires the item to be edible. checks hands too
- friendly_corpses - Variant of find and set which returns corpses who share your faction
- friendly_cultist - behavior to find cultists that we befriend
- in_hands - Variant of find and set that only checks in hands, search range should be excluded for this
- in_list - Variant of find and set that takes a list of things to find.
- goose_food - Only set things geese will try to eat
- turf_location - Like find_and_set/in_list, but we return the turf location of the item instead of the item itself.
- nearest_wall - Variant of find and set which returns the nearest wall which isn't invulnerable
- pawn_must_hold_item - Variant of find and set that fails if the living pawn doesn't hold something
- swim_alternate - find land if its time to get out of water, otherwise find water
- find_furthest_turf_from_target - find furtherst turf target so we may teleport to it
- find_hunt_target - Finds a specific atom type to hunt.
- corpses - Find nearby dead mobs
- find_mom
- Find next carp migration step - Records the next turf we want to travel to into the blackboard for other actions
- find_partner - Find a compatible, living partner, if we're also alone.
- find_potential_targets
- most_wounded - Picks targets based on which one has the lowest health
- nearest - Picks targets based on which one is closest to you, choice between targets at equal distance is arbitrary
- magicarp - This subtype only exists because if you queue multiple of the same action with different arguments it deletes their stored arguments
- prioritize_trait - Targets with the trait specified by the BB_TARGET_PRIORITY_TRAIT blackboard key will be prioritized over the rest.
- find_unwebbed_turf - Find an unwebbed nearby turf and store it
- follow - This behavior involves attacking a target.
- forget_failed_fetches - Clear our failed fetch list every so often
- goliath_dig - If we got nothing better to do, dig a little hole
- goliath_find_diggable_turf
- grab_fingers - If our target is an arm then move over and drag it
- hoard_fingers - If we are dragging an arm then run away until we are out of range and feast
- hunt_target - Hunts down a specific atom type.
- interact_with_target
- dragon_cannibalise - Eat other dragons
- material_stand
- use_ability_on_target
- interact_with_target
- interact_with_target - behavior for general interactions with any targets
- item_escape_grasp - This behavior is for obj/items, it is used to free themselves out of the hands of whoever is holding them
- item_move_close_and_attack - This behavior is for obj/items, it is used to move closer to a target and throw themselves towards them.
- make_babies - Reproduce.
- Make carp rift - Make a carp rift somewhere
- Make carp rift away - Make a rift bringing you further away from your target
- Make carp rift forwards - Make a rift bringing you closer to your target
- Make carp rift forwards (aggressive) - Make a rift towards your target if you are blocked from moving or if it is far away
- Make carp rift forwards (unvalidated) - Skip validation checks because we already did them in the controller
- monkey_attack_mob
- monkey_equip
- move_to_cardinal - Try to line up with a cardinal direction of your target
- move_to_target - Moves to target then finishes
- perch_on_target - Parrot behavior that allows them to perch on a target.
- pet_follow_friend - Just keep following the target until the command is interrupted
- pet_use_ability - Pet owners can't see their pet's ability cooldowns so we keep attempting to use an ability until we succeed
- pick_up_item - Simple behaviour for picking up an item we are already in range of. The blackboard storage key isn't very safe because it doesn't make sense to register signals in here. Use the AI held item component to manage this.
- play_dead - Pretend to be dead
- play_with_mouse
- pursue_to_range - Pursue a target until we are within a provided range
- ranged_skirmish - How often will we try to perform our ranged attack?
- relay_message - behavior that allow us to go communicate with other hivebots
- return_home
- run_away_from_target - Move to a position further away from your current target
- run_emote - Emote from a blackboard key
- search_burning_turfs - behavior to find burning turfs
- setup_shop - The ai will create a shop the moment they see a potential costumer
- sleep_after_targetless_time - Disables AI after a certain amount of time spent with no target, you will have to enable the AI again somewhere else
- spin_web - Move to an unwebbed nearby turf and web it up web faster
- step_away - Take one step away
- Step towards turf - Moves a short distance towards a location repeatedly until you arrive at the destination.
You'd use this over travel_towards if you're travelling a long distance over a long time, because the AI controller has a maximum range.
- Step towards turf in area - Moves a short distance towards a location in an area Unlike step_towards_turf it will reacquire a new turf from the area if it loses its target
- stop_and_stare - Makes a mob simply stop and stare at a movable... yea...
- swirl_around_target
- target_from_retaliate_list - Picks a target from a provided list of atoms who have been pissing you off
You will probably need /datum/element/ai_retaliate to take advantage of this unless you're populating the blackboard yourself
- nearest - As above but targets have been filtered from the 'retaliate' blackboard list
- Targeted Mob Ability - Attempts to use a mob's cooldown ability on a target
- Try Mob Ability and clear target - Attempts to use a mob's cooldown ability on a target and releases the target when the action completes
- vibebot_party - behavior we use to party with people
- Try Mob Ability and plan execute - Attempts to use a mob's cooldown ability on a target and then move the target into a special target blackboard datum Doesn't need another subtype to clear BB_BASIC_MOB_EXECUTION_TARGET because it will be the target key for the normal action
- brimbeam
- ice_whelp - Select appropriate ability based on range
- min_range - Attempts to move into the provided range and then use a mob's cooldown ability on a target
- Try Mob Ability and clear target - Attempts to use a mob's cooldown ability on a target and releases the target when the action completes
- territorial_struggle
- tipped_reaction - type of tipped reaction that is akin to puppy dog eyes
- toggle_hiding - This behavior is to run any code that needs to be ran when the mob is going into hiding, or coming out from hiding.
- Travel Towards - Moves towards the atom in the passed blackboard key. Planning continues during this action so it can be interrupted by higher priority actions.
- Travel Towards Atom - Travel towards an atom you pass directly from the controller rather than a blackboard key. You might need to do this to avoid repeating some checks in both a controller and an action.
- use_in_hand - Use in hand the currently held item
- use_mob_ability/shapeshift - Selects a random shapeshift ability before shifting
- use_on_object - Use the currently held item, or unarmed, on a weakref to an object in the world
- vendor_crush
- vendor_rise_up
- wander
- ai_controller
- basic_controller
- abductor - Melee
- ranged - Ranged
- artificer - Artificers
- badnana
- baron
- blob_spore - As blob zombie but will prioritise attacking corpses to zombify them
- blob_zombie - Move to a point designated by the overmind, otherwise just slap people nearby
- blobbernaut - Extremely simple AI, this isn't a very smart boy Only notable quirk is that it uses JPS movement, simple avoidance would fail to realise it can path through blobs
- bot
- brimdemon - Slap someone who is nearby, line up with target, blast with a beam
- carp - AI controller for carp
Expected flow is:
- mega - Megacarps. The only difference is that they don't flee from scary fishermen and prioritize them.
- passive - Carp which bites back, but doesn't look for targets and doesnt do as much damage Still migrate and stuff
- pet - Carp which bites back, but doesn't look for targets. 'Not hunting targets' includes food (and can rings), because they have been well trained.
- ranged - AI for carp with a spell. Flow is basically the same as regular carp, except it will try and cast a spell at its target whenever possible and not fleeing.
- carrier
- cockroach - AI controller for normal roach
- aggro - AI controller for aggressive roach
- glockroach - AI controller for roach who can shoot at you
- mobroach - roach who shoots at you slightly slower
- crab - The basic ai controller for crabs
- cybersun_ai_core - how the ai core thinks
- dog
- borgi - Dog controller but with emag attack support
- corgi - Same thing but with make tiny corgis and use access cards.
- chadian - AI controller that adds chad ian emotes
- giant_spider - Attacks people it can see, spins webs if it can't see anything to attack.
- pest - Retaliates, hunts other maintenance creatures, runs away from larger attackers, and spins webs.
- retaliate - Used by Araneus, who only attacks those who attack first. He is house-trained and will not web up the HoS office.
- weak - Giant spider which won't attack structures
- goat - Goats are normally content to sorta hang around and crunch any plant in sight, but they will go ape on someone who attacks them.
- goose - Geese like to eat random objects and kill themselves, and occasionally get pissed off for no reason
- calm - Goose who doesn't randomly retaliate but does still try to die by eating random items
- gorilla - Pretty basic, just click people to death. Also hunt and eat bananas.
- headslug - This is a bit neutered since these aren't intended to exist outside of player control, but it's a bit weird to just have these guys be completely stationary. No attacking or anything like that, though. Just something so they seem alive.
- hivelord - Basically just keep away and shit out worms
- illusion - Standard Illusion behavior is primarily dependent on their context, whether they exist as a decoy or someone meant to retaliate against a threat (of varied origin)
For the time being however, the AI is very simple and doesn't rely on any advanced tactics. Just go to thing it was assigned to attack and attack it (if assigned, else wander around)
However, the action we undergo is based on the subtype of illusion we are and that's done on the mob subtype level.
- escape - Escape subtype of illusions are made to flee from threats rather than attack them. They do not undergo any retaliation behavior.
We also want to account for the possibility of new threats attacking us and fleeing from those too, more randomness is ideal.
- retaliate - Retaliate subtypes of escape illusions can fight back against threats that attack them, making them more dangerous.
- escape - Escape subtype of illusions are made to flee from threats rather than attack them. They do not undergo any retaliation behavior.
We also want to account for the possibility of new threats attacking us and fleeing from those too, more randomness is ideal.
- juggernaut - Juggernauts
- legion - Keep away and launch skulls at every opportunity, prioritising injured allies
- legion_brood - Chase and attack whatever we are targeting, if it's friendly we will heal them
- legion_monkey - Opportunistically hops in and out of vents, if it can find one and is not biting someone.
- lobstrosity/juvenile - Ensure that juveline lobstrosities witll charge at things they can reach.
- calm - A subtype of juvenile lobster AI that has the target_retaliate behaviour instead of simple_find_target
- capricious - A subtype of juvenile lobster AI that has the capricious_retaliate behaviour instead of simple_find_target
- meteor_heart - A spellcasting AI which does not move
- mimic_copy/gun/animator - Special subtree for living wands/staffs of animation which will focus on animating more things
- mook
- bard - bard mook plays nice music for the village
- support - healer mooks guard the village from intruders and heal the miner mooks when they come home
- tribal_chief - the chief would rather command his mooks to attack people than attack them himself
- morph - No fleshed out AI implementation, just something that make these fellers seem lively if they're just dropped into a station. Only real human-powered intelligence is capable of playing prop hunt in SS13 (until further notice).
- mouse - The mouse AI controller
- guaranteed_to_bite - Dummy mouse's ai controller that is guaranteed to find and bite a cable beneath it
- rat - AI controller for rats, slightly more complex than mice becuase they attack people
- node_drone - The node drone AI controller
- ogre
- parrot/ghost - Used for ghost poly.
- penguin/baby - ai controller for the baby penguin
- pet_cult
- pit
- proteon - Proteons
- raptor/aggressive - Angry raptors with no faction check on retaliation
- raw_prophet - Walk and attack people, blind them when we can
- rust_walker - Converts unconverted terrain, sprays pocket sand around
- simple - Basetype with normal parameters
- simple_ability - Use an ability on target on cooldown
- simple_ability_melee - Use an ability on target on cooldown, then try to punch them
- simple_ability_ranged - Use an ability on target on cooldown, then try to shoot them
- simple_capricious - Get pissed at random people for no reason
- simple_fearful - Runs away from anyone it sees
- simple_goon - Does what it is told and protects da boss
- simple_hostile - The most basic AI tree which just finds a guy and then runs at them to click them
- simple_hostile_obstacles - Find a target, walk at target, attack intervening obstacles
- simple_ranged - Find a target, walk at target, attack intervening obstacles
- simple_retaliate - Fight back if attacked
- simple_skirmisher - Find a target, walk towards it AND shoot it
- simple_skittish - Runs away when attacked
- skeleton - Skeletons mostly just beat people to death, but they'll also find and drink milk.
- sloth - They're really passive in game, so they just wanna get away if you start smacking them. No trees in space from them to use for clawing your eyes out, but they will try if desperate.
- snake - Snakes are primarily concerned with getting those tasty, tasty mice, but aren't afraid to strike back at those who attack them
- space_bat - Controller for space bats, has nothing unique, just retaliation.
- spiderling - Opportunistically hops in and out of vents, if it can find one. We aren't interested in attacking due to how weak we are, we gotta be quick and hidey.
- stalker - Changes shape and lies in wait when it has no target, uses EMP and attacks once it does
- talk - Literally does nothing except random speedh
- vatbeast - Attack people and slap them
- voltaic
- webslinger - Custom spider AI trees
- wizard - Wizards run away from their targets while flinging spells at them and blinking constantly.
- wraith - Wraiths
- wumborian_fugu - Cowardly when small, aggressive when big. Tries to transform whenever possible.
- young_spider - Used by all young spiders if they ever appear.
- abductor - Melee
- blood_drunk_miner - AI for handling blood-drunk miner behavior General consideration is as follows:
- cursed item ai! - Haunted AI tries to not be interacted with, and will attack people who do. Cursed AI instead tries to be interacted with, and will attempt to equip itself onto people. Added by /datum/element/cursed, and as such will try to remove this element and go dormant when it finds a victim to curse
- haunted
- monkey - OOK OOK OOK
- robot_customer
- vending_machine - AI controller for vending machine gone rogue, Don't try using this on anything else, it wont work.
- basic_controller
- ai_core_display_picker - AI Core Display Picker TGUI Allows AIs to select core display options with search functionality
- ai_laws
- ai_module - The base module type, which holds info about each ability.
- malf
- destructive - Modules causing destruction
- blackout - Blackout: Overloads a random number of lights across the station. Three uses.
- destroy_rcd - Destroy RCDs: Detonates all non-cyborg RCDs on the station.
- lockdown - Hostile Station Lockdown: Locks, bolts, and electrifies every airlock on the station. After 90 seconds, the doors reset.
- megahonk - HIGH IMPACT HONKING
- nuke_station - Doomsday Device: Starts the self-destruct timer. It can only be stopped by killing the AI completely.
- overload_machine - Overload Machine: Allows the AI to overload a machine, detonating it after a delay. Two uses per purchase.
- override_machine - Override Machine: Allows the AI to override a machine, animating it into an angry, living version of itself.
- upgrade - Modules that are improving AI abilities and assets
- eavesdrop - Enhanced Surveillance: Enables AI to hear conversations going on near its active vision.
- mecha_domination - Unlock Mech Domination: Unlocks the ability to dominate mechs. Big shocker, right?
- upgrade_cameras - Upgrade Camera Network: EMP-proofs all cameras, in addition to giving them X-ray vision.
- upgrade_turrets - AI Turret Upgrade: Increases the health and damage of all turrets.
- utility - Modules with stealthy and utility uses
- break_air_alarms - Air Alarm Safety Override: Unlocks the ability to enable dangerous modes on all air alarms.
- break_fire_alarms - Thermal Sensor Override: Unlocks the ability to disable all fire alarms from doing their job.
- emergency_lights - Disable Emergency Lights
- place_cyborg_transformer - Robotic Factory: Places a large machine that converts humans that go through it into cyborgs. Unlocking this ability removes shunting.
- reactivate_cameras - Reactivate Camera Network: Reactivates up to 30 cameras across the station.
- destructive - Modules causing destruction
- malf
- ai_movement - This datum is an abstract class that can be overridden for different types of movement
- basic_avoidance - Uses Byond's basic obstacle avoidance movement
- backstep - Move immediately and don't update our facing
- complete_stop - Come to a complete stop for a set amount of time.
- dumb - The most brain-dead type of movement, bee-line to the target with no concern of whats in front of us.
- jps - This movement datum represents smart-pathing
- basic_avoidance - Uses Byond's basic obstacle avoidance movement
- ai_planning_subtree - A subtree is attached to a controller and is occasionally called by /ai_controller/SelectBehaviors(), this mainly exists to act as a way to subtype and modify SelectBehaviors() without needing to subtype the ai controller itself
- acknowledge_chief
- arrest_target
- attack_obstacle_in_path - If there's something between us and our target then we need to queue a behaviour to make it not be there
- bane_hunting
- basic_melee_attack_subtree
- bumbles - Attack with a 30 second cooldown.
- ice_whelp - Cancel melee attacks when we have our breath weapon
- magicarp - As basic attack tree but interrupt if your health gets low or if your spell is off cooldown
- mega_arachnid - only engage in melee combat against cuffed targets, otherwise keep throwing restraints at them
- opportunistic - Attack something which is already adjacent to us, without ending planning
- webslinger - only engage in melee combat against cuffed targets, otherwise keep throwing restraints at them
- basic_ranged_attack_subtree
- alien - Alien projectile Try to avoid friendly fire, and has a 3 second delay.
- minebot - operational datums is null because we dont use a ranged component, we use a gun in our contents
- befriend_ashwalkers - find ashwalkers and add them to the list of masters
- befriend_cultists - befriend all cultists around us!
- build_girder - subtree to build girders
- bumbles_rest - Plan to rest or sit up.
- burn_trees - subtree to look for trees and burn them with our flamethrower
- call_reinforcements - Calls all nearby mobs that share a faction to give backup in combat
- capricious_retaliate - Add or remove people to our retaliation shitlist just on an arbitrary whim
- Carp Migration - Will try to plan a path between a list of locations for carp to travel through
- climb_trees
- dig_away_from_danger - only dig away if storm is coming or if humans are around
- dog_harassment - Find someone we don't like and annoy them
- emagged_borgi - Subtree that schedules borgi to randomly shoot if they're emagged.
- enter_exit_home
- escape_captivity - Generically try to escape from being trapped
- express_happiness
- extinguishing_people - subtree for extinguishing people
- extinguishing_turfs - subtree for finding turfs to extinguish
- find_and_hunt_target - Tells the AI to find a certain target nearby to hunt.
If a target has been found, we will start to move towards it, and eventually attack it.
- baby_egg - find our child's egg and pull it!
- break_boulders - break boulders so that we can find more food!
- corpses - Find and attack corpses
- human - Find and attack specifically human corpses
- ice_whelp - Find other tasty dragons
- destroy_surveillance - destroy surveillance objects to boost our stealth
- spider - destroy surveillance objects to boost our stealth
- drill_ice - subtree to find diggable ice we can fish from!
- drink_water - subtree to go around drinking water
- food_trough - consume food!
- graze - subtree to go around grazing
- harvest_vents - break boulders so that we can find more food!
- hunt_ores - consume food!
- minebot - store ores in our body
- mook - hunt ores that we will haul off back to the village
- tribal_chief - find an ore, only pick it up when a mook brings it close to us
- injured_mooks - find injured miner mooks after they come home from a long day of work
- look_for_cables/guaranteed - Cable hunting subtree that's guarantee to hunt its target.
- mark_territory - subtree to mark trees as territories
- material_stand - deposit ores into the stand!
- penguin_egg - subtree to find baby eggs!
- find_dead_cultist - find targets that we can revive
- find_fingers - Look for loose arms lying around
- find_food - similar to finding a target but looks for food types in the // the what?
- goose - Only look for things geese will try to eat
- find_nearest_magicarp_spell_target - Find a target for the magicarp's spell This gets weird because different spells want different targeting but I didn't want a new ai controller for every different spell
- find_nearest_thing_which_attacked_me_to_flee - Find the nearest thing on our list of 'things which have done damage to me' and set it as the flee target
- find_occupied_rune - subtree to find a rune with a viable target on it, so we can go activate it
- find_party_friends - subtree we use to find party friends in general
- find_patrol_beacon
- find_playmates - ai behavior that lets us search for other orbies to play with
- find_target_prioritize_traits - Find something with a specific trait to run from
- find_unwebbed_turf - Search for a nearby location to put webs on
- firebot_speech - subtree to make us say funny idle lines
- fish - subtree for fishing and eating food!
- fish_from_turfs - less expensive fishing behavior!
- fix_window - subtree to repair machines with welders
- flee_target - Try to escape from your current target, without performing any other actions.
- from_fisherman - A subtype that forces the mob to flee from targets with the scary fisherman trait anyway.
- from_flee_key - Try to escape from your current target, without performing any other actions. Reads from some fleeing-specific targeting keys rather than the current mob target.
- legion - Don't run away from friendlies
- mega_arachnid - spray slippery acid as we flee!
- mouse - Don't look for anything to run away from if you are distracted by being adjacent to cheese
- webslinger - spray slippery acid as we flee!
- generic_hunger - Generic Hunger Subtree,
- generic_play_instrument
- generic_resist
- go_for_swim - subtree to go and swim!
- goliath_dig
- goliath_find_diggable_turf - If we got nothing better to do, find a turf we can search for tasty roots and such
- hive_communicate
- hoard_fingers - If you see an arm, grab it and run
- hoard_items - subtree to steal items
- issue_commands
- locate_dead_humans
- look_for_adult
- look_for_village - look for our village
- maintain_distance - Step away if too close, or towards if too far
- make_babies - Reproduce with a similar mob.
- Make carp rift - Plan a carp rift action, so basically teleport somewhere if the action is available
- Make carp rift (aggressive) - Plan to teleport towards our target so we can fuck them up
- Make carp rift (panic) - Plan to teleport away from our target so they can't fuck us up
- minebot_mining
- monkey_combat
- move_to_cardinal - Try to line up with a cardinal direction of your target
- opportunistic_ventcrawler - Opportunistically searches for and hides/scurries through vents.
- parrot_as_in_repeat - When a parrot... parrots...
- perch_on_target - subtree to perch on targets
- Pet Planning - Perform behaviour based on what pet commands you have received. This is delegated to the pet command datum. When a command is set, we blackboard a key to our currently active command. The blackboard also has a weak reference to every command datum available to us. We use the key to figure out which datum to run, then ask it to figure out how to execute its action.
- play_music_for_visitor - find an audience to follow and play music for!
- play_with_friends - subtree to go around playing with other deers
- possess_humans - subtree to possess humans
- prepare_travel_to_destination - Subtree that checks if we are on the target atom's tile, and sets it as a travel target if not The target is taken from the blackboard. This one always requires a specific implementation.
- random_hiding - This subtree causes the mob to go into hiding after a random duration since the last time they went into hiding.
- random_speech
- bumbles - Buzz
- cow/wisdom - unlike normal cows, wisdom cows speak of wisdom and won't shut the fuck up
- legion - Make spooky sounds, if we have a corpse inside then impersonate them
- rabbit/easter - For the easter subvariant of rabbits, these ones actually speak catchphrases.
- space - These ones have a space mask on, so their catchphrases are muffled.
- when_has_target
- ranged_skirmish - Fire a ranged attack without interrupting movement.
- refill_materials - subtree to refill our stacks
- repairbot_deconstruction - subtree to deconstruct things when we're emagged
- repairbot_speech - subtree to control bot speech
- replace_floors - subtree to replace iron platings
- breaches - subtree to fix hull breaches
- replace_window - subtree to place glass on windows
- reside_in_home
- run_emote - Intermittently run an emote
- sculpt_statues - subtree to find icy rocks and create sculptures out of them
- serve_food - Finds food or drinks, picks them up, then gives them to nearby humans
- setup_shop - Subtree to find our very first customer and set up our shop after walking right into their face
- jumpscare - Version of setup show where the trader will run at you to assault you with incredible deals
- shapechange_ambush - Shapeshift when we have no target, until someone has been nearby for long enough
- shoot_animatable_objects - Try to find objects and then shoot them
- Shortcut to target through carp rift - If there's a carp rift heading your way, plan to ride it to your target
- simple_find_nearest_target_to_flee - Find the nearest thing which we assume is hostile and set it as the flee target
- simple_find_target
- simple_find_wounded_target - Selects the most wounded potential target that we can see
- sleep_with_no_target - Disables AI after a certain amount of time spent with no target, you will have to enable the AI again somewhere else
- meteor_heart - After enough time with no target, deaggro and change animation state
- spin_web - Run the spin web behaviour if we have an ability to use for it
- stare_at_thing - Locate a thing (practically any atom) to stop and stare at.
- steal_items
- stop_hiding_if_target - This subtree ensures that the mob gets out from hiding if they have a target.
- target_retaliate - Sets the BB target to a mob which you can see and who has recently attacked you
- to_flee - Places a mob which you can see and who has recently attacked you into some 'run away from this' AI keys Can use a different targeting strategy than you use to select attack targets Not required if fleeing is the only target behaviour or uses the same target datum
- targeted_mob_ability - Attempts to use a mob ability on a target
- arachnid_restrain
- blood_drunk - Parent type that contains key logic important for subsequent abilities
- dash_attack - The BDM will dash attack if not in PKA range
- shoot_pka - The BDM will preferentially shoot its PKA within range over other abilities
- ice_whelp - Only use ability if we are within range
- lightning_strike - DA SPELLS!
- lobster - Don't use charge ability on an adjacent target, and make sure you're visible before you start
- magicarp - Then use it on that target
- vatbeast_slap - Only do this if we are adjacent to target and have been mad at the same guy for at least 10 seconds That slap REALLY hurts
- wizard_spell - Cast a wizard spell. There is a minimum cooldown between spellcasts to prevent overwhelming spam.
- teleport_away_from_target - behavior to activate ability to escape from target
- territorial_struggle
- tip_reaction - used by cows
- travel_to_point - Simply walk to a location
- use_mob_ability - Simple behaviours which simply try to use an ability whenever it is available.
For something which wants a target try
targeted_mob_ability.- goose_vomit - Use this ability only if we roll a dice correctly
- mook_jump
- rust_walker - Use if we're not stood on rust right now
- wall_girder - subtree to place iron on girders
- wander_away_from_village - explore the lands away from the village to look for ore
- ai_status_display_picker - AI Status Display Picker TGUI Allows AIs to select status display options with search functionality
- air_alarm_mode - Various modes that an /obj/machinery/airalarm can assume.
- cycle
- filtering - The default.
- alarm_handler - Represents a single source of alarms, one alarm handler will only ever count for one alarm per listener
- alarm_listener
- anomaly_placer
- anonymous_theme
- antagonist
- abductee
- abductor
- battlecruiser
- bitrunning_glitch
- blob
- infection - A subtype of blob meant to represent the infective version.
- blob_minion
- brother
- changeling
- clock_cultist
- contractor
- cop
- cortical_borer
- cult
- enemy_of_the_state - When the station wins, any remaining living headrevs become Enemies of the State, a small solo antagonist. They either have the choice to fuck off and do their own thing, or try and regain their honor with a hijack.
- ert
- solfed/grand_espatier/engineer - Grand Response variant
- evil_clone - Antag datum associated with the experimental cloner
- fallen_changeling - a changeling that has lost their powers. does nothing, other than signify they suck
- former_obsessed - Dummy antag datum that will show the cured obsessed to admins
- heretic - The heretic antagonist itself.
- heretic_monster - Tracking reasons
- highlander
- hypnotized - Antag datum associated with the hypnosis brain trauma, used for displaying objectives and antag hud
- imp
- lunatic
- malf_ai
- ninja
- nukeop
- obsessed
- primitive_catgirl
- recovered_crew - Revived crew ready to serve once more! Only here for tracking/admin reasons, otherwise hidden
- rev
- separatist
- shade_minion - This datum is for use by shades who have a master but are not cultists. Cult shades don't get it because they get the cult datum instead. They are bound to follow the orders of their creator, probably a chaplain or miner. Technically they're not 'antagonists' but they have antagonist-like properties.
- ship_crew
- slaughter
- soultrapped_heretic - a heretic that got soultrapped by cultists. does nothing, other than signify they suck
- space_carp
- space_dragon
- spider
- flesh - Subtype for flesh spiders who don't have a queen
- spy
- sunwalker - Space antagonist that murders everyone in space and nearby it using the power of loads of fire
- survivalist
- battle_royale - Applied by the battle royale objective
- syndicate_monkey
- traitor
- contractor_support - Support unit gets it's own very basic antag datum for admin logging.
- marauder
- valentine
- voidwalker - Space antagonist that harasses people near space and cursed them if they get the chance
- wizard
- wizard_minion
- wizard_prank_vendetta - Antag datum to give to people who want to kill the wizard. This doesn't preclude other people choosing to want to kill the wizard, just these people are rewarded for it.
- xeno/captive
- appearance_debugger - Allows developers to see a breakdown of an atom or a specific target and edit some of the values
- area_spawn - Area spawn datums
- area_spawn_over - Spawns an atom on any turf that contains specific over atoms.
- armament_entry
- armor - The armor datum holds information about different types of armor that an atom can have.
It also contains logic and helpers for calculating damage and effective damage
- clothing_under/wetsuit - Suit armor
- crate_syndicrate - if the crate takes damage it will explode 25% of the time
- helmet_monkey_sentience - which icon state color this is (red, blue, yellow)
- immune - A version of armor that cannot be modified and will always return itself when attempted to be modified
- item_tank - Closes the tank if dropped while open.
- none - A version of armor with no protections
- wetsuit_helmet - Helmet armor
- armour_dimensional_theme - Datum describing a 'theme' which transforms a 3x3 area's turfs when applied.
It also creates a number of themed barriers in that area.
- dangerous - Dangerous themes can potentially impede the user as much as people pursuing them
- safe - Themes which will largely be probably useful for the user
- artifact_effect
- ash_ritual
- ash_ceremony - Age specific buffs - 20 minutes per 'maturation' period
- banish_kin - Bye Felicia
- incite_megafauna - Spawns a new megafauna randomly in the ashen wastes
- pacification - Pacification
- revive_animal - Friend : )
- summon_cursed_knife - THIS IS A KNOIF
- summon_icemoon_creature - Colder versions of critters to summon
- summon_key - Skeleton Key
- summon_lavaland_creature - Summon specific lavaland critter
- summon_necklace - Translation Necklace
- summon_ore_seed - Summon Ore Seed
- summon_staff - Staff Summon
- summon_tendril_seed - Impregnate the ground with a Tendril
- summon_tunneling_worm - Summon Tunneling Worm
- uncover_rocks - Xenobio Ritual
- asset
- json - A subtype to generate a JSON file from a list
- icon_ref_map - Maps icon names to ref values
- preferences - Sends information needed for shared details on individual preferences
- uplink - Sends information needed for uplinks
- simple - If you don't need anything complicated.
- body_zones - Spritesheet for body zones. Necessary if your tgui uses BodyZoneSelector
- namespaced - Namespace'ed assets (for static css and html files)
When sent over a cdn transport, all assets in the same asset datum will exist in the same folder, as their plain names.
Used to ensure css files can reference files by url() without having to generate the css at runtime, both the css file and the files it depends on must exist in the same namespace asset datum. (Also works for html)
For example
blah.csswith assetblah.pngwill get loaded asnamespaces/a3d..14f/f12..d3c.cssandnamespaces/a3d..14f/blah.png. allowing the css file to loadblah.pngby a relative url rather then compute the generated url with get_url_mappings(). The namespace folder's name will change if any of the assets change. (excluding parent assets)
- spritesheet - Deprecated: Use /datum/asset/spritesheet_batched where possible
- simple - Spritesheet that only uses simple PNGs and CSS keys. See
assetsvariable. Deprecated: Use /datum/asset/spritesheet_batched where possible
- simple - Spritesheet that only uses simple PNGs and CSS keys. See
- spritesheet_batched
- antagonists - Sprites generated for the antagonists panel
- chemmaster - Icons for containers printed in ChemMaster
- crafting - Representative icons for the contents of each crafting recipe
- plumbing
- preferences - Assets generated from
/datum/preferenceicons
- json - A subtype to generate a JSON file from a list
- asset_cache_item - An internal datum containing info on items in the asset cache. Mainly used to cache md5 info for speed.
- asset_transport - Base browse_rsc asset transport
- webroot - CDN Webroot asset transport.
- atom_hud
- alternate_appearance
- basic
- antagonist_hud - An alternate appearance that will show all the antagonists this mob has
- has_antagonist - An alternate appearance that will only show if you have the antag datum
- heretic - Hud used for heretics to see influences
- one_person - Only shows the image to one person
- reversed - Shows the image to everyone but one person
- basic
- data/human
- medical
- advanced - Sees health (0-100) status (alive, dead), always
- basic - Sees health (0-100) status (alive, dead), but relies on suit sensors being on
- security
- advanced - Sees ID card job, implants, and wanted status
- basic - Only sees ID card job
- medical
- alternate_appearance
- atom_skin
- crusher_skin
- hypovial
- kaza_ruk
- laevateinn_revolver - NT-E Laevateinn .38 revolver - it's a bit chunky but it has a barrel charger
- modern_glasses - GLASSES
- augment_item
- autowiki - A representation of an automated wiki page.
- stock_parts - Automtically generated string list of stock part templates and relevant data for the /tg/station wiki
- avatar_help_text
- award
- achievement - Achievements are one-off awards for usually doing cool things.
- mafia
- assistant - ALL THE ACHIEVEMENTS FOR WINNING A ROUND AS A ROLE
- universally_hated - ALL THE ACHIEVEMENTS FOR MISC MAFIA ODDITIES
- mafia
- score - Scores are for leaderboarded things, such as killcount of a specific boss
- achievements_score - Defining this here 'cause it's the first score a player should see in the Scores category.
- hardcore_random - How many times did we survive being a cripple?
- intento_score - How high of a score on the Intento did we get?
- maintenance_pill - How many maintenance pills did you eat?
- progress - A subtype of score linked to a schema table containing objects the player has caught, made, found or otherwise achieved. The value of the score should equal to the length of objects that have been achieved. It also has an unique tab in the UI that lets you review the progress.
- style_score - What's the highest amount of style points we've gotten?
- achievement - Achievements are one-off awards for usually doing cool things.
- bank_account
- barsign
- basketball_controller - The basketball controller handles the basketball minigame in progress. It is first created when the first ghost signs up to play.
- battle_arcade_gear
- battle_royale_controller - Datum which controls the conflict
- battle_royale_master - Basically just exists to hold references to datums so that they don't GC
- beam
- biological_sample - This datum is a simple holder for the micro_organisms in a sample.
- biome - This datum handles the transitioning from a turf to a specific biome, and handles spawning decorative structures and mobs.
- bitfield - Specifies a bitfield for smarter debugging
- bitrunning_gimmick - The datum used by the gimmick loadout disk to determine what a loadout actually spawns.
- blobstrain
- blood_type
- clown - April fool's blood for clowns
- random_chemical - An abstract-ish blood type used particularly for species with blood set to random reagents, such as podpeople
- slime - Slimeperson blood, aka 'toxin' blood type
- snail - Snail blood
- water - Podpeople blood
- blooper - It's was stoolen from Splurt build >:3 and from fluffySTG!! nyeehehehheee!~
- monster8 - No funny bone man, as much as it would be funny, no. Maybe during halloween maybe.
- body_marking
- body_marking_set
- bodypart_overlay - Bodypart ovarlay datum. These can be added to any limb to give them a proper overlay, that'll even stay if the limb gets removed
This is the abstract parent, don't use it!!
- augment
- mutant - Variant of bodypart_overlay meant to work synchronously with external organs. Gets imprinted upon Insert in on_species_gain
- antennae - Moth antennae datum, with full burning functionality
- cat_ears - Bodypart overlay for the horrible cat ears
- genital
- mushroom_cap - Bodypart overlay for the mushroom cap organ
- pod_hair - Podperson bodypart overlay, with special coloring functionality to render the flowers in the inverse color
- spines - Bodypart overlay for spines
- tail - Tail parent type, with wagging functionality
- cat - Cat tail bodypart overlay
- lizard - Lizard tail bodypart overlay datum
- monkey - Monkey tail bodypart overlay
- xeno - Alien tail bodypart overlay
- tail_spines - Bodypart overlay for tail spines. Handled by the tail - has no actual organ associated.
- taur_body
- wings - Bodypart overlay of default wings. Does not have any wing functionality
- functional - Bodypart overlay of function wings, including open and close functionality!
- moth - Moth wing bodypart overlay, including burn functionality!
- simple - For simple overlays that really dont need to be complicated. Sometimes icon_state and icon is enough
Remember to set the layers or shit wont work
- babbearfish - The bodypart overlay for babbearfish. We don't need anything other than this icon (and to hide it sometimes), so it being mutant is unnecessary and a waste of space.. Which breaks everything else. So we need to make it simple. Which organs don't innately support, so we need to just haphazardly slap it on.
- bags - bags drawn beneath the eyes
- body_marking - For body markings applied on the species, which need some extra code
- emote - Variant of bodypart_overlay for displaying emote overlays. See /datum/emote/living/blush/run_emote for an example on how to use one of these.
- golem_overlay - Body part overlays applied by golem status effects
- sixpack - A sixpack drawn on the chest
- soul_pending_eyes - PENDING eyes drawn on the face
- texture - Bodypart overlays focused on texturing limbs
- book_history_entry - This mostly exists to document the form of the library_action table, since it doesn't do that good a job on its own
- book_info - A datum which contains all the metadata of a book
- borer_evolution
- borer_focus
- bounty
- interdyne_pill
- interdyne_reagent - You may be asking why we need copies of /datum/bounty/reagent, its because the main system is looking for SUBTYPES of reagent, and I want to avoid the system accidentally giving NT, Interdyne bounties.
- item
- patrol - Bounties that require you to perform documentation and inspection of your department to send to centcom.
- pill
- brain_trauma
- hypnosis
- magic
- mild
- severe
- death_consequences
- kleptomaniac
- narcolepsy
- split_personality
- blackout
- brainwashing - BRAINWASHING
- special
- beepsky
- bluespace_prophet
- burdened - Burdened grants some mutations upon injuring yourself sufficiently
- existential_crisis
- honorbound - Honorbound prevents you from attacking the unready, the just, or the innocent
- imaginary_friend
- obsessed
- primal_instincts
- psychotic_brawling
- ptsd
- quantum_alignment
- very_special/bimbo
- voided - Curse brain trauma that makes someone space textured, mute, pacifist and forbids them from entering space
- stable - Positive version of the previous. Get space immunity and the ability to slowly move through glass (but you still get muted)
- browser
- buildmode
- buildmode_mode
- Callback Datums - A datum that holds a proc to be called on another object, used to track proccalls to other objects
- verb_callback - like normal callbacks but they also record their creation time for measurement purposes they also require the same usr/user that made the callback to both still exist and to still have a client in order to execute
- callback_select - Helper datum for the select callbacks proc
- camerachunk - A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
Allows Camera Eyes to stream these chunks and know what it can and cannot see. - can_pass_info - Holds all information about what an atom can move through Passed into CanAStarPass to provide context for a pathing attempt
- candidate_poll - The datum that describes one instance of candidate polling
- card
- cardboard_cutout
- cell_tracker - Spatial gridmap, cell tracking
- cellular_emporium
- centcom_announcer - Data holder for the announcers that can be used in a game, this can be used to have alternative announcements outside of the default e.g.the intern
- centcom_podlauncher
- changeling_profile
- character_directory
- chasm_detritus - A datum that retrieves something which fell into a chasm.
- restricted - Variant of the chasm detritus that allows for an easier time at fishing out bodies, and sometimes less desireable monsters too.
- chat_payload - Stores information about a chat payload
- Chat Message Overlay - Datum for generating a message overlay on the map
- chemical_reaction - #Chemical Reaction
- acetone - Other goon stuff
- ammonia - Cleaning and hydroponics
- catalyst_precursor_temp - PRECURSOR
- drink - Drink recipe base
- food - FOOD MIXTURES
- soup
- custom - So this one's kind of a "failed" result, but also a "custom" result Getting to this temperature and having no other soup reaction made means you're either messing something up or you simply aren't following a recipe. So it'll just combine
- mysterysoup
- soup
- ice - Ice and water
- medical_speed_catalyst - MEDICINES
- medicine
- convermol - OXY
- helbital - BRUTE
- inacusiate
- lenturi - BURN
- medsuture - medical stacks
- seiver - TOX
- prefactor_a - Example competitive reaction (REACTION_COMPETITIVE)
- randomized
- gorgium - Random recipe that turns stuff into ROCKS
- metalgen - Random recipe for meme chem metalgen. Always requires wittel and resets every 3 days
- slime - End example
- surfactant - foam and foam precursor
- thermic_modulator - CATALYSTS
- virus_food - VIROLOGY
- cinematic - Cinematic datum. Used to show an animation to everyone.
- cult_arm - A blood cult summoned Nar'sie, and most of the station was harvested or converted!
- cult_fail - A blood cult summoned Nar'sie, but some badass (or admin) managed to destroy Nar'sie themselves.
- malf - A malfunctioning AI has activated the doomsday device and wiped the station!
- nuke - Simple, base cinematic for all animations based around a nuke detonating.
- clown - The clown operative nuclear bomb was activated and clowned the station!
- cult - A blood cult summoned Nar'sie, but central command deployed a nuclear package to stop them.
- fake - A fake version of the nuclear detonation, where it winds up, but doesn't explode.
- far_explosion - The syndicate nuclear bomb was activated, but just missed the station by a whole z-level!
- mutual_destruction - The syndicate nuclear bomb was activated, and the nuclear operatives failed to extract on their shuttle before it detonated on the station!
- no_core - A fake version of the nuclear detonation, where it winds up, but doesn't explode as the nuke core within was missing.
- ops_miss - The syndicate nuclear bomb was activated, but just barely missed the station!
- ops_victory - The syndicate nuclear bomb was activated, and destroyed the station!
- self_destruct - The self destruct, or another station-destroying entity like a blob, destroyed the station!
- self_destruct_miss - The self destruct was activated, yet somehow avoided destroying the station!
- circuit_composite_template - A template used to make composite datatypes for circuits. Used so that we don't have to generate every single possible combination of types
- circuit_datatype - A circuit datatype. Used to determine the datatype of a port and also handle any additional behaviour.
- composite_instance - A composite instance generated by a template
- circuit_variable - A circuit variable that holds the name, the datatype and the colour of the variable (taken from the datatype).
- client_colour
- blindness - we want it to be less harsh for players to take blindness quirk, this adds enough color to not cause too much eye strain
- halloween_helmet - A client color that makes the screen look a bit more grungy, halloweenesque even.
- client_interface - This should match the interface of /client wherever necessary.
- clockwork_research
- closet_see_inside - Responsible for showing the insides of a closet to those inside it.
- closet_teleport_controller - A singleton used to teleport people to a linked web of itterative entries. If one entry is deleted, the 2 around it will forge a link instead.
- cogbar
- colorblind_tester - Used to test the game for issues with different types of color blindness WARNING ASSHOLE: Because we can only apply matrixes, and can't preform gamma correction https://web.archive.org/web/20220227030606/https://ixora.io/projects/colorblindness/color-blindness-simulation-research/ The results of this tool aren't perfect. It's way better then nothing, but IT IS NOT A PROPER SIMULATION Please do not make us look like assholes by assuming it is. Thanks.
- colored_assistant - Defines a style of jumpsuit/jumpskirt for assistants.
Jumpsuit and jumpskirt lists should match in colors, as they are used interchangably.
- solid - Will pick one color, and stick with it
- comm_log_entry - Simple log entry datum for the telecommunication server
- command_report_menu - Datum for holding the TGUI window for command reports.
- communciations_controller
- Component - The component datum
- accessable_storage
- acid - Component representing acid applied to an object. Must be attached to an atom. Processes, repeatedly damaging whatever it is attached to. If the parent atom is a turf it applies acid to the contents of the turf. If not being applied to a mob or turf, the atom must use the integrity system.
- action_item_overlay - Apply to an action to allow it to take an item and apply it as an overlay of the action button
- admin_popup - Applied to clients when they receive an admin popup, alerting them to their ticket.
- aggro_emote - A component for ai-controlled atoms which plays a sound if they switch to a living target which they can attack
- ai_listen_to_weather - given to a mob to set a key on or off when a storm is coming or ending
- ai_retaliate_advanced - Attached to a mob with an AI controller, passes things which have damaged it to a blackboard. The AI controller is responsible for doing anything with that information. Differs from the element as it passes new entries through a callback.
- ai_target_timer - Increments a blackboard key while the attached mob is engaged with a particular target, does nothing else on its own
- alternative_sharpness - Allows items to have different sharpness for right click attacks
- amputating_limbs - This component will intercept bare-handed attacks by the owner on sufficiently injured carbons and amputate random limbs instead
- anomaly_locked_module
- anti_magic - This provides different types of magic resistance on an object
- appearance_on_aggro - Changes visuals of the attached mob while it has a target
- aquarium - The component that manages the aquariums UI, fluid, temperature, the current fish inside the parent object, as well as beauty, and a few other common aquarium features.
- aquarium_content - Allows movables to be inserted/displayed in aquariums.
- area_based_godmode - Area-based godmode. Gain and Lose message can only be set once, at initial component creation; adding a source will not update them.
- area_sound_manager - Allows you to set a theme for a set of areas without tying them to looping sounds explicitly
- areabound - Movables with this component will automatically return to their original turf if moved outside their initial area
- armament - This is the component that runs the armaments vendor.
- armor_plate
- ash_age - 15 minutes = armor 30 minutes = base punch + boulder breaking 45 minutes = hivemind 60 minutes = speed 75 minutes = mutated armblade 90 minutes = lavaproof + firebreath
- ash_cursed
- atmos_reaction_recorder - Component for atmos-related atoms to be able to record and transmit their reaction_results data Use this ONLY for atoms, gasmixtures will be accessed by calling return air on the object. Add this component after gasmixes has been initialized.
- atom_mounted
- aura_healing - Applies healing to those in the area.
Will provide them with an alert while they're in range, as well as
give them a healing particle.
Can be applied to those only with a trait conditionally.
- holosynth - aura_healing subclass that also resolves holosynth-style wounds on candidates in range. Inherits all the base healing knobs (brute/burn/organs/etc.) and adds two synth-wound knobs:
- automatic_fire
- avatar_connection - Essentially temporary body with a twist - the virtual domain variant uses damage connections, listens for vdom relevant signals.
- bakeable - This component indicates this object can be baked in an oven.
- banned_from_space - Following recent tomfoolery, we've decided to ban you from space.
- basic_inhands - Basic handling for showing held items in a mob's hands
- basic_mob_attack_telegraph - Delays outgoing attacks which are directed at mobs to give players time to get out of the way
- basic_ranged_ready_overlay - Fade in an overlay x seconds after a basic mob makes a ranged attack Indicates that it will be ready to fire again
- bayonet_attachable - Component which allows you to attach a bayonet to an item, be it a piece of clothing or a tool.
- bitrunning_points - Attaches to a turf so it spawns a crate when a certain amount of points are added to it.
- blob_minion - Common behaviour shared by things which are minions to a blob
- blood_walk - Blood walk, a component that causes you to make blood wherever you walk.
- bloody_spreader
- bloodysoles - Component for clothing items that can pick up blood from decals and spread it around everywhere when walking, such as shoes or suits with integrated shoes.
- bot - Simplified version of the kind applied to carbons for simple/basic mobs, primarily robots
- feet - Like its parent but can be applied to carbon mobs instead of clothing items
- boomerang - If an ojvect is given the boomerang component, it should be thrown back to the thrower after either hitting its target, or landing on the thrown tile. Thrown objects should be thrown back to the original thrower with this component, a number of tiles defined by boomerang_throw_range.
- boss_music - Attaches to a mob and plays that music while they have a target.
- brass_spreader - A component that spreads brass to a tile in [range] every [cooldown] seconds, converting everything on it into brass as well.
- breed
- bubble_icon_override - A component that overrides the bubble_icon variable when equipped or implanted while having a simple priority system, so accessories have higher priority than organs, for example.
- bullet_intercepting - Component which allows an equipped item to occasionally absorb a projectile.
- bumpattack
- burning - Component representing an atom being on fire. Should not be used on mobs, they use the fire stacks status effects. Can only be used on atoms that use the integrity system.
- butchering
- callouts - Component that allows its owner/owner's wearer to use callouts system - their pointing is replaced with a fancy radial which allows them to summon glowing markers
- caltrop - Caltrop element; for hurting people when they walk over this.
- can_flash_from_behind - This mob can flash others from behind and still get at least a partial
- carbon_saddle - Allows the attached item to enable saddle mechanics on the mob wearing it.
- cell
- chasm
- chuunibyou
- circuit_component_add_port - Helper component that handles users adding/removing ports from a circuit component.
- circuit_component_wirenet_connection
- cleaner - Component that can be used to clean things. Takes care of duration, cleaning skill and special cleaning interactions. A callback can be set by the datum holding the cleaner to add custom functionality. Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
- clickbox - This component adds a near-invisible underlay to a movable target to expand the clickable surface of its icon without resorting to MOUSE_OPACITY_OPAQUE. The underlay ignores the parent's color and alpha and can be offset. The name is a portmanteau of "click" and "hitbox", because technically this isn't a hitbox, but it helps catch clicks, and I don't want to give it a loooong name like openspace_item_click_handler
- clockwork_trap
- clothing_damaged_by_bullets - Component that lets clothing be damaged in zones by piercing bullets. The parent MUST have limb_integrity set.
- clothing_dirt - This component applies tint to clothing when its exposed to pepperspray or spraycans
- clothing_fov_visor - An element to add a FOV trait to the wearer, removing it when an item is unequipped, but only as long as the visor is up.
- codeword_hearing - Component that allows for highlighting of words or phrases in chat based on regular expressions.
- combo_attacks
- combustible_flooder - Component that floods gas when ignited by fire.
- connect_containers - This component behaves similar to connect_loc_behalf, but it's nested and hooks a signal onto all MOVABLES containing this atom.
- connect_inventory - Behaves similar to connect_loc_behalf, but hooks into signals on items in the user's inventory
- connect_loc_behalf - This component behaves similar to connect_loc, hooking into a signal on a tracked object's turf It has the ability to react to that signal on behalf of a separate listener however This has great use, primarily for components, but it carries with it some overhead So we do it separately as it needs to hold state which is very likely to lead to bugs if it remains as an element.
- connect_mob_behalf - This component behaves similar to connect_loc_behalf, but working off clients and mobs instead of loc To be clear, we hook into a signal on a tracked client's mob We retain the ability to react to that signal on a separate listener, which makes this quite powerful
- connect_range - This component behaves similar to connect_loc_behalf but for all turfs in range, hooking into a signal on each of them. Just like connect_loc_behalf, It can react to that signal on behalf of a separate listener. Good for components, though it carries some overhead. Can't be an element as that may lead to bugs.
- connectable_computer - If attached to a machine, adds the connectable computer overlays and smooths to other computers.
- construction/mecha - Mecha construction
- container_item - Container item, an item which can be stored by specialized containers.
- tank_holder - Tank holder item - Added to an object which can be added to a tank holder.
- convey - Manages the loop caused by being on a conveyor belt Prevents movement while you're floating, etc Takes the direction to move, delay between steps, and time before starting to move as arguments
- cracked - Tracks damage to add or remove crack overlays, when none are needed this components is qdeleted
- crank_recharge
- crate_carrier - Component for simplemobs and basicmobs that allow them to carry crates.
- ctf_player - A component added to the mind of anyone who is playing in an ongoing CTF match. Any player specific CTF functionality should be implemented here. (someone should implement score tracking here)
- cult_kill_tracker - Component to handle the behavior of a nullrod keeping track of cultists it has crit or killed, and converting the item into a cult weapon when sacrificed
- cult_ritual_item
- curse_of_hunger - curse of hunger component; for very hungry items.
- curse_of_polymorph - curse of polymorph component;
- custom_area - Container for data necessary to track custom areas. Currently this is just the areas this area was created on top of, in case the area is used to create a custom shuttle.
- damage_aura - Applies a status effect and deals damage to people in the area. Will deal more damage the more people are present.
- damage_chain - Draws a line between you and another atom, hurt anyone stood in the line
- damage_tracker - This component tracks the original damage values of a mob when it is attached.
- human - This does the same as its parent, but it also tracks organ damage.
- dart_insert - Component for allowing items to be inserted into foam darts.
The parent can register signal handlers for
COMSIG_DART_INSERT_ADDED,COMSIG_DART_INSERT_REMOVEDto define custom behavior for when the item is added to/removed from a dart, andCOMSIG_DART_INSERT_GET_VAR_MODIFIERSto define the modifications the item makes to the vars of the fired projectile. - dawn_branding - Component that adds the Dawn lore blurb to an atom's examine_more
- deadchat_control - Deadchat Plays Things - The Componenting
- death_linked
- debris_bleeder - Drop debris when taking damage
- decomposition - Makes things decompose when exposed to germs. Requires /datum/component/germ_sensitive to detect exposure.
- defaceable - Lets you graffiti on an object
- dejavu - A component to reset the parent to its previous state after some time passes
- timeline - differently themed dejavu for modsuits.
- deployable - Deployable - Bring your big guns with you, and smack em' down where you want.
- direct_explosive_trap - Responds to certain signals and 'explodes' on the person using the item.
Differs from
interaction_booby_trapin that this doesn't actually explode, it just directly calls ex_act on one person. - echolocation
- edible
- effect_remover
- egg layer component! - Component that manages how many eggs to lay, what can be fed to the mob to make them lay more, and what is actually laid. Since the only real interaction with the component is an attackby, the nice part is that we're able to make this an atom level proc. egg_layer will loudly fail if you do not provide it the arguments, as to encourage explicicy(?)
- electrified_buckle component: - attach it to any atom/movable that can be buckled to in order to have it shock mobs buckled to it. by default it shocks mobs buckled to parent every shock_loop_time. the parent is supposed to define its behavior with arguments in AddComponent
- energized
- engraved component! - component for walls that applies an engraved overlay and lets you examine it to read a story (+ art element yay) new creations will get a high art value, cross round scrawlings will get a low one. MUST be a component, though it doesn't look like it. SSPersistence demandeth
- entombed_mod_piece
- evolutionary_leap
- Experiment Handler - This is the component for interacting with experiments from a connected techweb. It is generic and should be set-up to automatically work on any class it is attached to without outside code (Excluding potential callbacks)
- explodable - Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
- explode_on_attack - Bombs the user after an attack
- face_decal - Face decal component
- faction_granter
- fantasy
- fearful - Fearful component: provides optional handling of fears and phobias for mob's mood Can be applied from multiple sources, and essentially serves as a central controller for fear datums described below
- fertile_egg
- fish_growth - A simple component that manages raising things from aquarium fish.
- fishing_spot
- focused_attacker - Increases our attack damage every time we attack the same target Not compatible with any other component or status effect which modifies attack damage
- food_storage - --Food storage component-- This component lets you slide one item into large foods, such as bread, cheese wheels, or cakes. Consuming food storages with an item inside can cause unique interactions, such as eating glass shards.
- force_move - Forced directional movement, but with a twist Let's block pressure and client movements while doing it so we can't be interrupted Supports spinning on each move, for lube related reasons
- fov_handler - Component which handles Field of View masking for clients. FoV attributes are at /mob/living
- free_operation - Allows mobs with this component to have all of their limbs operated on without needing drapes
- gas_leaker - A component to leak gas over time from damaged objects with gas storage
- geiger_sound - Atoms with this component will play sounds depending on nearby radiation
- germ_sensitive - Makes items infective if left on floor, also sending corresponding signals to parent
- ghost_direct_control - Component which lets ghosts click on a mob to take control of it
- ghost_edible - Allows ghosts to eat this by orbiting it They do this by consuming the reagents in the object, so if it doesn't have any then it won't work
- ghostrole_on_revive - Proc ghosts to enter the body when it get's revived
- glass_passer - Allows us to move through glass but not electrified glass. Can also do a little slowdown before passing through
- glitch
- golem_food - Component which allows something to be eaten by a golem
- gps - GPS component. Atoms that have this show up on gps. Pretty simple stuff.
- item - GPS component subtype. Only gps/item's can be used to open the UI.
- grillable
- Ground sinking component (basicly only for garden gnomes ever at this point) - A basic mob with this component will sink into the ground, once sinked into the ground it will regenerate and might gain damage resistence. Can be combined with caltrop.
- growth_and_differentiation
- gun_booster - Component that handles barrel-charger-esque effects, typically increasing damage/projectile speed but reducing firerate Examples: the Laevateinn revolver, the Kolben shotgun
- gun_safety - Component that will prevent a gun from firing if the safety is turned on
- gunpoint
- happiness
- hat_stabilizer - Allows players to place hats on the atom this is attached to
- haunted_item - Makes our item SUPER spooky! Adds the haunted element and some other bonuses
- hazard_area - This is a relatively simple component that attempts to deter the parent of the component away from a specific area or areas. By default it simply applies a penalty where all movement is four times slower than usual and any action that would affect your 'next move' has a penalty multiplier of 4 attached.
- Healing Touch component - A mob with this component will be able to heal certain targets by attacking them. This intercepts the attack and starts a do_after if the target is in its allowed type list.
- health_scaling_effects
- heart_eater
- heirloom - Heirloom component. For use with the family heirloom quirk, tracks that an item is someone's family heirloom.
- hide_weather_planes - Component that manages a list of plane masters that are dependent on weather Force hides/shows them depending on the weather activity of their z stack Transparency is achieved by manipulating the alpha of the planes that are visible Applied to the plane master group that owns them
- holderloving
- holographic_nature
- holoray_trail - Renders a holopad-style holoray from the parent item to a linked mob. The ray follows the pen, the linked mob, and any non-linked mob carrying the pen. Right-click while held toggles the trail; examine shows the current state.
- houlihan_teleport - Teleports interactors onto a safe turf randomly picked from a list of z-levels.
- ice_cream_holder - Ice Cream Holder: Allows the edible parent object to be used as an ice cream cone (or cup... in a next future).
- identify_friend_foe - A component that is added to guns so that its projectiles will have an IFF (Identify Friend/Foe) system. Projectiles will pass through friends without damage, but not through enemies
- infective
- Custom Atom Component - When added to an atom, item ingredients can be put into that. The sprite is updated and reagents and custom materials are transferred.
- interactable
- interaction_booby_trap - Attached to an atom, creates an explosion when it is interacted with
- irradiated - This atom is irradiated, and will glow green. Humans will take toxin damage until all their toxin damage is cleared.
- item_as_prosthetic_limb - This makes an arbitrary item into a "prosthetic limb"
- item_equipped_movement_rustle
- item_killsound
- itembound - When a movable has this component AND they are in the contents of a container, they will no longer be able to use their hands and be immobilized until they are removed from the container. So far, this is only useful for smites.
- itempicky - You can only hold whitelisted items
- jetpack
- joint_damage
- jousting - ##jousting
- keep_me_secure
- knockoff - Items with this component will have a chance to get knocked off (unequipped and sent to the ground) when the wearer is disarmed or knocked down.
- lasertag - lasertag team tracking component
- leanable - Things with this component can be leaned onto
- leash - Keeps the parent within the distance of its owner as naturally as possible, but teleporting if necessary.
- life_link - A mob with this component passes all damage (and healing) it takes to another mob, passed as a parameter Essentially we use another mob's health bar as our health bar
- light_eater - Makes anything it attaches to capable of removing something's ability to produce light until it is destroyed
- limb_applicable
- ling_decoy_brain - Component applied to ling brains to make them into decoy brains, as ling brains are vestigial and don't do anything
- listen_and_repeat - Simple element that will deterministically set a value based on stuff that the source has heard and will then compel the source to repeat it. Requires a valid AI Blackboard.
- Living Heart Component - Applied to a heart to turn it into a heretic's 'living heart'. The living heart is what they use to track people they need to sacrifice.
- loads_avatar_gear - Tracks the highest up human carrying this item, and loads bitrunning gear onto their avatar when they enter a virtual domain
- lock_on_cursor
- lockable_storage - ##lockable_storage
Adds a UI to the object that triggers when you use it in hand (if item) or attack (everything else).
The UI is a lock that, when unlocked, allows you to access the contents inside of it.
When using this, make sure you have icons for
on_update_icon_state. - magnet - Attracts items of a certain typepath
- manual_blinking
- manual_heart - Manual heart pumping component. Requires the holder to pump their heart manually every so often or die.
- marionette - Marionette component
- martial_art_giver - when equipped and unequipped this item gives a martial art
- material_turf_tracking - Sends a signal to the owner material whenever something enters its objects' turf and steps onto said object
- medigun_relocation - Used to handle teleporting if there is a grace period
- meteor_combat - Component for meteors and meteor imitators that handles punching them, mining them, & examining them
- Mind Linker - A component that handles linking multiple player's minds
into one network which allows them to talk directly to one another.
Like telepathy but for multiple people at once!
- active_linking - Subtype of mind linker (I know) which is more active rather than passive, which involves the master linking people manually rather than people being added automatically.
- mindbound_martial_arts - A martial art that is owned by this mind and will transfer as mind moves
- mob_chain - Component allowing you to create a linked list of mobs. These mobs will follow each other and attack as one, as well as sharing damage taken.
- mob_harvest - Harvesting component. Useful if you want to be able to harvest items from living mobs.
- money_sense - Added whenever the money_sense NIFSoft is active
- monitored_area - Area component that makes all movement inside get tracked by motion sensitive cameras
- multiple_lives - A simple component that spawns a mob of the same type and transfers itself to it when parent dies. For more complex behaviors, use the COMSIG_ON_MULTIPLE_LIVES_RESPAWN comsig.
- mutant_hands
- mutant_infection
- netpod_healing
- nif_examine
- npc_friendly - Makes a mob friendly with most NPC factions
- Nuclear Bomb Operator - Component applied to handless non-carbon mobs to allow them to perform the function of a nuclear operative. Effectively this means they need to be able to:
- obeys_commands
- object_possession - Component that allows a user to control any object as if it were a mob. Does give the user incorporeal movement.
- off_duty_timer
- omen - omen.dm: For when you want someone to have a really bad day
- bible - The bible omen. While it lasts, parent gets a cursed aura filter.
- quirk - The quirk omen. Permanent. Has only a 50% chance of bad things happening, and takes only 25% of normal damage.
- smite - The smite omen. Permanent.
- onwear_mood - Add to clothing to give the wearer a mood buff and a unique examine text
- orbiter
- organ_corruption - Component for Hemophage tumor-induced organ corruption, for the organs
that need to receive the
ORGAN_TUMOR_CORRUPTEDflag, to corrupt them properly. - overlay_lighting - Movable atom overlay-based lighting component.
- camera - Special type of component so it does not intefer with the modular computer default lighting system if any
- palette - A component that stores colors for use by painting-related items like spraycans or palettes which can be accessed through a radial menu by right clicking the item while it's held by the user mob. Right-clicking a color will open a color input prompt to edit it. Left clicking will instead select it and call set_painting_tool_color() on the parent for more specific object behavior.
- parriable_projectile - Add to a projectile to allow it to be parried by mobs with a certain trait (TRAIT_MINING_PARRYING by default)
- payment - Handles simple payment operations where the cost of the object in question doesn't change.
- pellet_cloud
- personal_crafting
- phylactery
- pinata - Objects or mobs with this component will drop items when taking damage.
- pinnable_accessory - This accessory can be pinned onto someone else
- pixel_shift
- pixel_tilt
- plane_hide_highest_offset - Component that takes a plane master, and will hide it if it's the highest offset of its kind This allows us to not show PMs to clients if they're not actively doing anything
- planet_allergy - Slowly kills the affected when they're on a planet.
- plumbing
- aquarium - Lazily demand from any direction.
- automated_iv
- boulder_reactions - The boulder machines take in many types of chems, but should only ever eject "waste" chems,
- buffered
- acidic_input - Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs separate, like into a special internal acid container
- alkaline_input - Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs separate, like into a special internal base container
- hydroponics - Special demand connector that consumes as normal, but redirects water into the magical water space.
- manifold - Connects different layer of ducts
- multidirectional - When you have a component accepting multiple connections
- simple_demand - has one pipe input that only takes, example is manual output pipe
- disposer - For disposing reagents
- extended
- simple_supply - has one pipe output that only supplies. example is liquid pump and manual input pipe
- tank - input and output, like a holding tank
- plundering_attacks - Component that makes basic mobs' melee attacks steal money from the target's ID card. Plundered money is stored and dropped on death or removal of the component.
- polarization_controller - A component for windows to allow them to be dynamically rendered opaque / transparent based on a button press.
- previous_body - A component that is given to a body when the soul inside is inhabiting a soulcatcher. this is mostly here so that the bodies of souls can be revived.
- pricetag
- proficient_miner - Component given to mobs that can mine when moving
- profound_fisher - component that allows player mobs to play the fishing minigame without a rod equipped, non-player mobs will "pretend" fish
- projectile_instance_drop - Similar to the projectile drop element but holds an instance of an atom instead
- prone_mob
- puzzgrid - Attaches a puzzgrid to the atom. You are expected to pass in the puzzgrid, likely from create_random_puzzgrid(). This is so you can handle when a puzzgrid can't be generated, either because the config does not exist, or because the config is not set up properly.
- radiation_countdown - Begins the countdown before a target can be irradiated. Added by the radiation subsystem when a pulse information has a minimum exposure time. Will clear itself out after a while.
- Radioactive Emitter - Simple component that you can attach to something to make it emit radiation pulses over time.
- radioactive_exposure - For directly applying to carbons to irradiate them, without pulses
- ranged_attacks - Configurable ranged attack for basic mobs.
- ranged_mob_full_auto - Allows a mob to autofire by holding down the cursor
- reagent_clothing
- reagent_refiller
- reagent_weapon
- recharging_attacks - Reduces the cooldown of a given action upon landing attacks, critting, or killing mobs.
- redirect_attack_hand_from_turf - Will redirect touching the turf it is on with your hand to the attack_hand of the parent object.
- reflection - A simple-ish component that reflects the icons of movables on the parent like a mirror. Sadly, there's no easy way to make the SOUTH dir reflection flip the visual so that you can see the back NORTH dir of a target while it's facing SOUTH beside adding the VIS_INHERIT_DIR flag to the target movable, which I'm not doing to spare eventual issues with other vis overlays in the future.
- regenerative_shield - gives the mobs a regenerative shield, it will tank hits for them and then need to recharge for a bit
- Regenerator component - A mob with this component will regenerate its health over time, as long as it has not received damage in the last X seconds. Taking any damage will reset this cooldown.
- religious_tool - Allows the parent to act similarly to the Altar of Gods with modularity. Invoke and Sect Selection is done via attacking with a bible. This means you cannot sacrifice Bibles (you shouldn't want to do this anyways although now that I mentioned it you probably will want to).
- rename - The rename component.
- reskinable_item
- respawner
- revenant_ability - Attach to revenant spells to make them cost essence to cast
- revenge_ability - Automatically triggers a linked ability at a target who attacks us. The ability might not necessarily be on our mob. Make sure that /datum/element/relay_attackers is also present or you'll never receive the triggering signal.
- riding - This is the riding component, which is applied to a movable atom by the ridable element when a mob is successfully buckled to said movable.
- rot - Makes a thing rotting, carries with it a start delay and some things that can halt the rot, along with infection logic
- scope - A component that allows players to use the item to zoom out. Mainly intended for firearms, but now works with other items too.
- seclite_attachable - Component which allows you to attach a seclight to an item, be it a piece of clothing or a tool.
- sect_nullrod_bonus - sect nullrod bonus component; for sekret rite combos
- security_vision - This component allows you to judge someone's level of criminal activity by examining them
- seethrough - A component that lets you turn an object invisible when you're standing on certain relative turfs to it, like behind a tree
- seethrough_mob - A component that lets you turn your character transparent in order to see and click through yourself.
- shell - Makes an atom a shell that is able to take in an attached circuit.
- shielded - The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded vests.
- shovel_hands - This component lets mobs dig up the floor with their bare hands
- shrink
- shuttle_cling - Gets added to all movables that enter hyperspace and are supposed to suffer from "hyperspace drift" This lets people fly around shuttles during transit using jetpacks, or cling to the side if they got a spacesuit Dumping into deepspace is handled by the hyperspace turf, not the component. Not giving something this component while on hyperspace is safe, it just means free movement like carps
- shuttle_move_deferred_checks
- sign_language - Reactive Sign Language Component for Carbons. Allows Carbons to speak with sign language if they have the relevant traits. Implements sign language by incrementally overriding several critical functions, variables, and argument lists.
- simple_access - This component allows us to give a mob access without giving them an ID card.
- simple_bodycam - Simple component to integrate a bodycam into a mob
- simple_farm
- singularity - Things that maybe move around and does stuff to things around them Used for the singularity (duh) and Nar'Sie
- sisyphus_awarder - This component awards the sisyphus achievement if you cart a boulder from lavaland to centcom It's not really reusable but its a component just to encapsulate and destroy the behaviour neatly
- sizzle
- slide_under_doors
- slime_friends
- Slip behaviour component - Add this component to an object to make it a slippery object, slippery objects make mobs that cross them fall over. Items with this component that get picked up may give their parent mob the slip behaviour.
- slippery_item - Item is slippery - picking it up or using it may cause it to immediately fall out of the user's hands
- smooth_tunes - Smooth tunes component! Applied to musicians to give the songs they play special effects, according to a rite! Comes with BARTICLES!!!
- soapbox
- soul_stealer
- soulcatcher - Soulcatcher Component
- sound_player - Sound Player component
- space_camo - Camouflage us when we enter space by increasing alpha and or changing color
- space_dive - Lets us dive under the station from space
- spawner
- speechmod - Used to apply certain speech patterns Can be used on organs, wearables, mutations and mobs
- spin2win
- spinny - spinny.dm
- spirit_holding - spirit holding component; for items to have spirits inside of them for "advice"
- splat
- splattercasting component! - Component that makes casted spells cost blood from the user and dramatically lowers their cooldown.
- spray_fireproofed - Component representing an atom being fireproof sprayed Can only be used on clothing atoms
- spy_uplink
- squashable - This component allows something to be when crossed, for example for cockroaches.
- squeak
- stationloving - Teleports the movable atom back to a safe turf on the station if it leaves the z-level or becomes inaccessible.
- stationstuck
- sticker
- storm_hating - The parent of this component will be destroyed if it's on the ground during a storm
- Stove Component - Makes the attached object a stove
- primitive - Stove component subtype with changed visuals and not much else
- strong_pull
- stun_n_cuff
- style
- subtype_picker - subtype picker component allows for an item to transform into its subtypes (this is not enforced and you can turn in whatever types, but i used this name as it was incredibly accurate for current usage of the behavior)
- summoned_item
- summoning
- supermatter_crystal
- swabbing
- synth_blood - Used for tracking mobs that have had synthetic blood injected into them. The higher the synth content, the more nerfed the blood is for blood worms. This decays over time while the mob is alive.
- tackler - For when you want to throw a person at something and have fun stuff happen
- tactical - A simple component that replacess the user's appearance with that of the parent item when equipped.
- takes_reagent_appearance
- tameable - This component lets you make specific mobs tameable by feeding them
- tattoo
- taur_clothing_offset - Offsets parent's worn overlay based on their wearer's taur body.
- technointrovert - You can't use machines unless they are in a whitelist
- temporary_body
- temporary_description - Adds examine text to something which is removed when receiving specified signals, by default the revive signal. The default settings are set up to be applied to a corpse to add some kind of immersive storytelling text which goes away upon revival.
- temporary_glass_shatterer
- temporary_pollution_emission
- temporary_size - Component that temporarily applies a size to a human.
- tether - Creates a tether between two objects that limits movement range. Tether requires LOS and can be adjusted by left/right clicking its
- thermite
- throwbonus_on_windup
- tippable - Tippable component. For making mobs able to be tipped, like cows and medibots.
- toggle_attached_clothing - Component which allows clothing to deploy a different kind of clothing onto you. The simplest example is hooded suits deploying hoods onto your head.
- toggle_icon
- torn_wall - Component applied to a wall to progressively destroy it. If component is applied to something which already has it, stage increases. Wall is destroyed on third application. Can be fixed using a welder
- Trader NPC Component - Manages the barks and the stocks of the traders Also manages the interactive radial menu
- transforming
- trapdoor
- tree_climber
- tug_towards - "Tugs" an atom towards another atom. That is to say, it will visually pixel offset to look like it is close to the point it's tugging to, but not actually move position.
- two_handed - Two Handed Component
- udder - Udder component; for farm animals to generate milk.
- unobserved_actor
- unusual_effect - Creates a cool looking effect on the movable. In the future, this could be expanded to have more interesting particles and effects.
- uplink - Uplinks
- usb_port - Opens up a USB port that can be connected to by circuits, creating registerable circuit components
- Vacuum Component - Adds a vacuum functionality to an atom, requires a trashbag to be linked using signals
- virtual_entity - Handles all special considerations for "virtual entities" such as bitrunning ghost roles or digital anomaly antagonists.
- vision_hurting - A component that damages eyes that look at the owner
- wearertargeting
- earprotection - Whenever get_ear_protection() is called, this proc adds 'protection_value' to the wearer's natural ear protection.
- punchcooldown - Your favourite Jojoke. Used for the gloves of the north star.
- sitcomlaughter
- weather_announcer - Component which makes you yell about what the weather is
- wet_floor
- wetsuit
- computer_file
- data - Base DATA file type
Doesn't do anything, mostly here for organization.
- ordnance - Ordnance data Holds possible experiments to do
- paint_project
- text - Holds data in string format.
- logfile - A text file with a different filetype Used for flavortext
- image - PNG file type Stores an image which can be used by other programs.
- program
- ai_restorer
- alarm_monitor
- arcade
- eazy - Lazy version of the arade that can be found in maintenance disks
- atmosscan
- betting
- borg_monitor
- bounty_board
- budgetorders
- card_mod
- chatclient
- civilianbounties
- contract_uplink
- coupon - A program that enables the user to redeem randomly generated coupons for several cargo packs (mostly goodies).
- crew_self_serve
- department_order
- emojipedia - A tablet app that lets anyone see all the valid emoji they can send via a PDA message (and even OOC!)
- mafia
- maintenance - Maintenance programs
- camera
- cool_sword
- modsuit_control
- phys_scanner
- spectre_meter
- theme - PDA themes that you can find in maintenance. Once installed by a player, it'll become available to them on future rounds as well.
- messenger
- nanopaint
- news_archive
- newscaster
- nifsoft_downloader
- nt_pay
- ntnetdownload
- portrait_printer
- radar
- custodial_locator - Tracks all janitor equipment
- fission360 - A program that tracks nukes and nuclear accessories
- lifeline - A program that tracks crew members via suit sensors
- raptordex
- robocontrol
- robotact
- science
- scipaper_program
- secureye
- human_ai - Human AI subtype that has access to most networks on the station and can't be copied.
- syndicate - Syndicate subtype that has no access restrictions and is available on Syndinet
- shipping
- signal_commander
- status
- supermatter_monitor
- themeify
- virtual_pet
- data - Base DATA file type
Doesn't do anything, mostly here for organization.
- config_entry
- flag
- allow_admin_asaycolor - allows admins with relevant permissions to have a personalized asay color
- allow_admin_ooccolor - allows admins with relevant permissions to have their own ooc colour
- allow_respawn - Determines if a player can respawn after dying. 0 / RESPAWN_FLAG_DISABLED = Cannot respawn (default) 1 / RESPAWN_FLAG_FREE = Can respawn 2 / RESPAWN_FLAG_NEW_CHARACTER = Can respawn if choosing a different character
- allow_tracy_queue - If admins with +DEBUG can queue byond-tracy to run the next round.
- allow_tracy_start - If admins with +DEBUG can initialize byond-tracy midround.
- allow_vote_map - allow votes to change map
- allow_vote_restart - allow votes to restart
- allow_vote_transfer - Determines if the transfer vote can be started by anyone or not.
- autoadmin - if autoadmin is enabled
- autotransfer - Determines if the autotransfer system runs or not.
- default_no_vote - If disabled, non-voters will automatically have their votes added to certain vote options (For example: restart votes will default to "no restart", map votes will default to their preferred map / default map, rocking the vote will default to "no")
- disable_quirk_points - Disables Quirk point balancing for the server and clients.
- disable_roaming_boh_singularity - Disables bagulo (the singularity created by bag of holding tears)
- disable_stationary_boh_singularity - Disables the stationary singularity created by bag of holding tears
- donator_legacy_system - Defines whether the server uses the legacy donator system with donators.txt or the SQL system.
- drone_area_interaction_restrict - Will drones be restricted from interacting with the Supermatter and Atmospherics area?
- enforce_human_authority - Outdated human authority settings
- file_game_log - Whether or not we log game logs to files on the server when we're already logging them on the server, if SQL_GAME_LOG is enabled.
- forbid_preferences_export - Allows players to export their own preferences as a JSON file. Left as a config toggle in case it needs to be turned off due to server-specific needs.
- hub - if the game appears on the hub or not
- log_access - log login/logout
- log_admin - log admin actions
- log_adminchat - log admin chat messages
- log_as_human_readable - Log human readable versions of json log entries
- log_asset - log assets
- log_attack - log attack messages
- log_blood_worm - log blood worm actions like entering/leaving hosts
- log_econ - log economy actions
- log_emote - log emotes
- log_game - log game events
- log_ghost_poll - log ghost polling
- log_image - log image authoring, such as using the modular computer paint app
- log_internet_request - Log Music Requests
- log_job_debug - log roundstart divide occupations debug information to a file
- log_manifest - log crew manifest to separate file
- log_mecha - log mech data
- log_ooc - log messages sent in OOC
- log_pda - log pda messages
- log_prayer - log prayers
- log_say - log client say
- log_shuttle - log shuttle related actions, ie shuttle computers, shuttle manipulator, emergency console
- log_silicon - log silicons
- log_speech_indicators - log speech indicators(started/stopped speaking)
- log_suspicious_login - Config entry which special logging of failed logins under suspicious circumstances.
- log_telecomms - log telecomms messages
- log_timers_on_bucket_reset - logs all timers in buckets on automatic bucket reset (Useful for timer debugging)
- log_tools - log usage of tools
- log_traitor - log traitor objectives
- log_twitter - log certain expliotable parrots and other such fun things in a JSON file of twitter valid phrases.
- log_uplink - log uplink/spellbook/codex ciatrix purchases and refunds
- log_virus - log virology data
- log_vote - log voting
- log_whisper - log client whisper
- log_world_topic - log all world.Topic() calls
- log_zone_switch - log manual zone switching
- mentor_legacy_system - Defines whether the server uses the legacy mentor system with mentors.txt or the SQL system.
- mentors_mobname_only - Defines whether or not mentors can see ckeys alongside mobnames.
- min_flavor_text - Config entry for enabling flavortext min character count, good to disable for debugging purposes
- no_dead_vote - Prevents dead people from voting.
- no_dynamic_report - If TRUE, the roundstart report will not contain dynamic information.
- no_intercept_report - If TRUE, no roundstart report is sent
- nova_star_legacy_system - Defines whether the server uses the legacy star system with nova_star_players.txt or the SQL system.
- override_gas_prices - Are the TG gas prices being overridden? See modular_nova\modules\customization__HELPERS\global_lists.dm to configure the prices.
- panic_bunker_interview - Flag for requiring players who would otherwise be denied access by the panic bunker to complete a written interview
- popup_admin_pm - Gives the ability to send players a maptext popup.
- reta_enabled - Request Emergency Temporary Access - RETA - Config code\modules\reta\reta_system.dm RETA system is enabled
- secure_chat_commands - validate ownership of admin flags for chat commands
- silicon_asimov_superiority_override - Controls if Asimov Superiority appears as a perk for humans even if standard Asimov isn't the default AI lawset
- sql_game_log - Whether or not we log game logs to the SQL database. Requires the SQL database to function, as well as our Nova-only table,
game_log. - sql_whitelist - Defines whether or not the whitelist (if configured using USEWHITELIST) uses the SQL system.
- use_exp_restrictions_heads - Enables head jobs time restrictions.
- use_exp_restrictions_other - Enables non-head jobs time restrictions.
- keyed_list
- gateway_delays_by_id - An override to gateway_delay for specific maps or start points
- number
- default_quirk_points - Freebie quirk points. Can't go negative because we have no way of enforcing a person has a quirk before they join.
- event_frequency_lower - Lower value for random events at highpop.
- event_frequency_upper - Upper value for random events at highpop.
- flavor_text_character_requirement - Config entry for enabling flavortext min character count, good to disable for debugging purposes
- intensity_credit_rate - Rate at which high intensity random events are limited to occur.
- jungle_budget - RUIN BUDGETS
- lobby_countdown - Countdown between lobby and the round starting.
- map_vote_flat_bonus - The flat amount all maps get by default
- map_vote_maximum_tallies - The maximum number of tallies a map vote entry can have.
- map_vote_minimum_pop_to_remember_maps - Pop requirement to exclude recently played maps from votes.
- map_vote_minimum_tallies - The minimum number of tallies a map vote entry can have.
- map_vote_tally_carryover_percentage - The number of tallies that are carried over between rounds.
- max_hub_pop - Pop requirement for the server to be removed from the hub
- max_personalities - Max personalities you can have at once
- max_positive_quirks - The maximum amount of positive quirks one character can have at roundstart.
- outdated_movedelay - Outdated move delay
- random_loot_weight_modifier - A config that skews with the random spawners weights If the value is lower than 1, it'll tend to even out the odds If higher than 1, it'll lean toward common spawns even more.
- respawn_delay - Determines how long (in deciseconds) before a player is allowed to respawn.
- reta_dept_cooldown_ds - Cooldown between RETA calls from the same origin to the same target department (default: 15 seconds)
- reta_duration_ds - Duration for how long temporary access lasts (default: 5 minutes)
- round_end_countdown - Post round murder death kill countdown.
- savefile_backup_limit - The maximum number of allowed savefile backups per player
- savefile_upload_limit - The maximum file size allowed by savefile uploading, in kilobytes
- seconds_cooldown_for_preferences_export - The number of seconds a player must wait between preference export attempts.
- spy_bounty_hard_bounties_per_refresh - Spy config: Adjusts how many hard bounties are given out per refresh. At 1 (default), every refresh gives another hard bounty up until the max is reached. At 0.5, it will take two refreshes before a second hard bounty is given.
- spy_bounty_max_easy - Spy config: Changes the amount of easy bounties given out at once
- spy_bounty_max_hard - Spy config: Changes the amount of hard bounties given out at once
- spy_bounty_max_medium - Spy config: Changes the amount of medium bounties given out at once
- spy_bounty_refresh_timer - Spy config: Changes the amount of time between bounty refreshes
- spy_easy_reward_tc_threshold - Spy config: Adjusts the tc threshold for easy bounties.
- spy_hard_reward_tc_threshold - Spy config: Adjusts the tc threshold for hard bounties.
- sql_game_log_min_bundle_size - The minimum amount of entries there should be in the list of game logs for a mass query to be sent to the database. Depends on SQL_GAME_LOG being enabled, doesn't mean anything otherwise. Setting this to a value that's too low risks to severely affect perceptible performance, due to a high amount of sleeps being involved with running queries.
- stationary_boh_singularity_grav_pull - The gravitational pull of the stationary singularity created by bag of holding tears. TG's default is 21.
- tgui_max_chunk_count - Tgui ui_act payloads larger than 2kb are split into chunks a maximum of 1kb in size. This flag represents the maximum chunk count the server is willing to receive.
- ticket_ping_frequency - Ticket ping frequency. Set 0 for disable that subsystem. 3000 - 5 minutes, 600 - 1 minute.
- traitor_scaling_multiplier - Determines how fast traitors scale in general.
- tts_http_timeout_seconds - Maximum timeout for http calls
- vote_autotransfer_initial - Length of time before the first autotransfer vote is called (deciseconds, default 2 hours) Set to 0 to disable the subsystem altogether.
- vote_autotransfer_interval - length of time to wait before subsequent autotransfer votes (deciseconds, default 30 minutes)
- vote_autotransfer_maximum - maximum extensions until the round autoends. Set to 0 to force automatic crew transfer after the 'vote_autotransfer_initial' elapsed. Set to -1 to disable the maximum extensions cap.
- vote_delay - minimum time between voting sessions (deciseconds, 10 minute default)
- vote_period - length of voting period (deciseconds, default 1 minute)
- str_list - List config entry, used for configuring a list of strings
- string
- admin_2fa_url - URL for admins to be redirected to for 2FA
- autoadmin_rank - the rank given to autoadmins
- db_daemon - The exe for mariadbd.exe. Shouldn't really be set on production servers, primarily for EZDB.
- missing_whitelist_message - Message that gets displayed to non-whitelisted players when they try to join the server while it has an active whitelist. The \n allows the message to be displayed on a separate line, to make it more readable in the BYOND window.
- servername - server name (the name of the game window)
- serversqlname - short form server name used for the DB
- stationname - station name (the name of the station in-game)
- flag
- contractor_hub
- contractor_item
- controller
- configuration
- global_vars
- master
- Subsystem base class - Defines a subsystem to be managed by the Master Controller
- accessories
- achievements
- admin_verbs
- ai_controllers
- air
- ambience
- area_spawn
- atoms
- automapper
- autotransfer
- ban_cache
- bitrunning
- cameras
- chat
- circuit_component
- condos
- dbcore
- decay
- discord
- dynamic
- economy
- events - ICES - Intensity Credit Events System
- explosions
- fluids
- greyscale_previews
- icon_smooth
- id_access
- ipintel
- job
- lag_switch
- library
- lighting
- looting
- lorecaster
- lua
- machines
- map_vote
- mapping
- market
- materials
- minor_mapping
- mobs
- modular_computers
- movement
- opposing_force
- ore_generation
- pai
- parallax
- pathfinder
- persistence
- persistent_paintings
- player_ranks
- points_of_interest
- polling
- pollution
- processing
- queuelinks
- radiation
- radio
- radioactive_nebula
- research
- restaurant
- security_level
- server_maint
- shuttle
- skills
- sounds
- spatial_grid
- statpanels
- stock_market
- sun
- tgui
- ticker
- timer
- title
- trading_card_game
- traitor
- tts
- tutorials
- unplanned_controllers
- verb_manager
- vote
- wardrobe
- weather
- wiremod_composite
- corpse_assignment - Possible assignments corpses can have, both for flavor and to push them towards contributing to the round
- corpse_character - Datum for controlling the base character, such as species, scarring, styles, augments etc
- morgue - used by the morgue trays to spawn bodies (obeying three different configs???????????????????? yes please daddy give me more config for benign features)
- mostly_roundstart - Not really all roundstart species, but plasmaman is a bit too flamboyant and felinids aren't interesting
- corpse_damage - Main corpse damage type that's used to apply damages to a body
- cause_of_death - This is the reason we died
- explosion
- melee_weapon - Simulates a melee attack with a specified weapon
- plasmafire
- poison - Simulates being killed by poison
- projectile - Simulates being shot by a projectile
- spaced
- post_mortem - Some post mortem damages from space vultures
- limb_loss - Damn space vultures man! At least they dont go for the chest or head, or they do but we don't get to see those bodies :O
- organ_decay - We simulate decay on bodies. This is always used, but severity can differ (though tending to the more severe)
- organ_loss - Damn space vultures man! At least they dont go for the brain
- cause_of_death - This is the reason we died
- corpse_damage_class - The main style controller for new dead bodies! Determines the character, lore, possible causes of death, decay and every other modifier!
- station - Default scenario, with normal species, assignments and damages etc
- exotic_species - Non-roundstart species
- morgue - Human morgue body
- spaced - Less decay, spread burn and brute damage
- station - Default scenario, with normal species, assignments and damages etc
- corpse_flavor - Apply some flavor to the character to make it seem more 'alive'
- quirk - Applies a quirk when selected
- coupon_code - datum used by the Coupon Master PDA app to generate coupon items redeemed by a bank account.
- cracker_reaction
- crafting_bench_recipe
- crafting_recipe
- food
- bananacreampie - PIES
- carrotcake - CAKE
- donkpocket - DONKPOCCKETS
- donut - DONUTS
- jelly/berry - JELLY DONUTS
- slimejelly/berry - SLIME DONUTS
- herbsalad - SALADS
- humanburger - BURGERS
- humankebab - KEBABS
- khachapuri - OTHER
- meatbread - BREAD
- muffin - MUFFINS
- orange_popsicle - POPSICLES
- pizza - PIZZA!!!
- reaction
- rootdough/with_eggs
- sandwich - SANDWICHES
- sausageegg - EGG RECIPE's
- slimetoast - TOAST
- snowcone - SNOW CONES
- spidereggsham - MR SPIDER
- tempehstarter - MISC RECIPE's
- tomatopasta - SPAGHETTI
- waffles - WAFFLES
- holybottle - Non-alcoholic recipes
- laser
- lizardwine - Booze & Bottles
- radio_containing
- silkstring - Cleanup macros
- spec_pipe - abstract path for pipe crafting recipes that set the pipe_type of their results and have other checks as well
- food
- crewmonitor
- crime - Crime data. Used to store information about crimes.
- ctf_controller - The CTF controller acts as a manager for an individual CTF game, each CTF game should have its own, the controller should handle all game-wide functionality.
- ctf_team - A datum that holds details about individual CTF teams, any team specific CTF functionality should be implemented here.
- ctf_voting_controller
- custom_order - custom order datums Used for less generic orders (ice cream for example) without snowflaking venue and customer code too much.
- customer_data
- malfunction - MALFUNCTIONING - only shows up once per venue, very rare
- moth
- dampener_projectile_effects - datum that holds the effects we have on bullet catching
- data - Currently used for experiments, vending products.
- compressor_record - Stores the record of the gas data for a significant enough tank leak
- tachyon_record
- vending record datum - A datum that represents a product that is vendable
- data_rc_msg
- data_tablet_msg - Log datums stored by the message server.
- db_query
- deathmatch_controller
- deathmatch_lobby
- deathmatch_modifier - Deathmatch modifiers are little options the host can choose to spice the match a bit.
- deathrattle_group
- lavaland - A deathrattle group subtype specifically for alerting people who die in the Lavaland or Icemoon Wastes. As per maintainer request, excludes... basically everything that isn't raw wasteland. A deathrattle group subtype - originally only rigged for those who die in the Lavaland or Icemoon Wastes. For a more forgiving experience, blacklists station areas for deathrattling. Triggers in every other area.
- debugger
- deck_card - A basic interface for creating a card for a deck that isn't just a name.
- of_type - A /datum/deck_card that just creates a card of the given type
- decompose_matrix - Datum which stores information about a matrix decomposed with decompose().
- demoralise_moods - Mood application categories for this objective Used to reduce duplicate code for applying moods to players based on their state
- design - Design Datums
All the data for building stuff.
- alienscalpel - Alien Surgical Tools
- alienwrench - Alien Tools
- basic_cell - Power
- beacon - Bluespace
- board - Computer Boards
- aicore - AI Module Disks
- electrolyzer - MISC Boards
- ripley_main - Mecha Module Disks
- subspace_receiver - Subspace Telecomms
- borg_upgrade_rename - Borg Upgrades
- c38/sec - Weapons
- cargo_express - Mining
- cyberimp_breather - Cybernetic Implants
- fire_extinguisher_advanced - Tools
- glucose - Despite being in the medical.dm file, it's still used to fill your hunger up, as such, technically, is food.
- healthanalyzer - Medical Tools
- hypokit/deluxe - Hyposprays
- hypovial/large - Large hypovials
- implanter - Regular Implants
- intellicard - Non-Board Computer Stuff
- leftarm - Limb Grower Designs
- mech_scattershot - Mecha Equpment
- medibot_upgrade
- milk - Biogenerator Designs
- pen - For reasons unknown, pens are included as an autolathe design here, in the hypospray module of all places. I'm not touching this unless a maint asks me to because it feels weird and haunted, like the picture of a potato that bricks Source if you remove it.
- plasteel_alloy - SMELTABLE ALLOYS
- portabledrive/basic - Computer Parts
- rped - Stock Parts
- surgery - Surgery Designs
- tend_wounds_upgrade/synth - Wound tending
- tech_disk - Disk Construction Disks
- wall_mounted_space_heater - Space heater, but it mounts on walls
- detective_scan_category
- detective_scanner_data_entry
- detective_scanner_log
- dimension_theme - Datum which describes a theme and replaces turfs and objects in specified locations to match that theme
- discord_embed - Documentation for the embed object and all of its variables can be found at https://discord.com/developers/docs/resources/channel#embed-object It is recommended to read the documentation on the discord website, as the information below could become outdated in the future.
- discord_link_record - Represents a record from the discord link table in a nicer format
- disease
- advance
- random/event
- asthma_attack
- carpellosis - Caused by dirty food. Makes you growl at people and bite them spontaneously.
- gastritium - Caused by dirty food. Makes you burp out Tritium, sometimes burning hot!
- nebula_nausea - Caused by dirty food. Makes you vomit stars.
- parrot_possession
- verminous_plague - Makes you cough out rats, bugs, etc
- wizarditis
- advance
- dna - DNA DATUM
- dna_block - A singleton for handling block-unique functions called by the DNA datum.
- dog_fashion
- dream - Contains all the behavior needed to play a kind of dream.
All dream types get randomly selected from based on weight when an appropriate mobs dreams.
- hear_something - Dream plays a random sound at you, chosen from all sounds in the folder
- heretic - Heretics can see dreams about random machinery from the perspective of a random unused influence
- random - The classic random dream of various words that might form a cohesive narrative, but usually wont
- shared
- drift_handler - Component that handles drifting Manages a movement loop that actually does the legwork of moving someone Alongside dealing with the post movement input blocking required to make things look nice
- ductnet - We handle the unity part of plumbing. We track who is connected to who.
- duel
- dynamic_panel
- dynamic_ruleset
- dynamic_tester
- dynamic_tier
- effect_system
- basic - Basic effect system which spawns a certain number of moving effects
- spark_spread/admin_sparks - The singleton spark system, don't make more of these please!
- fluid_spread - A factory which produces fluid groups.
- foam - A factory for foam fluid floods.
- firefighting - A factory which produces firefighting foam
- long - A factory which produces foam with an extended lifespan.
- metal - A factory which produces aluminium metal foam.
- iron - A factory which produces iron metal foam.
- smart - A factory which produces smart aluminium metal foam.
- smoke - A factory which produces clouds of smoke.
- bad - A factory which produces smoke that makes you cough.
- black - A factory which produces black smoke that makes you cough.
- green - A factory which produces green smoke that makes you cough.
- chem - A factory which produces clouds of chemical bearing smoke.
- smoke_machine - A factory which produces clouds of smoke for the smoke machine.
- colourful - Spawns randomly coloured smoke
- freezing - A factory which produces light blue, transparent smoke and a blast that chills every turf in the area.
- decon - A variant of the base freezing smoke formerly used by the vent decontamination event.
- quick - A factory which produces smoke that dissipates as quickly as possible.
- sleeping - A factory which produces sleeping smoke.
- transparent - Same as the base type, but the smoke produced is not opaque
- bad - A factory which produces smoke that makes you cough.
- foam - A factory for foam fluid floods.
- reagents_explosion
- trail_follow - ///// Attach a 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!
- basic - Basic effect system which spawns a certain number of moving effects
- electrolyzer_reaction
- element - A holder for simple behaviour that can be attached to many different types
- above_mob_drop - Element that makes mob drops appear above their corpses until moved or picked up
- adjust_fishing_difficulty - Influences the difficulty of the minigame when worn or if buckled to.
- ai_control_examine - ai control examine; which gives the pawn of the parent the noticable organs depending on AI status!
- ai_flee_while_injured - Attached to a mob with an AI controller, simply sets a flag on whether or not to run away based on current health values.
- AI Held Item Element - Manages holding an item for a mob which doesn't have hands but needs to for AI purposes.
- ai_retaliate - Attached to a mob with an AI controller, passes things which have damaged it to a blackboard. The AI controller is responsible for doing anything with that information.
- ai_swap_combat_mode - Attached to a mob with an AI controller, updates combat mode when the affected mob acquires or loses targets
- ai_target_damagesource - Attached to a mob with an AI controller, sets the blackboard current target to the most recent thing to attack this mob. The AI controller is responsible for doing anything with that information.
- airbag - Airbag Element
- ammo_hud
- Animal variety element! - Element that picks an suffix to append onto the icon state from a list given on creation, among some pixel shifting stuff. Basically you will see VARIETY in a batch of animals.
- atmos_requirements
- attack_equip - Attached to an item, when the item is used to attack a human, and the attacker isn't in combat mode, attempts to equip the item to the target after the normal delay.
- attack_zone_randomiser - Pick a random attack zone before you attack something
- backblast - When attached to a gun and the gun is successfully fired, this element creates a "backblast", like you'd find in a rocket launcher or recoilless rifle
- bane - Deals extra damage to mobs of a certain type, species, or biotype. This doesn't directly modify the normal damage of the weapon, instead it applies its own damage separately ON TOP of normal damage ie. a sword that does 10 damage with a bane element attached that has a 0.5 damage_multiplier will do: 10 damage from the swords normal attack + 5 damage (50%) from the bane element
- basic_allergenic_attack - Attach to basic mobs, when they attack, they may trigger a food-based allergic reaction in the target.
- basic_eating
- basic_health_examine - A simple element for basic mobs that prints out a custom damaged state message
- basic_stamina_slowdown - Applies a simple scaling slowdown as a mob's stamina is depleted
- beauty - Beauty element. It makes the indoor area the parent is in prettier or uglier depending on the beauty var value. Clean and well decorated areas lead to positive moodlets for passerbies; Shabbier, dirtier ones lead to negative moodlets EXCLUSIVE to characters with the snob quirk.
- bed_tuckable - Tucking element, for things that can be tucked into bed.
- Befriend Petting - Element which makes a mob befriend you if you pet it enough.
- bitrunning_objective - Prevents an atom from being interacted with by bitrunning threats. Cannot pull it, cannot push it, cannot interact with it (unarmed or with an item).
- block_turf_fingerprints
- blocks_explosives - Apply this element to a movable atom when you want it to block explosions It will mirror the blocking down to that movable's turf, keeping explosion work cheap
- blood_limb_overlay - An element which adds a blood overlay to limbs its attached to
- blood_reagent - Element that blood reagents use to apply their data (not blood regen!) to mobs Only added to blood drawn from someone, so don't put behavior that should work with any reagent onto this
- body_temp_sensitive - When attached to a basic mob, it gives it the ability to be hurt by cold/hot body temperatures
- bombable_turf - Apply this to a turf (usually a wall) and it will be destroyed instantly by any explosion. Most walls can already be destroyed by explosions so this is largely for usually indestructible ones. For applying it in a map editor, use /obj/effect/mapping_helpers/bombable_wall
- bonus_damage - Attached to a mob that will then deal bonus damage to a victim with low, or potentially in the future, high health.
- bugkiller_reagent - Simple element to be applied to reagents When those reagents are exposed to mobs with the bug biotype, causes toxins damage If this delivers the killing blow on a non-humanoid mob, it applies a special status effect that does a funny animation
- bump_click - Bump click bespoke element
- burn_on_item_ignition - This item will be set on fire if a mob clicks on it with something that can ignite objects, OR if a mob clicks it on something else that can ignite objects.
- can_barricade
- can_hide - This element serves to allow movables to hide when they receive the
COMSIG_MOVABLE_TOGGLE_HIDINGsignal. Does NOT do any form of checking, it's on the caller to check if they should be calling this or not.- basic - Like datum/element/can_hide, but for basic mobs.
- can_shatter - When attached to something, will make that thing shatter into shards on throw impact or z level falling Or even when used as a weapon if the 'shatters_as_weapon' arg is TRUE
- caseless - An element that deletes the casing when fired and, if reusable is true, adds the projectile_drop element to the bullet. Just make sure to not add components or elements that also use COMSIG_FIRE_CASING after this one. Not compatible with pellets (how the eff would that work in a senible way tho?).
- chain_lightning_attack - Applied to an item: Causes the item to deal shock damage to a target and jump to other targets
- change_force_on_death - Element to change a mob's move forces on death and reset them on living
- chemical_transfer
- chewable - Anything with this element will provide the reagents inside the item to the user when it is equipped.
- cliff_walking - Lets a mob walk cliffs and keeps track of if they're alive or not to add/remove the trait
- climb_walkable - Allows objects that entered parent's tile to move freely through other objects with this component regardless of density
- climbable
- clockwork_description
- clockwork_pickup
- clockwork_structure_info
- connect_loc - This element hooks a signal onto the loc the current object is on. When the object moves, it will unhook the signal and rehook it to the new object.
- consumable_mob - element for mobs that can be consumed!
- content_barfer - Content Barfer; which expels the contents of a mob when it dies, or is transformed
- contextual_screentip_bare_hands - Apply basic contextual screentips when the user hovers over this item with an empty hand. A "Type B" interaction. This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
- contextual_screentip_item_typechecks - Apply basic contextual screentips when the user hovers over this item with a provided item. A "Type B" interaction. This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
- contextual_screentip_mob_typechecks - Apply basic contextual screentips when a user of a specific typepath hovers over us. A "Type B" interaction. This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
- contextual_screentip_sharpness - Apply basic contextual screentips when the user hovers over this item with an item of the given tool behavior. A "Type B" interaction. This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
- contextual_screentip_tools - Apply basic contextual screentips when the user hovers over this item with an item of the given tool behavior. A "Type B" interaction. This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
- corrupted_organ - Component applying shared behaviour by cursed organs granted when sacrificed by a heretic Mostly just does something spooky when it is removed
- crackable - Adds crack overlays to an object when integrity gets low
- crusher_loot - Crusher Loot; which makes the attached mob drop a crusher trophy of some type if the majority damage was from a crusher!
- cuffable_item - This element allows the item it's attached to be bound to oneself's arm with a pair of handcuffs (sold separately). Borgs need not to apply
- cuffsnapping - cuffsnapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
- Cult eyes element - Applies and removes the glowing cult eyes
- Cult halo element - Applies and removes the cult halo
- cultist_pet
- curse announcement element! - Bespoke element that sends a harrowing message when you first pick up an item, applying a spooky color outline and renaming the item. For most items, it will announce when picked up. If the item can be equipped, though, it will only announce when the item is worn. Possible improvements for the future: add an option to allow the cursed affix to be a prefix. right now only coded for suffixes
- cursed element! - Attaching this element to something will make it float, and get a special ai controller!
- damage_threshold - Applied to living mobs. Adds a force threshold for which attacks will be blocked entirely. IE, if they are hit with an attack that deals less than X damage, the attack does nothing.
- dangerous_organ_removal
- death_drops
- death_explosion
- death_gases
- decal
- delete_on_drop - Attaches to an item, if that item is dropped on the floor delete it
- deliver_first
- dextrous - Sets up the attachee to have hands and manages things like dropping items on death and displaying them on examine Actual hand performance is managed by code on /living/ and not encapsulated here, we just enable it
- diggable - Lets you make hitting a turf with a shovel pop something out, and scrape the turf
- disarm_attack - An element that allows items to be used to shove people around just like right-clicking would.
- door_pryer - Attached to a basic mob. Causes attacks on doors to attempt to open them.
- drag_pickup - drag_pickup element
- drag_to_activate - drag_to_activate element
- dryable
- dusts_on_catatonia
- easy_ignite - Creates a hotspot and deletes the owner atom upon being exposed to high temperatures, by Melbert
- effect_trail
- elevation - Manages the elevation of the turf the source is on The atom with the highest pixel_shift gets to set the elevation of the turf to that value.
- elevation_core - The core element attached to the turf itself. Do not use this directly!
- envenomable_casing
- examine_lore - A simple element for adding additional lore to things. Examine more? More like examine lore. Yes, the name's a pun, I'm sorry, I thought it was funny at the moment.
- eyestab - An element that lets you stab people in the eyes when targeting them
- falling_hazard - An element that will make a target thing do damage to any mob that it falls on from a z-level above
- firestacker - Can be applied to /atom/movable subtypes to make them apply fire stacks to things they hit
- fish_safe_storage - An element that puts in stasis any fish that enters the atom.
- floor_loving - Prevents a movable atom from moving to somewhere which isn't an open turf with floor on it
- floor_placeable - Simple behaviour for allowing the item to be placed on a specific position on an open turf by clicking there.
- food_trash
- footstep - Footstep element. Plays footsteps at parents location when it is appropriate.
- footstep_override - When attached, the footstep sound played by the footstep element will be replaced by this one's
- force_move_pulled - Click dragging (thing) will force move (thing). A good use-case example for this would be clicking on a tile with a blood decal.
- forced_gravity
- fried_item - Items fried through the deep fryer.
- frozen - simple element to handle frozen obj's
- gags_recolorable - An element that lets players recolor the item through the greyscale menu with the help of a spraycan.
- give_turf_traits - A bespoke element that adds a set of traits to the turf while occupied by at least one attached movabled.
- glass_pacifist - Prevents the living from attacking windows
- gravedigger - Gravedigger element. Allows for graves to be dug from certain tiles
- grilled_item - Items grilled through the grill.
- gun_launches_little_guys - An element that makes guns throw their user back if they are just a little guy
- mobs that can wear hats!
- haunted - Attaching this element to something will make it float, get a special ai controller, and gives it a spooky outline.
- heretic_focus - Heretic focus element, simple element for making an item a heretic focus, allowing heretics to cast advanced spells (examine message included).
- High Fiver Element - Attach to an item to make it offer a "high five" when offered to people
- honkspam - Attachable to items. Plays a bikehorn sound whenever attack_self is called (with a cooldown).
- hostile_machine - AIs will attack this as a potential target if they see it
- human_biter - Allows carbons with heads to attempt to bite mobs if attacking with cuffed hands / missing arms
- ignites_matches - Ignites matches swiped over it.
- immerse - A visual element that makes movables entering the attached turfs look immersed into that turf. May the gods forgive me for the bullshit you're about to witness
- item_fov - An element to unconditonally add a FOV trait to the wearer, removing it when an item is unequipped
- item_scaling - Element for scaling item appearances in the overworld or in inventory/storage.
- kill_achievement - Element that grants an achievement to all mobs who killed the owner when it dies
- kneecapping - Kneecapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
- kneejerk - An element which enables certain items to tap people on their knees to measure brain health
- knockback - Mobs and items with this element will knock movable targets they hit away from them. Guns and turrets will instead fire projectiles with similar effects.
- lifesteal - Heals the user (if attached to an item) or the mob itself (if attached to a hostile simple mob) by a flat amount whenever a successful attack is performed against another living mob.
- light_blocking - Attached to movable atoms with opacity. Listens to them move and updates their old and new turf loc's opacity accordingly.
- light_eaten - Makes anything that it attaches to incapable of producing light
- light_eater - Makes anything it attaches to capable of permanently removing something's ability to produce light.
- liquids_height - Liquid Height element; for dynamically applying liquid blockages.
- liquids_interaction - This element allows for items to interact with liquids on turfs.
- living_limb_initialiser - Spawns a living limb mob inside a limb upon attachment if it doesn't have one
- loomable - Element that makes items turn into other items when you use them on a loom (or any other thing really if you change the var)
- love_food_buff - Changes a food item's food buff to something else when it has "love" reagent within
- lube_walking - Makes a mob cause a turf to get wet as they walk, requires lying down. Has configurable args for wet flags, time, and resting requirements.
- manufacturer_examine - Element that will tell anyone who examines the parent what company made it
- mauling - The mauling element, adapted nearly wholesale from kneecapping, replaces the item's secondary attack with an aimed attack at limbs under certain circumstances.
- microwavable - Atoms that can be microwaved from one type to another.
- mirage_border - Creates a mirage effect allowing you to see around the world border, by adding the opposite side to its vis_contents.
- mob_grabber - Grab onto mobs we attack
- mob_killed_tally - Mob Killed Tally; which ticks up a blackbox when the mob dies
- movement_turf_changer - movement_turf_changer element; which makes the movement of a movable atom change the turf it moved to
- movetype_handler - An element that enables and disables movetype bitflags whenever the relative traits are added or removed. It also handles the +2/-2 pixel y anim loop typical of mobs possessing the FLYING or FLOATING movetypes. This element is necessary for the TRAIT_MOVE_ traits to work correctly, so make sure to attach this element before adding them to non-living movables.
- nav_computer_icon - element for atoms that have helper icons overlayed on their position in the shuttle navigation computer, such as airlocks
- nerfed_pulling - This living will be slower when pulling/moving anything in the given typecache
- nifsoft_hud
- no_crit_hitting - Stops a mob from hitting someone in crit. doesn't account for projectiles or spells
- noticable_organ - noticable organ element; which makes organs have a special description added to the person with the organ, if certain body zones aren't covered.
- ai_control - Subtype of noticable organs for AI control, that will make a few more ai status checks before forking over the examine.
- nullrod_core - Proxy element that attaches components, elements and traits that are common to more or less all nullrods.
- obj_regen - Object integrity regeneration element added by alien alloy.
- on_hit_effect
- only_pull_living - Element for only letting a living pull other livings
- openspace_item_click_handler - allow players to easily use items such as iron rods, rcds on open space without having to pixelhunt for portions not occupied by object or mob visuals.
- orbit_twitcher
- organ_set_bonus - organ set bonus element; which makes organs in the same set, all in one person, provide a unique bonus!
- perma_fire_overlay - When applied to a mob, they will always have a fire overlay regardless of if they are actually on fire.
- Pet bonus element! - Bespoke element that plays a fun message, sends a heart out, and gives a stronger mood bonus when you pet this animal. I may have been able to make this work for carbons, but it would have been interjecting on some help mode interactions anyways.
- pick_and_drop_only - Give to a human or other dextrous mob to have them only be able to pick up and drop items, and not use them on anything
- plant_backfire - -- Plant backfire element -- Certain high-danger plants, like death-nettles, will backfire and harm the holder if they're not properly protected. If a user is protected with something like leather gloves, they can handle them normally. If they're not protected properly, we invoke a callback on the user, harming or inconveniencing them.
- point_of_interest - Designates the atom as a "point of interest", meaning it can be directly orbited
- pollution_emitter
- poster_tearer - Allows mobs with this element attached to just simply tear down any poster they desire to.
- prevent_attacking_of_types - This hostile will not be able to attack a given typecache, and will receive a balloon alert when it tries to.
- processable
- projectile_drop - A simple element that spawns an atom when the bullet hits an object or reaches the end of its range If the projectile has embedding and it can embed into the target, then it won't spawn the drop, since embedding the embed element already handles that.
- projectile_shield
- prosthetic_icon - Allows you to modify an item's icon state when it is used as a prosthetic limb.
- quality_food_ingredient - An element that adds extra food quality to any edible that was made from an atom with this attached.
- radiation_protected_clothing - Marks the item as being radiation protected. Adds the TRAIT_RADIATION_PROTECTED_CLOTHING trait, as well as adding an extra bit to the examine descrpition.
- radioactive - This atom will regularly pulse radiation.
- ranged_armour - Reduces or nullifies damage from ranged weaponry with force below a certain value
- raptor_food - Element which influences raptor children upon owner's consumption as food
- reagents_exposed_on_fire - When this atom is exposed to fire, that will propagate to its reagents
- reagents_item_heatable - This atom can be touched by a hot item to warm up its reagents
- regal_rat_minion - Mob which can become evil when exposed to a certain ability
- relay_attackers - This element registers to a shitload of signals which can signify "someone attacked me". If anyone does it sends a single "someone attacked me" signal containing details about who done it. This prevents other components and elements from having to register to the same list of a million signals, should be more maintainable in one place.
- repackable - An element that allows objects to be right clicked and turned into another item after a delay
- ridable - This element is used to indicate that a movable atom can be mounted by mobs in order to ride it. The movable is considered mounted when a mob is buckled to it, at which point a riding component is created on the movable, and that component handles the actual riding behavior.
- rsd_interface
- rust - Adding this element to an atom will have it automatically render an overlay.
The overlay can be specified in new as the first paramter; if not set it defaults to rust_overlay's rust_default
- heretic - For rust applied by heretics
- rust_healing - Buffs and heals the target while standing on rust.
- series
- shiny_bait - A component that gives fishing rod TRAIT_ROD_ATTRACT_SHINY_LOVERS when the attached item is used as bait.
- shuttle_construction_lattice - Element used to specify that a lattice is part of an incomplete shuttle frame
- shuttle_construction_turf - Element used to track the conditions for a turf being part of an incomplete shuttle frame
- sideway_movement - A simple element that forces the mob to face a perpendicular direction when moving, like crabs.
- simple flying element! - Non bespoke element (1 in existence) that makes animals fly while living and... not while dead! Note: works for carbons and above, but please do something better. humans have wings got dangit!
- simple_rotation
- skill_reward - An element that forbids mobs without a required skill level from equipping the item.
- veteran - Welp, the code is pretty much the same, except for one tiny detail, I suppose it's ok to make a subtype of this element. That tiny detail is that we don't check for skills, but if the player has played for thousands of hours.
- slapcrafting - Slapcrafting component!
- sliding_under
- slow_target_click_cd_attack - Applied to items: Applies a status effect to the target that slows their click CD
- soft_landing
- spooky
- squish - squish.dm
- squish_sound - Plays a sound when walked into, lower sounding if the person walking into it has light stepping.
- strippable - An element for atoms that, when dragged and dropped onto a mob, opens a strip panel.
- holosynth_pen - Ctrl+Shift clicking the pen opens the strip menu of the mob sealed inside
- structure_repair - Intercepts attacks from mobs with this component to instead repair specified structures.
- surgery_aid - Item can be applied to mobs to prepare them for surgery (allowing people to operate on them)
- swabable
- swimming_tile - A tile which drains stamina of people crossing it and deals oxygen damage to people who are prone inside of it
- table_smash - Component which allows mobs to be smashed onto this surface like a wrestling move
- tenacious - tenacious element; which makes the parent move faster while crawling
- tiny_mob_hunter - Deals bonus brute damage to smaller mobs
- tool_blocker - Blocks using the passed tool type on this atom
- tool_flash - Tool flash bespoke element
- tool_renaming - Renaming tool element
- toy_talk - Allows people to talk via the item with .l or .r
- tumor_corruption - Element that handles spreading the Hemophages' pulsating tumor corruption to applicable organs, so that they can be properly corrupted, even if they weren't roundstart-corrupted organs.
- turf_z_transparency
- undertile - Add to an object if you want to be able to be hidden under tiles
- Unfriend Attacker - Element which makes a mob remove you from its friends list you if you hurt it. Doesn't make a callout post because we don't have twitter integration.
- update_icon_blocker - Prevents calling anything in update_icon() like update_icon_state() or update_overlays()
- update_icon_updates_onmob
- uplink_reimburse - Uplink Reimburse element. When element is applied onto items, it allows them to be reimbursed if an user pokes an item with a uplink component with them.
- uses_girder_wall_recipes - An element for girders, wall barricades, etc. that makes them use wall construction recipes. Only really meant for recipes where you click on the girder with a stack of materials to make a wall.
- venomous - Venomous element; which makes the attacks of the simplemob attached poison the enemy.
- venue_price - This component can be used to give something value for venues
- volatile_gas_storage - An element to make an /obj explode based on gas pressure when broken
- voucher_redeemer - Accepts a [voucher_type] and a [set_type] and allows the user to redeem the voucher for items from a set.
- wall_engraver - An element that lets you engrave walls when right click is used
- Wall Smasher - An element you put on mobs to let their attacks break walls If put in the hands of a player this can cause a lot of problems, be careful
- wall_tearer - Allows attached mobs to destroy walls over time, a little less unreasonable than the instant wall deletion of wall_smasher
- wall_walker - This element will allow the mob it's attached to to pass through a specified type of wall, and drag anything through it.
- watery_tile
- weapon_description - The purpose of this element is to widely provide the ability to examine an object and determine its stats, with the ability to add additional notes or information based on type or other factors
- wearable_client_colour - An element that adds a client colour to the wearer when equipped to the right slot, under the right conditions.
- wears_collar
- weather_listener - This element just handles creating and destroying an area sound manager that's hooked into weather stuff
- Web Walker element - A mob with this element will move more slowly when it's not stood on a webbed turf.
- wheel - Element which spins you as you move
- Window Smashing - An element you put on mobs to let them smash through walls on movement For example, throwing someone through a glass window
- embedding
- esword - Energy swords.
- med_patch
- rebar_healium
- syringe
- tether_projectile/anti_teleport
- Emote - Most of the text that's not someone talking is based off of this.
- equilibrium
- ert
- solfed - A mix of officials
- espatier
- armory - A variant of spawning, they basically spawn with the mobile garrison/armory.
- rifleman_only - Forces the true helljumpers (basically all infantry, no medics)
- assault - A variant of spawning, they spawn with a smaller more assaultlike ship, with no compartments (no medical compartment, engineering, atmos, just what they have on their back)
- corpsman_only - Corpsman only spawn
- engineering_only - Engineering only spawn
- rifleman_only - Rifleman only spawn
- engineer - A variant of spawning, they basically spawn with the mobile Engineering Bay.
- engineering_only - Forces this shuttle type to be engineering only
- medical - A variant of spawning, they basically spawn with the mobile Hospital.
- corpsman_only - Forces the crew to be oops all corpsmans! (medics/doctors)
- armory - A variant of spawning, they basically spawn with the mobile garrison/armory.
- fancy - Solfed Officals shuttle, but more fancy.
- grand_espatier
- armory - A variant of spawning, they basically spawn with the mobile garrison/armory.
- rifleman_only - Forces the true helljumpers (basically all infantry, no medics)
- assault - A variant of spawning, they spawn with a smaller more assaultlike ship, with no compartments (no medical compartment, engineering, atmos, just what they have on their back)
- corpsman_only - Corpsman only spawn
- engineering_only - Engineering only spawn
- rifleman_only - Rifleman only spawn
- engineer - A variant of spawning, they basically spawn with the mobile Engineering Bay.
- engineering_only - Forces this shuttle type to be engineering only
- medical - A variant of spawning, they basically spawn with the mobile Hospital.
- corpsman_only - Forces the crew to be oops all corpsmans! (medics/doctors)
- armory - A variant of spawning, they basically spawn with the mobile garrison/armory.
- espatier
- solfed - A mix of officials
- escape_menu
- event_admin_setup - Datum that holds a proc for additional options when running an event.
Prototypes are declared here, non-prototypes on the event files.
- anomaly_ectoplasm
- carp_migration
- input_number
- listed_options - A very common pattern is picking from a tgui list input, so this does that.
Supply a list in
get_listand prompt admins will have the admin pick from it or cancel.- departmental_revolt - which department is revolting?
- disease_outbreak - Handles actually selecting whicch disease will spawn.
- disease_outbreak_advanced/severity - Admin virus customization
- object_rain - Admin configuration
- mass_hallucination
- minimum_candidate_requirement - For events that mandate a set number of candidates to function
- disease_outbreak - Handles checking and alerting admins about the number of valid candidates
- multiple_choice
- question - For events that require a true/false question
- departmental_revolt_annouce - Announce the separatist nation to the round?
- departmental_revolt_dangerous - Is it going to try fighting other nations?
- immovable_rod - Admins can also force it to loop around forever, or at least until the RD gets their hands on it.
- set_location
- earthquake - Admins can also pick the epicenter of the earthquake
- immovable_rod - Admins can pick a spot the rod will aim for
- syndicate_cargo_pod
- text_input - For admin setups that want a custom string. Suggests what the event would have picked normally.
- warn_admin - Some events are not always a good idea when a game state is in a certain situation. This runs a check and warns the admin.
- events
- examine_panel
- excited_group - EXCITED GROUPS
- exoscan - Represents scan in progress, only one globally for now, todo later split per z or allow partial dish swarm usage
- Experiment - This is the base datum for experiments, storing the base definition.
- exploration_scan/random
- ordnance - A ordnance experiment datum. What gives the science in the first place. One is instantiated by the techweb, another one is also kept on SSresearch for the briefing. A disk should contain several of these in a list. Only one should get picked for the final paper.
- physical
- Scanning Experiment - This is the base implementation of scanning experiments.
- fish - A special scanning experiment that unlocks further settings for the fishing portal generator. Mainly as an inventive solution to many a fish source being limited to maps that have it, and to make the fishing portal generator a bit than just gubby and goldfish.
- people - An experiment where you scan your fellow humans
- android - Scan an android
- augmented_organs - Scan for cybernetic organs
- mutant - Scan a person with any mutation
- novel_organs - Scan for organs you didn't start the round with
- skillchip - Scan for skillchips
- points
- machinery_pinpoint_scan
- machinery_tiered_scan - This experiment type will turn up TRUE if at least one of the stock parts in the scanned machine is of the required_tier. Pretend to upgrade security's techfab but in reality apply only one better matter bin! Note that a stock part in a machine can either be an object, or a datum.
- random
- reagent - An experiment where you scan a container with a specified reagent of certain purity
- experimental_cloner_fuckup - Things we can do to mess up the clones
- bald - Bald
- brain_trauma - Give a brain trauma or two
- felinise - Become cat
- fly_mishap - Contaminated sample
- lively_flesh - Makes your limbs mad at you
- monkey - Return to monkey
- mutate - Mess with the genes
- psykerize - Become a psyker, possibly the worst fate on this list
- scramble - Roll the limb and organ dice a couple times
- skeletised - No skin
- total_failure - Just fuck me up
- experimental_cloning_record - Data we store to clone someone
- experimentor_result_handler
- fail - Experiment failure
- scan
- cold - Cools the object
- discover - Discovers relic properties
- gas - Fills the chamber with gas
- heat - Heats the object
- irradiate - Infuses it with radiation
- obliterate - Crushes the object
- poke - Pokes the object
- exploration_event - Exploration event
- adventure - Adventure wrapper event
- fluff - Just a message in the log nothing more
- simple - Simple events, not a full fledged adventure, consist only of single encounter screen
- danger - Danger event - unskippable, if you have appriopriate tool you can mitigate damage.
- carp - Danger events
- surface_variety - They get everywhere
- carp - Danger events
- resource - Simple event type that checks if you have a tool and after a retrieval delay adds loot to drone.
- concealed_cache - Resource Events
- trader - Trader events - If drone is loaded with X exchanges it for Y, might require translator tool.
- vendor_ai - Trade events
- danger - Danger event - unskippable, if you have appriopriate tool you can mitigate damage.
- exploration_site - Exploration site, drone travel destination representing interesting zone for exploration.
- abandoned_refueling_station - Sites
- export
- food - Original Food export file got eaten somewhere along the line and I have no idea when or where it got completely deleted. Foods given a venue value are exportable to cargo as a backup to selling from venues, however at the expense of elasticity.
- gas_canister - Maximum pressure a canister can withstand is 9.2e13 kPa at a minimum of 2.7K which would contain a horrifying 4,098,150,709.4 moles. We don't want players making that much credits so we limit the total amount earned to MAX_GAS_CREDITS
- lavaland
- material
- photocopy
- pirate
- reagent_dispenser
- seed
- export_report
- fantasy_affix
- bane - Good suffixes
- fool - Bad suffixes
- fax_panel_interface - Admin Fax Panel. Tool for sending fax messages faster.
- feed_channel
- feed_comment
- feed_message
- feed_network
- fish_evolution - Fish evolution datums
- dummy/two - This is used by both fish_evolution and fish_growth unit tests.
- fish_movement - Fish movements are simple datums, generated by the fishing minigame, that represent how the fish moves suring the minigame.
- accelerando - fish movement datum that progressively gets faster until acceleration and velocity are double the starting ones.
- choppy - Fish movement datum that updates the fish position twice per second.
- plunger - Fish movement datum that weakly pushes the fish up and then down with greater force once it reaches the top of the minigame.
- slow - Generic fish movement datum that only performs slow, uninterrupted long jumps
- zippy - Generic fish movement datum with triple the short jump chance.
- fish_source - Where the fish actually come from - every fishing spot has one assigned but multiple fishing holes
can share single source, ie single shared one for ocean/lavaland river
- dimensional_rift
- portal
- random - A special portal fish source which fish table is populated on init with the contents of all portal fish sources, except for FISHING_DUD, and a couple more caveats.
- syndicate - Unlocked by emagging the fishing portal generator with an emag.
- vending/custom - subtype of fish_source/vending for custom vending machines
- water_basin - Fishing source for fishing out of basins that have been upgraded, contains saltwater fish (lizard fish fall under this too!)
- fish_trait
- anxiety - Anxiety means the fish will die if in a location with more than 3 fish (including itself) This is just barely enough to crossbreed out of anxiety, but it severely limits the potential of
- no_mating - Useful for those species with the parthenogenesis trait if you don't want them to mate with each other, or for similar shenanigans, I don't know. Otherwise you could just set the stable_population to 1.
- recessive - Prevent offsprings of fish with this trait from being of the same type (unless self-mating or the partner also has the trait)
- toxic
- fishing_challenge
- fluid_group - SMOKE SYSTEMS A group of fluid objects.
- font - A font datum, it exists to define a custom font to use in a span style later.
- grand9k - For clean results on map, use only sizing pt, multiples of 6: 6pt 12pt 18pt 24pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 6pt = 8px, 12pt = 16px etc.
Base font
- size_6pt - For icon overlays Grand9K 6pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus) Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
- pixellari - For clean results on map, use only sizing pt, multiples of 12: 12pt 24pt 48pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 12pt = 16px, 24pt = 32px etc.
Base font
- size_12pt - For icon overlays Pixellari 12pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus) Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
- spessfont - For clean results on map, use only sizing pt, multiples of 6: 6t 12pt 18pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 12pt = 16px, 24pt = 32px etc.
Base font
- size_6pt - For icon overlays Spess Font 6pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus) Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
- tiny_unicode - For clean results on map, use only sizing pt, multiples of 12: 12pt 24pt 48pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 12pt = 16px, 24pt = 32px etc.
Base font
- size_12pt - For icon overlays TinyUnicode 12pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus) Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
- grand9k - For clean results on map, use only sizing pt, multiples of 6: 6pt 12pt 18pt 24pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 6pt = 8px, 12pt = 16px etc.
Base font
- food_prefs_menu
- food_processor_process
- force_event - Force Event Panel
- foreign_calendar
- forensics - Forensics datum
- frozenwake_puzzle
- gas
- gas_machine_connector - To be used when there is the need of an atmos connection without repathing everything (eg: cryo.dm)
- gas_mixture
- gas_reaction
- antinoblium_replication
- bzformation - BZ Formation
- freonfire - Freon combustion:
- freonformation - Freon formation:
- h2fire - Hydrogen combustion:
- halon_o2removal - Halon Combustion:
- healium_formation - Healium Formation:
- miaster - Dry Heat Sterilization:
- nitrium_decomposition - Nitrium Decomposition:
- nitrium_formation - Nitrium Formation:
- nitrous_decomp - Nitrous Oxide Decomposition
- nitrousformation - Nitrous oxide Formation:
- nobliumformation - Hyper-Noblium Formation:
- plasmafire - Plasma combustion:
- pluox_formation - Pluoxium Formation:
- proto_nitrate_bz_response - Proto-Nitrate BZase Action
- proto_nitrate_formation - Proto-Nitrate formation:
- proto_nitrate_hydrogen_response - Proto-Nitrate Hydrogen Conversion
- proto_nitrate_tritium_response - Proto-Nitrate Tritium De-irradiation
- tritfire - Tritium combustion:
- water_vapor - Steam Condensation/Deposition:
- zauker_decomp - Zauker Decomposition:
- zauker_formation - Zauker Formation:
- gas_recipe
- gateway_destination - Corresponds to single entry in gateway control.
- girder_wall_recipe - Contains recipe data for constructing a specific type of wall on a girder. Only the /datum/element/uses_girder_wall_recipes should be using these.
- glass_style
- has_foodtype
- soup/watery_soup - This style runs dual purpose - Primarily it's just a bowl style for water, but secondarily it lets chefs know if their soup had too much water in it
- has_foodtype
- global_funny_embedding
- pointy - everything will be... POINTY!!!!
- sticky - everything will be... sticky? sure, why not
- golem_food_buff - An effect you gain from eating minerals
- glass - Can eat at any time, but isn't very nutritious
- iron - More filling, and heals you
- grand_finale - A big final event to run when you complete seven rituals
- all_access - Open all of the doors
- armageddon - Kill yourself and probably a bunch of other people
- cheese - Gives the wizard a defensive/mood buff and a Wabbajack, a juiced up chaos staff that will surely break something. Everyone but the wizard goes crazy, suffers major brain damage, and is given a vendetta against the wizard. Already insane people are instead cured of their madness, ignoring any other effects as the station around them loses its marbles.
- clown - Dress the crew as magical clowns
- immortality - Nobody will ever die ever again Or if they do, they will be back
- magic - Give everyone magic items, its so simple it feels pointless to give it its own file
- midas - Completely transform the station
- usurp - Become the official Captain of the station
- grand_side_effect - Describes something which can happen in a local area when the grand ritual is completed.
- create_anomalies - Spawn some anomalies in the area, ones which are not too dangerous
- create_food - Rain food in the area
- emp - EMP nearby machines
- gore - Make a bloody mess
- orchestra - Provides musical accompaniment
- scramble_turfs - Casts dimensional instability on the area
- slippery - Spawn lube in the area
- smoke - Create colourful smoke
- spawn_delayed_mobs - Spawn some mobs after a delay
- spell - A side effect which just casts a spell at its position
- summon_crewmate - Grabs one person and pulls them to this location, after a delay
- translocate - Swap locations of nearby mobs arbitrarily and confuse them
- transmogrify_area - Transform the surrounding area into something else.
- greyscale_config - A datum tying together a greyscale configuration and dmi file. Required for using GAGS and handles the code interactions.
- dept_jacket - Content of PR # ?????
- leather_collar - THICK & LINED / LEATHER COLLARS
- sus_overalls - Has to be named this to avoid problems
- sweater_nova_1 - Labeled as sweater nova 1 just in case for CaseSensitivity and so its more organized
- tablet/nova - Ported from VOREstation
- ceti - Ported from Tau Ceti Station
- g3 - Ported from Dopplerstation
- holodeck - Ported from VOREstation
- hologram - Ported from VOREstation
- holosystem - Ported from VOREstation
- neko - Ported from DopplerStation 13
- outdated - Ported from /TG/Station
- robust - Ported from Baystation
- rugged - Ported from Dopplerstation
- slimline - Ported from Dopplerstation
- tablet - Ported from VOREstation
- ultraslim - Ported from DopplerStation 13
- virtual - Ported from VOREs tation
- thick_collar - THICK CHOKER / THICK COLLARS
- thin_collar - CHOKER / THIN COLLARS
- turtlenecks - Content of PR #5835 Turtlenecks
- greyscale_layer
- color_matrix - A layer to modify the previous layer's colors with a color matrix
- icon_state - The most basic greyscale layer; a layer which is created from a single icon_state in the given icon file
- reference - A layer created by using another greyscale icon's configuration
- greyscale_modify_menu - The controller for the ui in charge of all runtime greyscale configuration/debug.
If
Unlock()is not called the menu is safe for players to use.- spray_paint - Used for spray painting items in the gags_recolorable component
- guardian_fluff - Defines a theme used by guardian mobs for visuals and some text output
The default is used for ones created by wizards
- carp - Used by holocarp spawned by admins
- miner - Used by powerminers found in necropolis chests
- tech - Used by holoparasites in the Traitor uplink
- gutlunch_inherited_stats - stats we inherit from the parent
- hair_mask
- Hallucination datum. - Handles effects of a hallucination on a living mob.
Created and triggered via the [cause hallucination proc][/mob/living/proc/cause_hallucination].
- battle - Battle hallucination, makes it sound like a melee or gun battle is going on in the background.
- bomb - A hallucination of a syndicate bomb ticking down.
- e_sword - A hallucination of someone unsheathing an energy sword, going to town, and sheathing it again.
- gun - Subtype of battle hallucination for gun based battles, where it sounds like someone is being shot.
- disabler - Gun battle hallucination that sounds like disabler fire.
- laser - Gun battle hallucination that sounds like laser fire.
- harm_baton - A hallucination of someone being stun batonned, and subsequently harmbatonned.
- stun_prod - A hallucination of someone being hit with a stun prod, followed by cable cuffing.
- blood_flow
- body - Makes a random body appear and disappear quickly in view of the hallucinator.
- bolts
- chat - Sends a fake chat message to the hallucinator.
- death
- delusion - A hallucination that makes us and (possibly) other people look like something else.
- custom - Used for making custom delusions.
- preset
- mare - Hallucination used by the nightmare vision goggles to turn everyone except you into mares
- moon - Hallucination used by the path of moon heretic to turn everyone into a lunar mass
- eyes_in_dark
- fake_alert - Fake alert hallucination. Causes a fake alert to be thrown to the hallucinator.
- fake_flood - Plasma starts flooding from the nearby vent
- fake_health_doll - Causes the target to see incorrect health damages on the healthdoll
- fake_item - Hallucinates a fake item in our hands, pockets, or belt or whatever.
- fake_sound - Hallucination that plays a fake sound somewhere nearby.
- fire
- hazard - Hallucinations that create a hazard somewhere nearby that actually has a danger associated.
- ice - Causes the hallucinator to believe themselves frozen in ice. Man am I glad he's frozen in there etc etc
- malf_apc
- nearby_fake_item - A hallucination that delivers the illusion that someone nearby has pulled out a weapon or item.
- oh_yeah - Sends a fake bubblegum charging through a nearby wall to our target.
- screwy_hud - Screwyhud, makes the user's health bar hud wonky
- shock - Causes a fake "zap" to the hallucinator.
- station_message
- stray_bullet - Shoots a random, fake projectile to the hallucinator
- xeno_attack - Xeno crawls from nearby vent, jumps at you, and goes back in.
- your_mother - Your mother appears to scold you.
- battle - Battle hallucination, makes it sound like a melee or gun battle is going on in the background.
- Heretic Knowledge - The datums that allow heretics to progress and learn new spells and rituals.
- amber_focus - Allows the heretic to craft a spell focus. They require a focus to cast advanced spells.
- blade_upgrade - A knowledge subtype for heretic knowledge that upgrades their sickly blade, either on melee or range.
- bookworm - Warren King's Welcome Offers an alternative way besides stealing an ID or visiting the HoP to gain access to maintenance Additionally changes all nearby airlock's access's to ACCESS_HERETIC
- codex_cicatrix - This allows heretics to choose if they want to rush all the influences and take them stealthily, or Construct a codex and take what's left with more points. Another downside to having the book is strip searches, which means that it's not just a free nab, at least until you get exposed - and when you do, you'll probably need the faster drawing speed. Overall, it's a tradeoff between speed and stealth or power.
- codex_morbus - Codex Morbus, an upgrade to the base codex Functionally an upgraded version of the codex, but it also has the ability to cast curses by right clicking at a rune. Requires you to have the blood of your victim in your off-hand
- curse
- duel_stance
- feast_of_owls
- hunt_and_sacrifice - Allows the heretic to sacrifice living heart targets.
- knowledge_ritual - A subtype of knowledge that generates random ritual components.
- limited_amount - A knowledge subtype for knowledge that can only
have a limited amount of its resulting atoms
created at once.
- flesh_ghoul
- risen_corpse
- starting - A knowledge subtype for limited_amount knowledge used for base knowledge (the ones that make blades) Grants your path-relevant grasp upgrade, passive and grasp mark
- living_heart - The Living Heart heretic knowledge.
- rifle_ammo
- spell - A knowledge subtype that grants the heretic a certain spell.
- summon - A knowledge subtype lets the heretic summon a monster with the ritual.
- ultimate - The special final tier of knowledges that unlocks ASCENSION.
- heretic_knowledge_tree_column
- hfr_fuel
- highlander_controller - The highlander controller handles the admin highlander mode, if enabled. It is first created when "there can only be one" triggers it, and it can be referenced from GLOB.highlander_controller
- holiday
- garbageday - Garbage DAYYYYY Huh?.... NOOOO GUNSHOT AHHHGHHHHHHH
- holy_lights
- no_this_is_patrick
- nth_week - A holiday lasting one day only that falls on the nth weekday in a month i.e. 3rd Wednesday of February.
- holocall
- hook_and_move - Lightweight datum that just handles moving a target for the hook. For the love of God, do not use this outside this file.
- hot_group - handle the grouping of hotspot and then determining an average center to play sound in
- http_request
- hud
- dextrous
- guardian - Dextrous subtype for only dextrous holoparasites. Can hold things hence the inventory slot.
- new_player
- ooze
- dextrous
- human_appearance_profile - Store of data we use to recreate someone who was gibbed, like a simplified version of changeling profiles
- ice_cream_flavour
- vanilla - OUR TYPES OF ICE CREAM, COME GET SOME.
- icon_transformer
- id_trim - Simple datum that holds the basic information associated with an ID card trim.
- admin - Trim for admins and debug cards. Has every single access in the game.
- away - Generic away/offstation trim.
- cat_surgeon - Trim for the cat surgeon ruin.
- hilbert - Trim for Hilbert in Hilbert's Hotel.
- hotel - Trim for the hotel ruin. Not Hilbert's Hotel.
- security - Trim for the hotel ruin. Not Hilbert's Hotel.
- old
- eng - Trim for the oldstation ruin/Charlie station
- equipment - Trim for the oldstation ruin/Charlie station to access APCs and other equipment
- robo - Trim for the oldstation ruin/Charlie station to access robots, and downloading of paper publishing software for experiments
- sci - Trim for the oldstation ruin/Charlie station
- sec - Trim for the oldstation ruin/Charlie station
- battlecruiser - Trim for Syndicate mobs, outfits and corpses.
- captain - Trim for Syndicate mobs, outfits and corpses.
- bit_avatar - Trim for player controlled avatars in the Virtual Domain.
- bounty_hunter - Trim for Bounty Hunters NOT hired by centcom. (?)
- centcom - Trim for basic Centcom cards.
- admiral - Trim for Centcom (Soviet) Admirals. All Centcom and Station Access.
- bartender - Trim for Centcom Bartenders.
- bounty_hunter - Trim for Bounty Hunters hired by centcom.
- commander - Trim for Centcom Commanders. All Centcom and Station Access.
- corpse
- assault - Trim for various Centcom corpses.
- bridge_officer - Trim for various Centcom corpses.
- commander - Trim for various Centcom corpses.
- private_security - Trim for various Centcom corpses.
- tradepost_officer - Trim for various Centcom corpses.
- custodian - Trim for Centcom Custodians.
- deathsquad - Trim for Deathsquad officers. All Centcom and Station Access. No centcom officer's access
- ert - Trim for generic ERT interns. No universal ID card changing access.
- chaplain - Trim for generic ERT chaplains. No universal ID card changing access.
- clown - Trim for generic ERT clowns. No universal ID card changing access.
- commander - Trim for ERT Commanders. All station and centcom access. No centcom officer's access
- engineer - Trim for generic ERT engineers. No universal ID card changing access.
- janitor - Trim for generic ERT janitors. No universal ID card changing access.
- medical - Trim for generic ERT medics. No universal ID card changing access.
- security - Trim for generic ERT seccies. No universal ID card changing access.
- intern - Trim for Centcom Interns.
- head - Trim for Centcom Head Interns. Different assignment, common station access added on.
- medical_officer - Trim for Centcom Medical Officers.
- official - Trim for Centcom Officials.
- research_officer - Trim for Centcom Research Officers.
- specops_officer - Trim for Centcom Specops Officers. All Centcom and Station Access.
- thunderdome_overseer - Trim for Centcom Thunderdome Overseers.
- vip - Trim for Centcom VIPs
- chameleon - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
- contractor - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
- operative - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
- clown - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
- clown_leader - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
- nuke_leader - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
- cyber_police - Trim for cyber police in the Virtual Domain.
- engioutpost - Trim for various various ruins.
- highlander - Trim for highlander cards, used during the highlander adminbus event.
- job - This file contains all the trims associated with station jobs.
It also contains special prisoner trims and the miner's spare ID trim.
ID Trims for station jobs.
- captain
- security_officer - Sec officers have departmental variants. They each have their own trims with bonus departmental accesses.
- shaft_miner/spare - ID card obtained from the mining Disney dollar points vending machine.
- station_engineer/gunner - Trim for various various ruins.
- lifeguard - Trim for beach bum lifeguards.
- mobster - Trim for the mobster outfit.
- pirate - Trim for pirates.
- captain - Trim for the pirate captain.
- reaper_assassin - This file contains all the trims associated with outfits. Trim for the assassin outfit.
- solfed
- espatier - Lets be real if the ERT variant of these guys are coming, ya'll are cooked
- official - This is the Soft ERT variant of the solfed Officials
- space_bartender - Trim for beach bum bartenders.
- syndicom - Trim for Syndicate mobs, outfits and corpses.
- Interdyne - Interdyne medical Staff
- pharmacist_director - Interdyne head medical Staff
- captain - Trim for Syndicate mobs, outfits and corpses.
- crew - Trim for Syndicate mobs, outfits and corpses.
- irs - Trim for the space IRS agents (why are they syndie access? I wouldn't worry about it.)
- nova - SYNDICATE ID TRIMS
- ds2 - DS-2
- interdyne - Interdyne
- Interdyne - Interdyne medical Staff
- tunnel_clown - Trim for the Tunnel Clown! outfit. Has all access.
- vr - Trim for VR outfits.
- operative - Trim for VR outfits.
- idle_behavior
- idle_dog
- idle_ghost_item - If not held, teleport somewhere else
- idle_monkey
- idle_random_walk
- goose - Walk more if we're choking or vomiting
- no_target - Only walk if we don't have a target
- not_while_on_target - Only walk if we are not on the target's location
- parrot
- rust - Moves a lot if healthy and on rust (to find more tiles to rust) or unhealthy and not on rust (to find healing rust) Still moving in random directions though we're not really seeking it out
- walk_near_target - walk randomly however stick near a target
- infuser_entry
- instability_meltdown - A possible genetic meltdown that occurs when someone exceeds 100 genetic instability
- alright - Does nothing
- corgi - Turns you into a corgi
- crab - Turns you into the ultimate lifeform
- decloning - Makes you take cell damage and gibs you after some time
- fatal
- ceiling - Makes you look up and melts out your eyes
- dismember - Either dismembers you, or if unable to, gibs you
- dust - Dusts you
- gib - Instantly gibs you
- petrify - Turns you into a statue
- psyker - Slowly turns you into a psyker
- skeletonize - Turns you into a skeleton, with a high chance of killing you soon after
- monkey - Turns you into a monkey
- not_alright - Gives you the same text as above but now when you're hit you take 200 times more damage
- organ_vomit - Makes you vomit up a random organ
- paraplegic - Gives you brain trauma that makes your legs disfunctional and gifts you a wheelchair
- slime - Turns you into a slime
- snail - Turns you into a snail
- yeet - Makes you phase through walls into a random direction
- Instrument Datums - Instrument datums hold the data for any given instrument, as well as data on how to play it and what bounds there are to playing it.
- instrument_key - Instrument key datums contain everything needed to know how to play a specific note of an instrument.*
- intensity_credits_panel - ICES panel
- interaction
- interaction_point
- interview - Represents a new-player interview form
- Interview Manager - Handles all interviews in the duration of a round, includes the primary functionality for handling the interview queue.
- inventory_slot - Inventory slot datum (singleton) which holds data about an inventory screen element
- ip_intel - The ip intel for a given address
- iv_drip_attachment - Information and effects about where an IV drip is attached to
- job - This is the file you should use to add alternate titles for each job, just
follow the way they're done here, it's easy enough and shouldn't take any
time at all to add more or add some for a job that doesn't have any.
- nanotrasen_consultant - Job antagonist restriction file
- pun_pun - Special job, active during monkey day.
- security_officer
- unassigned - This type is used to indicate a lack of a job. The mind variable assigned_role will point here by default. As any other job datum, this is a singleton.
- job_config_type - Lightweight datum simply used to store the applicable config type for each job such that the whole system is a tad bit more flexible.
- default_positions - The number of positions a job can have at any given time.
- human_authority - Whether if the job should whitelist humans, whitelist nonhumans, or neither
- playtime_requirements - The amount of playtime required to join a job (minutes).
- required_account_age - The amount of time required to have an account to join a job (days).
- required_character_age - The required age a character must be to join a job (which is in years).
- starting_positions - The number of positions a job can have at the start of the round.
- job_department - Singleton representing a category of jobs forming a department.
- assistant - A special assistant only department, primarily for use by the preferences menu
- captain - A special captain only department, for use by the preferences menu
- undefined - Catch-all department for undefined jobs.
- 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
- json_database - Represents a json file being used as a database in the data/ folder. Changes made here will save back to the associated file, with recovery. Will defer writes until later if multiple happen in the same tick. Do not add an extra cache on top of this. This IS your cache.
- json_reader - Takes a json list and extracts a single value. Subtypes represent different conversions of that value.
- json_savefile - A savefile implementation that handles all data using json. Also saves it using JSON too, fancy. If you pass in a null path, it simply acts as a memory tree instead, and cannot be saved.
- jukebox
- single_mob - Subtype which only plays the music to the mob you pass in via start_music().
- keybinding
- human/quick_equip_belt
- known_alts
- language - Datum based languages. Easily editable and modular.
- language_holder
- kobold - Kobors
- synthetic/silicon - For intelligent synthetics like cyborgs and the AI, not for basic baby bots ran on a raspberry pi Modularized the Cyborg and AI language_holder, add here the languages that you want them to be able to speak and understand.
- language_holder_adjustor
- laser_weapon_mode
- latejoin_menu
- laugh_type
- lazy_template - Datum used to designate certain areas that do not need to exist nor be loaded at world start
but do want to be loaded under certain circumstances. Use this for stuff like the nukie base or wizden, aka stuff that only matters when their antag is rolled.
- basketball
- deathmatch
- azulean - DEEPSPACE
- cybersun_sim - CYBERSUN SIM
- Virtual Domains - Create your own: Read the readme file in the '_maps/virtual_domains' folder.
- ancient_milsim - Modular Map Loader doesnt like subfolders
- beach_bar
- breeze_bay
- grasslands_hunt
- island_brawl
- test_only - Used for unit tests only. Skipped in UI.
- light_middleman - Allows us to intercept overlay lighting's well, light overlays Normally these are static, but by giving them a render source and copying their base appearance Animating this datum's child objects allows us to do SO much fun stuff
- light_source
- light_template - Light templates. They describe how a light looks, and links that to names/icons that can be used when templating/debugging
- read_light - Template that reads info off a light subtype
- lighting_corner
- Loadout categories - Loadout categories are singletons used to group loadout items together in the loadout screen.
- accessories - Accessory Items (Moves overrided items to backpack)
- glasses - Glasses Slot Items (Moves overrided items to backpack)
- head - Head Slot Items (Deletes overrided items)
- inhands - Inhand items (Moves overrided items to backpack)
- neck - Neck Slot Items (Deletes overrided items)
- pocket - Pocket items (Moved to backpack)
- shoes - Shoe Slot Items (Deletes overrided items)
- toys
- Loadout item datum - Singleton that holds all the information about each loadout items, and how to equip them.
- log_category - The main datum that contains all log entries for a category
- log_entry - A datum which contains log information.
- log_holder - Main datum to manage logging actions
- looping_sound - A datum for sounds that need to loop, with a high amount of configurability.
- acid - Soundloop for the acid component.
- burning - Soundloop for the fire (bonfires, fireplaces, etc.)
- drip - sound of a lone droplet hitting the water every once in a while like a broken faucet. used by moisture traps
- lewd - The looping sound datum but we check for prefs and use
playsound_if_prefinstead ofplaysound - snowstorm
- lootpanel
- lost_crew_manager - Handles procs and timers for the lost crew bodies
- lua_editor
- lua_state
- mafia_ability
- attack_player - Attack
- attack_visitors - Alert
- autopsy - Autopsy
- changeling_kill - Changeling kill
- flicker_rampage - Flicker/Rampage
- heal - Heal
- defend - Defend subtype Kills both players when successfully defending.
- investigate - Investigate
- reveal_role - Reveal
- roleblock - Roleblock
- seance - Seance
- self_reveal - Self reveal
- thoughtfeeder - Thoughtfeeding
- vest - Vest
- voting - Voting
- mafia_controller - The mafia controller handles the mafia minigame in progress. It is first created when the first ghost signs up to play.
- mafia_role
- manifest - Stores crew records.
- manipulator_priority
- map_config
- 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 in initialize.
- map_preloader - Preloader datum
- map_report - An error report generated by /datum/parsed_map/proc/check_for_errors.
- map_template
- automap_template
- battlecruiser_starfury - The Starfury map template itself.
- condo
- alleyway - Keep these alphabetical.
- dstwo_condo - Wowee! It's like I'm a real terrorist! This particular one was cooler with wallening window frames and short stairs.. alas. twas not to be
- hilberts_hotel - This version's actually slightly different to justify itself; being based off the wallening version.
- planar_soil - The joke was originally that it was just flatgrass. Now it's a little more.
- ctf
- holodeck
- mafia
- ruin
- icemoon/nova/turret_bunker - Yes, I know the "Above Ground" Is very limited in space. This is a... ~17x17? ruin.
- jungle - Surface
- jungle_cave - Caves
- space/film_studio
- shelter - Map templates used for bluespace survival capsules.
- fishing - Not exactly mining shelters, but they make use of survival capsules code.
- shuttle
- market
- market_item
- clothing/totally_normal_pet_collar
- hostage - A special category for mobs captured by pirates, tots and contractors, should someone ever want to get them back in advance.
- local_good - A special category for goods placed on the market by station by someone with the LTSRBT.
- stolen_good - A special category for goods stolen by spies for their bounties.
- market_purchase
- martial_art
- blood_steal
- boxing
- evil - Evil Boxing; for sick, evil scoundrels. Has no honor, making it more lethal (therefore unable to be used by pacifists). Grants Strength and Stimmed to speed up any experience gain.
- hunter - Hunter Boxing: for the uncaring, completely deranged one-spacer ecological disaster. The honor check accepts boxing ready targets, OR various biotypes as valid targets. Uses a special crit effect rather than the standard one (against monsters). I guess technically, this allows for lethal boxing. If you want.
- street - Street Boxing; for the rough-and-tumble spaceman. Has no honor, making it more lethal (and therefore unable to be used by pacifists). Not as evil as evil boxing because it doesn't sleep on crit, but does a pretty hard knockdown.
- cqc
- under_siege - Subtype of CQC. Only used for the chef.
- kaza_ruk
- spiders_bite
- the_sleeping_carp
- material
- adamantine - Stronk force increase
- alloy - Materials made from other materials.
- alien - Alien Alloy Densified plasteel. Applies a significant slowdown effect to anything that contains it. Anything constructed from it can slowly regenerate.
- plasmaglass - Plasmaglass An alloy of silicate and plasma.
- plasteel - Plasteel An alloy of iron and plasma. Applies a significant slowdown effect to any and all items that contain it.
- plastitanium - Plastitanium An alloy of titanium and plasma.
- plastitaniumglass - Plastitanium Glass An alloy of plastitanium and glass.
- titaniumglass - Titanium Glass An alloy of glass and titanium.
- bananium - Honks and slips
- biomass - Force decrease and mushy sound effect. (Not yet implemented)
- bluespace - Can cause bluespace effects on use. (Teleportation)
- diamond - Has no special properties
- glass - Breaks extremely easily but is transparent.
- gold - Slight force increase
- iron - Has no special properties.
- meat - It's gross, gets the name of its owner, and is all kinds of fucked up
- mythril - RPG Magic.
- plasma - Adds firestacks on hit (Still needs support to turn into gas on destruction)
- plastic - Force decrease
- silver - Has no special properties. Could be good against vampires in the future perhaps.
- telecrystal - Evil and very unstable version of bluespace crystals
- titanium - Mediocre force increase
- uranium - Is slightly radioactive
- material_container
- material_property - Singleton datums used to hold material property info
- chemical_resistance - How well the material resists acids and other similar chemicals
- density - How dense a material is
- derived - Derived properties aren't present on materials, and are instead just centralized holders for formulas
- beauty - How pretty a material is
- insulation - Siemens coeff multiplier for our material
- integrity - Base atom integrity multiplier of items made from this material
- electric_conductivity - How electrically conductive a material is (siemens coeff)
- firestacker - Applies firestacks to affected mobs
- flammability - If a material has this property, it is flammable and has reduced fire protection.
- flexibility - How well a material bends and sustains deformation
- hardness - How hard to deformation a material is, pierce/slashing impacts
- penetrating - Makes all contact count as skin contact
- reflectivity - How shiny a material is
- teleporting - Teleports targets who come into active contact with the material around, property value determines teleport radius and damage taken per teleport
- thermal_conductivity - How well a material conducts heat
- vampires_bane - Deals additional burn damage to vampires, property value determines damage
- material_requirement - A datum holding a set of flags or minimum/maximum properties to decide which materials can be used in a design
- material_slot - Singleton datum which controls how materials affect atoms they're applied to
- handle - Main type for all weapon handles
- weapon_head - Generic main/parent type for all weapon heads
- mech_drop_alert_handler
- medical_note - Player-written medical note.
- memory - Little tidbits of past events generated by the player doing things.
- bomb_defuse_failure - Failed to defuse a bomb, by triggering it early.
- bomb_defuse_success - Succeeded in defusing a bomb!
- bomb_planted - Planted a bomb.
- nuke - Planted a NUKE!
- syndicate - Planted a SYNDICATE bomb.
- caught_fish - Catching a fish
- dna_infusion - Becoming a mutant via infusion
- good_drink - Had a good drink.
- good_food - Had some good food.
- held_at_gunpoint - Got held at gunpoint by someone!
- heretic_knowledge_ritual - When a heretic finishes their ritual of knowledge
- high_five - Got a sweet high five.
- key - I am affectionally titling these "key memories"
- account - Your bank account ID, can't get into it without it
- captains_spare_code - The code to the captain's spare ID, ONLY give to the real captain.
- nuke_code - The nuclear bomb code, for nuke ops
- quirk_alcoholic - Tracks what beverage an alcoholic quirk user likes
- quirk_allergy - Tracks what medicines someone with the "allergies" quirk is allergic to
- quirk_heirloom - Tracks what kind of item the quirk user's heirloom is
- quirk_smoker - Tracks what brand a smoker quirk user likes
- traitor_uplink - Where our traitor uplink is, and what is its code
- kissed - Got kissed! AHHHHH!
- lost_spaghetti - Had spaghetti fall from their pockets.
- megafauna_slayer - Killed a Megafauna
- pet_died - Our pet died...
- playing_card_pickup - Played 52 card pickup with another person.
- playing_cards - Played cards with another person.
- received_medal - Watched someone receive a commendation medal
- recruited_by_blood_brother - Who converted into a blood brother
- recruited_by_headrev - Who rev'd me, so if a mindreader reads a rev, they have a clue on who to hunt down
- revolution_heads_defeated - Given to heads of staff if they lose a revolution and are alive still.
- revolution_heads_victory - Given to heads of staff, and those around them, upon defeating the revolutionaries.
- revolution_rev_defeat - Given to head revs for failing the revolution!
- revolution_rev_victory - The revolution was triumphant! Given to head revs and those nearby when the revs win a revolution.
- surgery - A doctor successfuly completed a surgery on someone.
- was_burning - Was set on fire and started to burn.
- was_cyborged - Was cyborgized.
- was_dismembered - Got a limb removed by force.
- was_slipped - Got slipped by something.
- witness_gib - Saw someone get gibbed.
- witness_supermatter_dusting - Saw someone get dusted by the supermatter.
- witness_vendor_crush - Saw someone get crushed by a vending machine.
- witnessed_creampie - Witnessed someone get creampied nearby.
- witnessed_death - Witnessed someone die nearby.
- witnessed_gods_wrath - Saw someone play Russian Roulette.
- witnessed_inking - Witnessed someone get splashed with squid ink.
- witnessed_russian_roulette - Saw someone play Russian Roulette.
- merger - A datum that tracks a type or types of objects in a cluster
- meteor_mode_controller - All this datum does is regularly spawn meteors until the round ends.
- micro_organism - A single type of growth.
- cell_line - A "mob" cell. Can grow into a mob in a growing vat.
- cockroach - MISC
- mouse - VERTEBRATES
- organs - Cell lines for organ cytology, letting you duplicate or grow new mutant strains!
- slime - SLIMES, OOZES & BLOBS
- virus - A micro_organism that supports the ability to be converted to a real virus, allowing virology to get new symptoms
- cell_line - A "mob" cell. Can grow into a mob in a growing vat.
- mind
- mod_link - A MODlink datum, used to handle unique functions that will be used in the MODlink call.
- mod_link_call - A MODlink call datum, used to handle the call between two MODlinks.
- mod_part - Datum to handle interactions between a MODsuit and its parts.
- mod_theme - MODsuit theme, instanced once and then used by MODsuits to grab various statistics.
- marines/noboost
- medical/corpsman - Identical to medical MODsuit, but uses the alternate skin by default.
- prototype/hauler - Prototype Hauler Suit
- syndicate/deepspace - FOR MODSUIT DIGI SKINS GO TO THIS FILE!
- modular_mob_segment - A list for mob spawning landmarks to use.
- modular_persistence - The master persistence datum. Add vars onto this in your own code. Just be aware that you'll need to use simple data types, such as strings, ints, and lists.
- module_picker - The datum and interface for the malf unlock menu, which lets them choose actions to unlock.
- mold_type
- disease - Disease mold
- emp - EMP mold
- fire - Fire mold
- radioactive - Radioactive mold
- toxic - Toxic mold
- mood - Mood datum
- mood_event
- area
- clown_world - Clown enjoyers who are effected by this become ecstatic, they have achieved their life's dream. This moodlet is equivalent to the one for simply being a traitor.
- conditional - Subtype of mood event that iterates over all subtypes of itself to find a suitable one to apply
- see_death
- ashwalker - Ashwalkers get a small boost from sacrificing people to the necropolis spire, and don't care otherwise
- cult - Cultists are super brainwashed so they get buffs instead
- desensitized - Desensitized brings up the rear
- dontcare - People who just don't gaf
- gamer - Then gamers
- naive - Highest priority: Clown naivety about death
- pet - Pets take priority over normal death moodlets
- revolutionary - Revs are also brainwashed but less so
- xeno - Small boost if you see a xenomorph die
- see_death
- drunk
- madness_despair - Wizard cheesy grand finale - what everyone but the wizard gets
- madness_elation - Wizard cheesy grand finale - what the wizard gets
- minor_overdose - To notify, but not harm the player in terms of mood. Used for camphor, pentacamphor, succubus milk, and incubus draft.
- pet_animal
- motion_group - Handler for motion groups. Motion-sensitive cameras can optionally associate with one of these groups. This doesn't do anything by itself. Something needs to drive it (like a component).
- move_loop - Template class of the movement datums, handles the timing portion of the loops
- disposal_holder - Disposal holders need to move through a chain of pipes Rather then through the world. This supports this If this ever changes, get rid of this, add drift component like logic to the holder And move them to move()
- freeze - As close as you can get to a "do-nothing" move loop, the pure intention of this is to absolutely resist all and any automated movement until the move loop times out.
- has_target
- dist_bound - Base class of move_to and move_away, deals with the distance and target aspect of things
- move_away - Wrapper around walk_away()
- move_to - Wrapper around walk_to()
- force_move - Used for force-move loops
- jps
- move_towards - Used as a alternative to walk_towards
- move_towards_budget - The actual implementation of walk_towards()
- dist_bound - Base class of move_to and move_away, deals with the distance and target aspect of things
- move - Replacement for walk()
- move_rand - This isn't actually the same as walk_rand Because walk_rand is really more like walk_to_rand It appears to pick a spot outside of range, and move towards it, then pick a new spot, etc. I can't actually replicate this on our side, because of how bad our pathfinding is, and cause I'm not totally sure I know what it's doing. I can just implement a random-walk though
- move_to_rand - Wrapper around step_rand
- smooth_move
- move_manager - Acts as a namespace for movement packet/type related procs
- movement_detector - A datum to handle the busywork of registering signals to handle in depth tracking of a movable
- movement_packet - A packet of information that describes the current state of a moving object
- movespeed_modifier
- ash_aged - Speed mod
- equipment_speedmod - Movespeed modifier applied by worn equipment.
- immutable - Movespeed modifier applied by immutably slow worn equipment. Should never be ignored, because that's the point.
- fish_flopping - movespeed modifier that makes you go faster when wet and lying on the floor once past the fish organ set threshold.
- fish_on_water - Speed bonus given by the fish tail organ when inside water.
- fish_waterless - speed malus given by the fish organ set when dry
- gorilla_standing - Gorillas are slower when carrying something
- grounded_voidwalker - THE GRAVITY!!! IT WEIGHS!!!
- heavy_fish - The movespeed modifier from the heavy fish trait when applied to mobs.
- landed_on_feet - Modifier for mobs landing on their feet after a fall
- status_effect/midas_blight - Get slower the more gold is in your system.
- swimming_deep - Slowdown for swimming on deep water tiles
- mutant_bodypart
- mutation
- acidflesh
- adaptation
- blind - Blind makes you blind. Who knew?
- bloodier
- chameleon
- elastic_arms
- extrastun
- geladikinesis - NOVA EDIT END
- glow
- hulk
- laser_eyes - Laser Eyes lets you shoot lasers from your eyes!
- radioactive
- restorative_metabolism
- telekinesis - Telekinesis lets you interact with objects from range, and gives you a light blue halo around your head.
- thermal - Thermal Vision lets you see mobs through walls
- xray - X-ray Vision lets you see through walls.
- newspanel
- nifsoft - The base NIFSoft
- action_granter - This type of NIFSoft grants the user an action when active.
- hivemind
- hud
- hypno
- scryer
- soul_poem
- soulcatcher
- summoner
- nobody_wants_to_learn_matrix_math
- ntnet_conversation
- objective
- accept_no_substitutes - Kill everyone with the same name as you
- assassinate
- captain_replacement - Special assassination objective to kill the cap, take their id, and become the new captain
- headhunter
- obsessed - CREEPY objectives (few chosen per obsession)
- contractor_total
- cyborg_hijack - changes the cyborg hijack objective into an optional one to aid with the primary
- door_jack
- heretic_research - Heretic's research objective. "Research" is heretic knowledge nodes (You start with some).
- heretic_summon
- hijack
- inspect_area
- major_sacrifice - Heretic's major sacrifice objective. "Major sacrifices" are heads of staff.
- minor_sacrifice - Heretic's minor sacrifice objective. "Minor sacrifices" includes anyone.
- mutiny
- paradox_clone_replace
- sacrifice
- survey
- objective_item
- objective_item_handler - Holds references to information about all of the items you might need to steal for objectives
- operation_holder - Singleton containing all surgery operation, as well as some helpers for organizing them
- opposing_force
- opposing_force_equipment - OPFOR EQUIPMENT DATUM
- opposing_force_objective
- opposing_force_selected_equipment
- orbit_menu
- orderable_item - A datum for chef ordering options from the chef's computer.
- ore_silo_log - The log entry for an ore silo action
- orion_event
- black_hole - Black Hole - final (emag can spawn singulo, see death event)
- black_hole_death - You died to a black hole, have some fluff text
- electronic_part - Malfunction - spend one engine part or wait 3 days (emag effect randomizes some stats)
- engine_part - Engine Breakdown - spend one engine part or wait 3 days (harmless emag effect)
- hull_part - Collision - spend one engine part or wait 3 days (has a nasty emag effect)
- space_port - You found a space port!
- tau_ceti - You found the midway mark!
- space_port_raid - You raided a space port!
- Outfit datums - This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
this is the way to do it cleanly and properly.
- backpack_user - And just in case we'll check backpacks
- basketball
- beachbum_combat
- consumed_clown
- ctf
- deathmatch_loadout
- duffel_user - outfit_sanity needs to cover insertions into duffelbags
- job
- assistant/gimmick - Parent type of gimmick loadouts for assistants for the functional assistant station traits
- scientist/consistent - A version of the scientist outfit that is guaranteed to be the same every time
- wizard_captain - An outfit which replaces parts of a wizard's clothes with captain's clothes but keeps the robes
- mafia/abductee - Map-specific custom outfits
- player_loadout - -- Outfit and mob helpers to equip our loadout items. -- An empty outfit we fill in with our loadout items to dress our dummy.
- solfed
- espatier - REGULAR ALERT SOLFED RESPONSE (Used for events/admin shenanagins for lesser threats instead of kill everything)
- grand_espatier - HIGH ALERT SOLFED RERSPONSE
- stachel_user - Satchels too
- stacks_in_hands - See #66313 and #60901. outfit_sanity used to runtime whenever you had two mergable sheets in either hand. Previously, this only had a 3% chance of occuring. Now 100%.
- syndicate
- tarkon
- loot - Corpse/Mob Spawners Below
- overlay_info - Stores the decal & overlays on the floor to preserve texture of the design in short it's just an wrapper for mutable appearance where we retrieve the nessassary information to recreate an mutable appearance
- pai_candidate - #pAI Candidate
- paintable_decal
- paintable_decal_category
- painting
- paintings_manager - Painting Admin Management Panel
- paper_field - A reference to some data that replaces a modifiable input field at some given index in paper raw input parsing.
- paper_input - A single instance of a saved raw input onto paper.
- paper_stamp - A single instance of a saved stamp on paper.
- parsed_map
- particle_editor
- path_map - Datum that describes the shortest path between a source turf and any turfs within a distance
- pathfind - The datum used to handle the JPS pathfinding, completely self-contained
- pathfind_debug - Enables testing/visualization of pathfinding work
- pda_chat - Chat log data type, stores information about the recipient, the messages themselves and other metadata.
- pda_message - Chat message data type, stores data about messages themselves.
- persistent_client - Tracks information about a client between log in and log outs
- personality
- Pet Command - Set some AI blackboard commands in response to receiving instructions
This is abstract and should be extended for actual behaviour
- Pet Command: Attack - Tells a pet to chase and bite the next thing you point at
- swirl - swirl around the owner in menacing fashion
- Breed command. breed with a partner!
- Pet Command: Fetch - Watch for someone throwing or pointing at something and then go get it and bring it back. If it's food we might eat it instead.
- Fish command: command the mob to fish at the next fishing spot you point at. Requires the profound fisher component
- Pet Command: Follow - Tells a pet to follow you until you tell it to do something else
- bee - pet commands
- start_active - Like follow but start active
- Pet Command: Stop - Tells a pet to exit command mode and resume its normal behaviour, which includes regular target-seeking and what have you
- minebot - pet commands
- Pet Command: Good Boy - React if complimented
- Pet Command: Idle - Tells a pet to resume its idle behaviour, usually staying put where you leave it
- minebot_ability
- move
- Pet Command: Play Dead - Pretend to be dead for a random period of time
- protect_owner
- Pet Command: Use ability - Use an an ability that does not require any targets
- draw_rune - command ability to draw runes
- pet_lights - command to make our pet turn its lights on, we need to be level 2 to activate this ability
- Pet Command: Targetted Ability - Tells a pet to use some kind of ability on the next thing you point at
- lob_charge - Command the lobster to charge at someone.
- solarbeam - pet commands
- Pet Command: Attack - Tells a pet to chase and bite the next thing you point at
- pet_customization
- physiology
- picture
- pipe_icon_generator
- pipe_info - Pipe info
- pipeline
- pirate_gang - datum for a pirate team that is spawning to attack the station.
- grey - Previous Nanotrasen Assitant workers fired for many reasons now looking for revenge and your bank account.
- interdyne - Expirienced formed employes of Interdyne Pharmaceutics now in a path of thievery and reckoning
- irs - Agents from the space I.R.S. heavily armed to stea- I mean, collect the station's tax dues
- rogues - classic FTL-esque space pirates.
- silverscales - aristocrat lizards looking to hunt the serfs
- skeletons - undead skeleton crew looking for booty
- plane_master_debug - Used for testing/debugger plane masters and their associated rendering plates
- plane_master_group - Datum that represents one "group" of plane masters
So all the main window planes would be in one, all the spyglass planes in another
Etc
- hudless - Hudless group. Exists for testing
- main - Holds the main plane master
- popup - Holds plane masters for popups, like camera windows Note: We do not scale this plane, even though we could This is because it's annoying to get turfs to position inside it correctly If you wanna try someday feel free, but I can't manage it
- plant_gene - Plant gene datums - things that build and modify a plant or seed.
- reagent - Reagent genes store a reagent ID and reagent ratio.
- preset - Preset plant reagent genes that are unremovable from a plant.
- carbon - Carbon Roses's fragile Carbon
- liquidelectricity - Jupitercup's fragile Liquid Electricity
- polypyr - Spaceman's Trumpet fragile Polypyrylium Oligomers
- preset - Preset plant reagent genes that are unremovable from a plant.
- trait - Traits that affect the grown product.
- anti_magic - Holymelon's anti-magic trait. Charges based on potency.
- attack - Traits that turn a plant into a weapon, giving them force and effects on attack.
- nettle_attack - Normal nettle's force + degradation on attack
- death - Deathnettle force + degradation on attack
- novaflower_attack - Novaflower's attack effects (sets people on fire) + degradation on attack
- sunflower_attack - Sunflower's attack effect (shows cute text)
- nettle_attack - Normal nettle's force + degradation on attack
- backfire - Traits for plants with backfire effects. These are negative effects that occur when a plant is handled without gloves/unsafely.
- bluespace - Bluespace Tomato squashing on the user on backfire
- chili_heat - Ghost-Chili heating up on backfire
- nettle_burn - Normal Nettle hannd burn on backfire
- death - Deathnettle hand burn + stun on backfire
- novaflower_heat - Novaflower's hand burn on backfire
- rose_thorns - Rose's prick on backfire
- battery
- bomb_plant - Plants that explode when used (based on their reagent contents)
- potency_based - A subtype of bomb plants that have their boom sized based on potency instead of reagent contents.
- brewing - A plant trait that causes the plant's food reagents to ferment instead.
- carnivory/jupitercup - Jupitercup's essential carnivory
- chem_cooling - This trait is the opposite of above - it cools down the plant's chemical contents on harvest. This requires nutriment to fuel. 1u nutriment = -5 K.
- chem_heating - This trait automatically heats up the plant's chemical contents when harvested. This requires nutriment to fuel. 1u nutriment = 25 K.
- complex_harvest - Hard caps the yield at 5 (effectively)
- eyes - A plant trait that causes the plant to gain aesthetic googly eyes.
- fire_resistance - Makes the plant and its seeds fireproof. From lavaland plants.
- gas_production - Corpseflower's miasma production. Can be generalized in the future to spawn any gas, but I don't think that's necessarily a good idea.
- glow
- blue - Blue (the best one)
- green - Green (oh no, now i'm radioactive)
- purple - Purple (did you know that notepad++ doesnt think bioluminescence is a word) (was the person who wrote this using notepad++ for dm?)
- red - Red
- white - Colored versions of bioluminescence. White
- yellow - Yellow (not the disgusting glowshroom yellow hopefully)
- invasive - Invasive spreading lets the plant jump to other trays, and the spreading plant won't replace plants of the same type.
- galaxythistle - Starthistle's essential invasive spreading
- juicing - Similar to auto-distilling, but instead of brewing the plant's contents it juices it.
- maxchem - A plant trait that causes the plant's capacity to double.
- mob_transformation - Traits for plants that can be activated to turn into a mob.
- shroom - Walking Mushroom's transformation gene
- tomato - Killer Tomato's transformation gene.
- modified_volume - Traits for plants with a different base max_volume.
- cherry_bomb - Cherry Bomb's increased max volume gene
- omega_weed - Omegaweed's funny 420 max volume gene
- never_mutate - Prevents species mutation, while still allowing wild mutation harvest and Floral Somatoray species mutation. Trait acts as a tag for hydroponics.dm to recognise.
- one_bite - Traiit for plants eaten in 1 bite.
- opium_production - Poppy's unique trait that allows slicing for sap
- plant_laughter - Plays a laughter sound when someone slips on it. Like the sitcom component but for plants. Just like slippery skin, if we have a trash type this only functions on that. (Banana peels)
- plant_type - Plant type traits. Incompatible with one another.
- alien_properties - Currently unused and does nothing. Appears in strange seeds.
- fungal_metabolism - Mushrooms need less light and have a minimum yield.
- toxin_adaptation - A plant that thrives in toxic environments.
- weed_hardy - Weeds don't get annoyed by weeds in their tray.
- preserved - Traits for flowers, makes plants not decompose.
- repeated_harvest - Allows a plant to be harvested multiple times.
- slip
- smoke - Explodes into reagent-filled smoke when squashed.
- squash - Allows the plant to be squashed when thrown or slipped on, leaving a colored mess and trash type item behind.
- stable_stats - Prevents stat mutation caused by instability. Trait acts as a tag for hydroponics.dm to recognise.
- sticky - Makes the plant embed on thrown impact.
- tox_resistance - Ignores tox damage
- reagent - Reagent genes store a reagent ID and reagent ratio.
- player_rank_controller - This datum is intended to be used as a method of abstraction for the different ways that each player rank handles adding and removing players from their global lists, as well as handling the legacy adding, removing, loading and saving of said lists.
- pod_style - Datum holding information about pod type visuals, VFX, name and description These are not created anywhere and thus should not be assigned procs, only being used as data storage
- point - A precise point on the map in absolute pixel locations based on world.icon_size. Pixels are FROM THE EDGE OF THE MAP!
- point_of_interest - Simple helper datum for points of interest.
- poll_option - Datum which holds details of a poll option loaded from the database.
- poll_question - Datum which holds details of a running poll loaded from the database and supplementary info.
- pollutant
- bright_cosmos - A special "Quick Dispersal" smoke for special cigars
- carbon_air_pollution - Dangerous fires release this from the waste they're burning
- chemical_vapors - Green goo piles and medicine chemical reactions make this
- dust - Dust from mining drills
- metallic_scent - Splashing blood makes a tiny bit of this
- smoke - Smoke coming from cigarettes and fires
- cannabis - From smoking weed
- sulphur - Sulphur coming from igniting matches
- pollution
- Component Port - A port used by a component. Connects to other ports.
- Input Port - An input port remembers connected output ports.
- Output Port - An output port that many input ports can connect to
- portrait_picker
- position - For positions with map x/y/z and pixel x/y so you don't have to return lists. Could use addition/subtraction in the future I guess.
- powernet
- preference - Represents an individual preference.
- choiced - A preference that is a choice of one option among a fixed set.
Used for preferences such as clothing.
- ai_core_display - What to show on the AI screen
- ai_emote_display - What to show on the AI monitor
- ai_hologram_display - What to show on the AI hologram
- background_state - Enables the choice of background in the character preview menu
- backpack - Backpack preference
- brief_outfit - What outfit to equip when spawning as a briefing officer for an ERT
- digitigrade_legs - Legs
- gender - Gender preference
- genital
- ghost_accessories - Determines what accessories your ghost will look like they have.
- ghost_form - Determines the appearance of your ghost to others, when you are a BYOND member
- ghost_lighting - How bright a ghost's lighting plane is
- ghost_orbit - Determines what ghosts orbiting look like to you.
- ghost_others - Determines how to show other ghosts
- height_scaling
- jumpsuit - Jumpsuit preference
- lunchbox_desert_choice - Dessert Choice
- lunchbox_drink_choice - Drink Choice
- lunchbox_first_snack_choice - Snack choice
- lunchbox_meal_choice - Meal choice
- lunchbox_second_snack_choice - Snack choice 2 Electric Boogaloo
- mod_select - Switches between mouse buttons for MODsuit active modules
- mutant_choice - Base class for choices character features, mainly mutant body parts
- ipc_screen - IPC Screens
- synth_chassis - IPC Chassis
- synth_head - IPC Head
- parallax - Determines parallax, "fancy space"
- pda_theme - PDA theme
- preferred_map - During map rotation, this will help determine the chosen map.
- prisoner_crime - Which crime is the prisoner permabrigged for. For fluff!
- scaling_method - The scaling method to show the world in, e.g. nearest neighbor
- security_department - Which department to put security officers in, when the config is enabled
- silicon_gender
- socks - Socks preference
- sound_ghost_poll_prompt - Choice of which ghost poll prompt to use
- species - Species preference
- species_feature - This subtype handles a lot of boilerplate for implementing a species preference tied to a feature key / sprite accessory
- tgui_layout - Changes layout in some UI's, like Vending, Smartfridge etc. Making it list or grid
- ui_style - UI style preference
- undershirt - Undershirt preference
- underwear - Underwear preference
- venomous_bite_venom
- voice - TTS voice preference
- color - A preference that represents an RGB color of something.
Will give the value as 6 hex digits, without a hash.
- blindfold_color - Preference for the roundstart color of the blindfold given by the Blindness quirk.
- ooc_color - The color admins will speak in for OOC.
- paint_color - Preference for the roundstart color of the spraycan given by the Tagger quirk.
- loadout
- name - A preference for a name. Used not just for normal names, but also for clown names, etc.
- backup_human - The name for a backup human, when nonhumans are made into head of staff
- hacker_alias - The name to use while bitrunning
- operative_alias - The first name given to nuclear operative antagonists. The last name will be chosen by the team leader.
- real_name - A character's real name
- numeric - A numeric preference with a minimum and maximum value
- emissive_bloom - Size of the bloom filter applied to the emissive plane, mostly as a visual preference
- hair_opacity
- holosynth_transparency - How solid the holosynth looks (integer percentage). 60 is the floor — any lower invites camouflage; 100 is solid.
- multiz_performance - Boundary for how many z levels down to render properly before we start going cheapo mode
- sound_ghost_poll_prompt_volume - Volume which ghost poll prompts are played at
- volume
- sound_ai_vox - Controls hearing AI VOX announcements
- sound_ambience_volume - Controls ambience volume
- sound_blooper_volume - Can I have a slider to adjust the volume of the barks?
- sound_instruments - Controls hearing instruments
- sound_jukebox - Controls jukebox track volume
- sound_lobby_volume - Controls hearing lobby music
- sound_midi - Controls hearing admin music
- sound_radio_noise - Controls radio noise volume
- sound_ship_ambience_volume - Controls ship ambience volume
- text - A string-based preference accepting arbitrary string values entered by the user, with a maximum length.
- headshot
- pda_ringtone - This is the preference for the player's SpaceMessenger ringtone.
Currently only applies to humans spawned in with a job, as it's hooked
into
/datum/job/proc/after_spawn(). - silicon_flavor_text -
apply_to_humandoes not fire with this, this is read directly in /mob/living/silicon/proc/get_silicon_flavortext and given to silicon examine but not given to tgui—that just reads this datum - silicon_flavor_text_nsfw -
apply_to_humandoes not fire with this, this is read directly in /mob/living/silicon/proc/get_silicon_flavortext and given to silicon examine but not given to tgui—that just reads this datum
- toggle - A preference whose value is always TRUE or FALSE
- ambient_occlusion - Whether or not to toggle ambient occlusion, the shadows around people
- birthday_opt_out - When TRUE, will prevent you from being selected for the "Employee Birthday" station trait.
- broadcast_login_logout - Whether or not to announce when the player logs in or out.
- darkened_flash - When toggled, being flashed will show a dark screen rather than a light one.
- emissive
- erp/sounds - Sounds from interaction menu and stimuli
- eye_emissives
- fallback_to_blooper
- ghost_hud - Toggles the HUD for ghosts
- ghost_roles - When enabled, prevents any and all ghost role pop-ups.
- ghost_roles_as_admin - When enabled, prevents any and all ghost role pop-ups WHILE ADMINNED.
- hair_emissive
- hear_sound_blooper - Can I hear everyone else's bloops?
- holosynth_scanline - Whether the scanline flicker filter is rendered on the holosynth.
- inquisitive_ghost - Whether or not ghosts can examine things by clicking on them.
- multiz_parallax - Whether or not to toggle multiz parallax, the parallax effect for lower z-levels.
- mutant_toggle - Base class for character feature togglers
- caps - Caps
- ears - Ears
- fluff - Fluff
- frills - Frills
- head_acc - Head Accessories - Unless more get added, this is only able to be applied for one person, a donator only thing
- horns - Horns
- moth_antennae - Moth Antennae
- moth_markings - Moth Markings - They don't work, and we use regular markings for those anyway, so we're going to disable them.
- neck_acc - Neck Accessories - Same as head_acc
- skrell_hair - Skrell Hair
- snout - Snouts
- spines - Spines
- synth_antenna - IPC Antennas
- tail - Tails
- taur - Taur
- wings - Wings
- xenodorsal - Xenodorsal
- xenohead - Xeno heads
- nuke_ops_species - When TRUE, will spawn you as a human when selected for an operative role When FALSE, players will be placed into the game as their character's species
- playtime_reward_cloak - This can be set to TRUE from the prefs menu only once the user has gained over 5K playtime hours. If true, it allows the user to get a cool looking roundstart cloak.
- remove_double_click - When toggled, removes some double-click reliant actions.
- screen_shake_darken - When toggled, will darken the screen on screen shake
- sound_announcements - Controls hearing announcement sounds
- sound_combatmode - Controls hearing the combat mode sound
- stair_indicator - When toggled, enables staircase indicators
- tgui_input_large - Large button preference. Error text is in tooltip.
- tgui_input_swapped - Swapped button state - sets buttons to SS13 traditional SUBMIT/CANCEL
- tgui_say_light_mode - Light mode for tgui say
- typing_indicator - Whether or not to show a typing indicator when speaking. Defaults to on.
- window_flashing - Enables flashing the window in your task tray for important events
- choiced - A preference that is a choice of one option among a fixed set.
Used for preferences such as clothing.
- preference_middleware - Preference middleware is code that helps to decentralize complicated preference features.
- blooper
- keybindings - Middleware to handle keybindings
- languages - Middleware to handle languages
- legacy_toggles - In the before times, toggles were all stored in one bitfield.
In order to preserve this existing data (and code) without massive
migrations, this middleware attempts to handle this in a way
transparent to the preferences UI itself.
In the future, the existing toggles data should just be migrated to
individual
/datum/preference/toggles. - limbs_and_markings
- loadout
- names - Middleware that handles telling the UI which name to show, and waht names they have.
- quirks - Middleware to handle quirks
- random - Middleware for handling randomization preferences
- species - Handles the assets for species icons
- tts - Middleware to handle quirks
- preferences
- prisoner_crime
- progressbar
- wall_healer - Subtype of progress bar used by the wall healer to show time until next injection This subtype only exists so we can shove fastprocess processing off of the machine itself
- promise - Byondapi hooks act as "set waitfor = 0" procs. This means that whenever a proc directly called from an external library sleeps, the hook returns with whatever the called proc had as its return value at the moment it slept. This may not be desired behavior, so this datum exists to wrap these procs.
- proximity_monitor
- advanced - Movable and easily code-modified fields! Allows for custom AOE effects that affect movement
and anything inside of them, and can do custom turf effects!
Supports automatic recalculation/reset on movement.
- ai_target_tracking
- bubble
- demoraliser
- gravity/warns_on_entrance
- heretic_arena
- quirk_posters
- soul_poem - The proximty_monitor datum used by the soul_poem NIFSoft
- timestop
- turret_tracking - Proximity monitor that checks to see to see if anything worth shooting is within the bound of a turret. Used so turrets don't waste time processing if nothing is near.
- elevator_music_area - Load or unload a looping sound when mobs enter or exit the area
- influence_monitor
- advanced - Movable and easily code-modified fields! Allows for custom AOE effects that affect movement
and anything inside of them, and can do custom turf effects!
Supports automatic recalculation/reset on movement.
- puzzgrid - Represents an individual puzzgrid
- puzzgrid_group - Represents an individual group in a puzzgrid
- qdel_item - Qdel Item: Holds statistics on each type that passes thru qdel
- queue_link
- quirk
- adapted_lungs
- all_nighter
- badback
- blooddeficiency
- bodytemp
- chipped
- csl
- custom_tongue
- echolocation
- equipping
- erratic
- gamer
- genetic_mutation
- heterochromatic
- indebted
- insanity
- item_quirk - Subtype quirk that has some bonus logic to spawn items for the player.
- addict
- alcoholic
- junkie - Max that shit out
- asthma
- bald
- breather
- family_heirloom
- food_allergic
- lunchbox_owner
- narcolepsy
- addict
- night_vision
- no_appendix
- oversized
- photophobia
- prosthetic_limb
- prosthetic_organ
- robot_limb_detach
- sensitive_hearing
- settler
- social_anxiety
- spacer_born
- system_shock
- telepathic
- touchy
- unsteady
- unusual_biochemistry
- visitor
- quirk_constant_data - A singleton datum representing constant data and procs used by quirks.
- radial_menu
- radial_menu_choice - Can be provided to choices in radial menus if you want to provide more information
- radio_frequency
- random_ship_event - Random ship datum that may approach the station.
- raptor_color
- raptor_inheritance
- reagent - A single reagent
- ants
- blob
- catalyst_agent - NICHE
These alter reaction conditions while they're in the beaker
- ph/generic - General catalysts
- speed/medicine - These affect medicines
- catalyst_precursor_ph - Note from confused guy: It looks like this makes endothermic reactions suddenly become violently exothermic and visa versa at low purities. Wacky. Catalyst precursors (oh boy here i go competing again). P is the harder one to make, (ie. requires a good heater or some extra materials), because it is probably more useful
- colorful_reagent
- powder - Colorful Powder
- consumable
- entpoly - Lavaland Flora Reagents
- ethanol
- frostoil
- nutriment
- cloth_fibers
- protein - The basic resource of vat growing.
- soup - Abstract parent for soup reagents. These are the majority result from soup recipes, but bear in mind it will(should) have other reagents along side it.
- rootbeer
- determination
- drug
- aphrodisiac
- camphor - Able to reset one's genital size back to normal upon OD, or alternatively, if the user sets the size and then disables the organ, that size.
- crocin
- dopamine
- incubus_draft
- succubus_milk
- blastoff
- cannabis
- demoneye
- kronkaine/gore - dirty kronkaine, aka gore. far worse overdose effects.
- saturnx
- syndol
- twitch
- aphrodisiac
- eigenstate
- generic_milked_venom - If a reagent milked from someone with the venom quirk is NOT in /datum/preference/choiced/venomous_bite_venom::milkable_venoms, it will be transformed into this generic chem that has no effects.
- impurity
- healing/medicine_failure - MEDICINES
- inacusiate
- ipecacide - TOXINS
- mannitol
- inverse
- aiuri
- bath_salts
- colorful_reagent
- corazargh
- healing/syriniver
- oculine
- penthrite - Can bring a corpse back to life temporarily (if heart is intact) Makes wounds bleed more, if it brought someone back, they take additional brute and heart damage They can't die during this, but if they're past crit then take increasing stamina damage If they're past fullcrit, their movement is slowed by half If they OD, their heart explodes (if they were brought back from the dead)
- lube - Used for clownery
- superlube - Stronger kind of lube. Applies TURF_WET_SUPERLUBE.
- luminescent_fluid
- medicine
- metalgen
- gorgium - Turns you into STONE
- plantnutriment - Hydroponics stuff
- polyjuice - Reagent that polymorphs you
- rat_spit - Spittle; harmless reagent that is added by rat king, and makes you disgusted.
- spidereggs - Reagent that injects it, similar to romerol
- toxin - Poison stuff (Toxins & Acids)
- acid/industrial_waste
- gibbium - Gibs you (lol), after an easily curable disease because WERE COWARDS
- plasma
- polonium
- spider_serum
- venom
- zombiepowder
- uranium
- water
- yuck - Improvised reagent that induces vomiting. Created by dipping a dead mouse in welder fluid.
- reagents - ////////////////////////////Main reagents code/////////////////////////////////////////////
Holder for a bunch of /datum/reagent
- plumbing - Specialized reagent container for plumbing. Uses the round robin approach of transferring reagents
so transfer 5 from 15 water, 15 sugar and 15 plasma becomes 10, 15, 15 instead of 13.3333, 13.3333 13.3333. Good if you hate floating point errors
- filter - Excludes blacklisted reagents during the transfer process
- reaction_chamber - Excludes catalysts during the emptying process
- plumbing - Specialized reagent container for plumbing. Uses the round robin approach of transferring reagents
so transfer 5 from 15 water, 15 sugar and 15 plasma becomes 10, 15, 15 instead of 13.3333, 13.3333 13.3333. Good if you hate floating point errors
- reality_smash_tracker - #Reality smash tracker
- record - Record datum. Used for crew records and admin locked records.
- record_manifest - A datum that's mainly used to get exploitables for antagonists.
- religion_rites
- adapted_food
- blazing_star
- burning_sacrifice
- ceremonial_weapon
- deaconize - Deaconize
Makes a sentient, non-cult member of the station into a Holy person, able to use bibles & other chap gear.
Is a one-time use ability, given to all sects that don't have their own variation of it.
- crusader - Crusader deaconize Along with making the person holy & being an infinite-use type, it comes with the cost of enforcing an honorbound code onto convertees. Earns the church favor per conversion, but convincing others to uphold the code is not easy. Geneless species are not welcome for reasons (The actual reason is because the honorbound trauma used to be a mutation which they couldn't get, maybe it's time we let them join? idk)
- fireproof
- forgive - Mostly useless funny rite for forgiving someone, making them innocent once again.
- greed - Greedy God all greed rites cost money instead
- maint_adaptation - Maintenance God
- nullrod_transformation
- portable_song_tuning
- ritual_totem
- song_tuner - prototype for rites that tune a song.
- sparring_contract - sparring god rites
- summon_rules
- synthconversion - Mechanical God
- Religious Sects - Religious Sects are a way to convert the fun of having an active 'god' (admin) to code-mechanics so you aren't having to press adminwho.
- remote_materials
- replica_fabricator_output
- Request - A representation of an in-game request, such as a prayer.
- Request Manager - Handles all player requests (prayers, centcom requests, syndicate requests) that occur in the duration of a round.
- request_message
- required_item - Datum for tracking required map items
- revolution_handler
- riding_minigame
- robot_energy_storage
- material
- package_wrap - Holders for the package wrap and the wrapping paper synthetizers.
- robotic_style
- round_event
- anomaly
- brand_intelligence
- carp_migration
- disease_outbreak
- earthquake
- falsealarm
- ghost_role
- grey_tide
- heart_attack
- immovable_rod
- market_crash
- mass_hallucination
- nightshift
- portal_storm
- radiation_leak
- random_ship_event
- sandstorm
- scrubber_overflow
- shuttle_loan
- spacevine
- difficult - puts the space in spacevine. this one can spawn in space
- stray_cargo - Spawns a cargo pod containing a random cargo supply pack on a random area of the station
- stray_meteor
- supermatter_surge
- tram_malfunction
- vent_clog
- wisdomcow
- wizard
- deprevolt
- madness
- object_rain - Event where some kind of object will fall from the sky in a random themed area of the station.
Generally this is to encourage people to break in to acquire the items, or just be kind of funny.
Can only be triggered by wizard events or admins.
- animal - Spawns little animals
- cash - Spawns money
- fish - Spawns fish
- food - Spawns food
- petsplosion
- round_event_control - ICES - Intensity Credit Events System
- abductor - Abductors
- alien_infestation - Alien Infestation
- anomaly/anomaly_bioscrambler - Anomalies
- aurora_caelus - Aurora Caelus
- bitrunning_glitch
- brain_trauma - Brain Trauma
- brand_intelligence - Brand Intelligence
- bureaucratic_error - Bureaucratic Error
- camera_failure - Camera Failure
- carp_migration - Carp Migration
- communications_blackout - Communications
- disease_outbreak - Medical
- dynamic_tweak - Dynamic Tweak
- earthquake - Earthquake random event. Draws a curve of turfs between a high and low point. These turfs will shake and eventually "collapse", forming a cut in the station that drops to the z-level below. Much of the actual structural damage is done through the explosions subsystem. Objects, machines, and especially people that aren't moved out of the epicenter area (indicated by the wobbly tiles) will not just be thrown down a z-level, but also be destroyed/maimed in the process. Earthquakes
- electrical_storm - Electricity Events
- falsealarm - False Alarm
- gravity_generator_blackout - Gravity Generator Blackout
- grey_tide - Grey Tide
- grid_check
- heart_attack
- immovable_rod - Immovable rod random event. The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station Immovable Rod
- ion_storm - Ion Storm
- market_crash - An event which decreases the station target temporarily, causing the inflation var to increase heavily.
- mass_hallucination - Mass Hallucination
- meteor_wave - Meteors / Space Dust
- mice_migration - Mice Migration
- mold - Moldies
- operative - Lone op
- portal_storm_syndicate - Syndicate Portal Storm
- radiation_leak - Radiation
- sandstorm - Sandstorm Event: Throws dust/sand at one side of the station. High-intensity and relatively short, however the incoming direction is given along with time to prepare. Damages can be reduced or mitigated with a few people actively working to fix things as the storm hits, but leaving the event to run on its own can lead to widespread breaches.
- sandstorm_classic - The original sandstorm event. An admin-only disasterfest that sands down all sides of the station Uses space dust, meaning walls/rwalls are quickly chewed up very quickly.
- scrubber_overflow - Scrubber Overflow
- sentience - Human-level Intelligence
- shuttle_catastrophe - Shuttle Events
- shuttle_loan - Gives the choice to "loan" the shuttle to central command, giving a big delay on its return to the station in exchange for money and loot/threats in the cargo hold. Only one can be available at a time.
- spacevine - Spess Vines
- stray_cargo - Spawns a cargo pod containing a random cargo supply pack on a random area of the station
Stray Cargo Pods
- syndicate - A rare variant that drops a crate containing syndicate uplink items
- supermatter_surge - Supermatter Surge
- tram_malfunction - Tram Malfunction
- valentines
- vent_clog - Scrubber Clogs
- wisdomcow - Wisdom Cow
- wizard
- wormholes - Wormholes
- rpgloot_controller
- rpgtitle_controller
- saymode
- scan_condition - Scan condition, these require some specific setup for the dish to count for the scan power for the given site
- scanner_controller - Helper datum to calculate and store scanning power and track in progress scans
- scar - scars are cosmetic datums that are assigned to bodyparts once they recover from wounds. Each wound type and severity have their own descriptions for what the scars look like, and then each body part has a list of "specific locations" like your elbow or wrist or wherever the scar can appear, to make it more interesting than "right arm"
- scavenge_profile
- scientific_paper - Scientific paper datum for retrieval and re-reading. A lot of the variables are there for fluff & flavor.
- scientific_partner - Various informations on companies/scientific programs/journals etc that the players can sign on to.
- scream_type
- screen_object_holder - A helper instance that will handle adding objects from the client's screen to easily remove from later.
- scripture
- search_object
- security_level - Security levels
- select_equipment
- shared_uplink_stock - Code that enables the ability to have limited stock that is shared by different items
- shuttle_event - An event that can run during shuttle flight, and will run for the duration of it (configurable)
- simple_spawner - Spawns objects, mobs, whatever with all the necessary code to make it hit and/or miss the shuttle
- black_hole - Sensors indicate that a black hole's gravitational field is affecting the region of space we were headed through
- adminbus - Kobayashi Maru version
- no_escape - No Escape traitor final objective
- carp - CARPTIDE! CARPTIDE! CARPTIDE! A swarm of carp will pass by and through the shuttle, including consequences of carp going through the shuttle
- friendly - Spawn a bunch of friendly carp to view from inside the shuttle! May occassionally pass through and nibble some windows, but are otherwise pretty harmless
- friendly_but_no_personal_space - Same as /friendly, but we only go through the shuttle, MUHAHAHAHAHAHA!! They dont actually harm anyone, but itll be a clusterfuck of confusion
- magic - CARPTIDE! CARPTIDE! CARPTIDE! Magical carp will attack the shuttle!
- fake_ttv - We do a little bit of tomfoolery
- italian - thats amoreeeeee
- maintenance - Just spawn random maint garbage
- meteor
- dust - Very weak meteors, but may very rarely actually hit the shuttle!
- safe - Okay this spawns a lot of really bad meteors, but they never hit the shuttle so it's perfectly safe (unless you go outside lol)
- player_controlled - Mobs spawned with this one are automatically player controlled, if possible
- alien_queen - BACK FOR REVENGE!!!
- carp - Spawns three player controlled carp!! Deadchats final chance to wreak havoc, probably really not that dangerous if even one person has a laser gun
- fire_shark - Spawns some player controlled fire sharks
- human - Human spawning events, with the ability to give them outfits!
- projectile - Spawn projectiles towards the shuttle
- black_hole - Sensors indicate that a black hole's gravitational field is affecting the region of space we were headed through
- turbulence - Repeat the "buckle in or fall over" event a couple times
- simple_spawner - Spawns objects, mobs, whatever with all the necessary code to make it hit and/or miss the shuttle
- shuttle_frame
- shuttle_loan_situation - One of the potential shuttle loans you might receive.
- mail_strike - A special shuttle loan situation enabled by the 'mail blocked' station trait. It sends back a lot of mail to the station, at the cost of wrecking the cargo shuttle a little.
- signal
- subspace
- messaging/tablet_message
- vocal
- subspace
- skill
- fishing - skill associated with the fishing feature. It modifies the fishing minigame difficulty and is gained each time one is completed.
- slime_type
- sm_delam - Logic holder for supermatter delaminations, goes off the strategy design pattern.
Selected by /obj/machinery/power/supermatter_crystal/proc/set_delam
- cascade
- explosive - Default delam.
- singularity - When we have too much gas.
- tesla - When we have too much power.
- sm_gas - Contains effects of gases when absorbed by the sm. If the gas has no effects you do not need to add another sm_gas subtype, We already guard for nulls in /obj/machinery/power/supermatter_crystal/proc/calculate_gases
- smite - A smite, used by admins to punish players, or for their own amusement
- bad_luck - Gives the target bad luck, optionally permanently
- berforate - Fires an absurd amount of bullets at the target
- bloodless - Slashes up the target
- boneless - Gives the target critically bad wounds
- brain_damage - Inflicts crippling brain damage on the target
- bsa - Fires the BSA at the target
- clownify_blood - Makes the target's blood a beautiful rainbow
- cone_of_shame - Applies the dreaded cone of shame to a target.
- curse_of_babel - Strikes the target with a lightning bolt
- custom_imaginary_friend - Custom imaginary friend.
- dock_pay - Docks the target's pay
- fake_bwoink - Sends the target a fake adminhelp sound
- fat - Fattens the target
- fireball - Throws a fireball down at the target
- gib - Gibs the target
- immerse - "Fully immerses" the player, making them manually breathe and blink
- knot_shoes - Ties the target's shoes
- lightning - Strikes the target with a lightning bolt
- nugget - Rips off all the limbs of the target
- objectify - Turns the target into an object (for instance bread)
- ocky_icky - "Immerses" the player, making them unable to use some OOC terms IC
- petrify - Turn pur target to stone, forever
- puzzgrid - Turns the user into a puzzgrid
- puzzle - Turns the user into a sliding puzzle
- retcon
- rod - Throw an immovable rod at the target
- scarify - Gives the target fake scars
- supply_pod - Throws a supply pod at the target, with no item inside
- supply_pod_quick - Quickly throws a supply pod at the target, optionally with an item
- Song datum - These are the actual backend behind instruments. They attach to an atom and provide the editor + playback functionality.
- sort_instance
- sortrouter_filter
- soulcatcher_room - Soulcatcher Room
- sound_effect datum
- assoc - subtype that accepts weighted lists
- spacevine_controller
- spacevine_mutation
- sparring_match
- Spatial Grid Cell - used by /datum/controller/subsystem/spatial_grid to cover every z level so that the coordinates of every turf in the world corresponds to one of these in the subsystems list of grid cells by z level. each one of these contains content lists holding all atoms meeting a certain criteria that is in our borders. these datums shouldnt have significant behavior, they should just hold data. the lists are filled and emptied by the subsystem.
- spawn_menu
- spawnpanel
- species datum - Datum that handles different species in the game.
- akula
- dullahan
- ethereal
- golem - Animated beings of stone. They have increased defenses, and do not need to breathe. They must eat minerals to live, which give additional buffs.
- human
- jelly
- luminescent - LUMINESCENTS
- slime - SLIMEPEOPLE
- stargazer - STARGAZERS
- lizard
- mush
- mutant
- shadekin
- shadow/nightmare - A highly aggressive subset of shadowlings
- spirit - Spirit mob that lacks legs but still roams the station as part of the unliving.
- ghost - Ghost subtype This is the type of ghost that can actually phase through walls, exclusive to magic mirrors & admins, as roundstart-ability to phase anywhere is not something that is generally fun to play against.
- synthetic
- zombie
- spellbook_entry
- challenge - Non-purchasable flavor spells to populate the spell book with, for style.
- item - Item summons, they give you an item.
- perks
- summon - Ritual, these cause station wide effects and are (pretty much) a blank slate to implement stuff in
- specific_spell - A wizard ritual that allows the wizard to teach a specific spellbook enty to everyone on the station. This includes item entries (which will be given to everyone) but disincludes other rituals like itself
- sprite_accessory
- antenna - IPC Antennas
- clothing
- fluff/moth/harpy - == HARPY FLUFF ==
- frills/simple/polish - == BETTER LIZARD FRILLS ==
- genital
- gradient
- hair
- horns/simple/polish - == BETTER LIZARD HORNS ==
- legs - Legs are a special case, they aren't actually sprite_accessories but are updated with them. These datums exist for selecting legs on preference, and little else
- lizard_markings - .
- screen - IPC SCREENS
- snouts
- mammal/top - *** Snouts *** but higher up
- sharp/polish - == BETTER LIZARD SNOUTS ==
- synth_chassis
- synth_head
- tails
- fish - Used for fish-infused tails, which come in different flavors.
- taur
- wings - Wings!
- mammal/top/arfel_harpy/polish - == HARPY WINGS ==
- sprite_auditor - A global singleton providing a convenient UI for quickly viewing sprites created by players
- sprite_editor_workspace
- spy_bounty
- machine
- objective_item - Steal an item
- some_bot
- targets_person - Subtype for a bounty that targets a specific crew member
- some_item - Subtype for a bounty that targets a specific crew member and a specific item on them
- spy_bounty_handler
- stack_canary - Stack canary. Will go away if the stack it was primed by is ended by byond for return or stack overflow reasons.
- stack_end_detector - Stack End Detector. Can detect if a given code stack has exited, used by the mc for stack overflow detection.
- stack_recipe
- stacked_metabolization_effect - Side effects from metabolizing an reagent or a combination of them
- station_alert
- station_goal
- bluespace_cannon - Bluespace artillery goal
- station_shield
- station_request - A combined all in one datum that stores everything about the request, the requester's account, as well as the requestee's account All of this is passed to the Request Console UI in order to present in organized way.
- station_state - For counting up how much of the station exists at the start of the shift, and how much is left behind by the end of it.
- station_trait - Base class of station traits. These are used to influence rounds in one way or the other by influencing the levers of the station.
- assistant_gimmicks - Spawns assistants with some gear, either gimmicky or functional. Maybe, one day, it will inspire an assistant to do something productive or fun
- background_checks - Crew don't ever spawn as enemies of the station. Obsesseds, blob infection, space changelings etc can still happen though
- bananium_shipment - This station traits gives 5 bananium sheets to the clown (and every dead clown out there in deep space or lavaland).
- birthday
- cybernetic_revolution
- forested - Tells the area map generator to ADD MORE TREEEES
- glowsticks - A positive station trait that scatters a bunch of lit glowsticks throughout maintenance
- gmm_spotlight - We're pulling a Jim Kramer with this one boys
- ian_adventure
- job - A station trait which enables a temporary job
Generally speaking these should always all be mutually exclusive, don't have too many at once
- bridge_assistant
- cargorilla - Adds a gorilla to the cargo department, replacing the sloth and the mech
- human_ai
- mail_blocked - A negative trait that stops mail from arriving (or the inverse if on holiday). It also enables a specific shuttle loan situation.
- nebula - Station traits that influence the space background and apply some unique effects!
- random_event_weight_modifier
- revolutionary_trashing
- skub - A trait that lets players choose whether they want pro-skub or anti-skub (or neither), and receive the appropriate equipment.
- storm - Starts a storm on roundstart
- foreverstorm - Calls down an eternal storm on planetary stations
- status_effect - Status effects are used to apply temporary or permanent effects to mobs.
This file contains their code, plus code for applying and removing them.
- admin_esp
- agent_pinpointer
- ants
- arena_tracker - Status applied to every mob in the heretic arena. Tracks the last person to damage owner. When owner enters crit, we send a signal to last_attacker status so they can leave the arena
- arm_speed_penalty
- ashwalker_damage
- bald_flare - Mostly just handles animation
- basic_surgery_state - Used to track the state of surgeries on a mob generically rather than a bodypart
- basilisk_overheat - Status effect gained by basilisks when they touch something hot
- bioware
- heart
- muscled_veins - Muscled veins - Removes the need to have a heart
- threaded_veins - Threaded veins - Bleed way less
- heart
- blessing_of_insanity - Granted to wizards upon satisfying the cheese sacrifice during grand rituals. Halves incoming damage and makes the owner stun immune, damage slow immune, levitating(even in space and hyperspace!) and glowing.
- blood_thirst_satiated
- bluespace_grounded
- borg_slow - Slows down a cyborg for a short time.
- brimdust_concussion - Slowdown applied when you are detonated on the space station
- bugkiller_death - If bugkiller delivers a lethal dosage, applies this effect which does a funny animation THEN kills 'em Also makes it so simplemobs / basicmobs no longer delete when they die (if they do)
- carp_invigoration - Makes you run faster for the duration
- cd_slow - Applied by /datum/element/slow_target_click_cd_attack to slow the target's click CD
- cherenkov_radiation - Makes the mob glow blue and rarely emit nuclear particles
- choke
- cloudstruck
- confusion - A status effect used for adding confusion to a mob.
- cosglow
- cosmic_beam
- crucible_soul
- crusher_damage
- crusher_mark
- cuffed_item - The status effect given by the cuffable_item. It basically binds an item to your arm, basically making it undroppable until the cuffs or item are removed, usually done by one of:
- dagger_stun - status effect applied to enemies who step on crystals
- dagger_swinging - status effect applied to us when we're wildly swinging
- darkness_adapted - Makes the user harder to see in the dark (and makes the user see in the dark easier)
- dazed - Status effect specifically for instances where someone is vulnerable to being stunned when shoved.
- decloning
- desensitized - Applies desensitized mood modifier to the mob, carrying between mind transfers
- designated_target
- dizziness
- dream_projection
- dream_protection
- drowsiness
- drugginess - Drugginess / "high" effect, makes your screen rainbow
- eigenstasium
- eldritch
- eldritch_painting
- eldritch_sleep
- exercised
- eye_blur - Applies a blur to the user's screen, increasing in strength depending on duration remaining.
- fire_blasted - Status effect applied when someone's hit by the fire blast.
- fire_handler
- fire_ring - Simple status effect for adding a ring of fire around a mob.
- firecookie - CONSUMING EXTRACTS
- food - Buffs given by eating hand-crafted food. The duration scales with consumable reagents purity.
- forced_combat - Forces the mob to attack nearby targets
- frozenstasis
- genetic_damage
- ghoul
- go_away/deletes_mob - Subtype of the go away effect (phases the mob in one direction) that deletes the owner on z-level change or when the time's up.
- golem - Abstract holder for golem status effects, you should never have more than one of these active
- golem_lightbulb - Lights up the golem, NOT using the golem subtype because it is not exclusive with other status effects
- golem_statued - Uh oh, you can't move, yell for help
- goose_choking - Wheeze until we die
- goose_vomit - Handles iteratively emptying our stomach
- grouped - Status effect from multiple sources, when all sources are removed, so is the effect
- blindness - Blindness
- bodypart_effect - Effects added to a carbon focused on the bodyparts itself, such as adding a photosynthesis component that
- nyxosynthesis - This limb heals in darkness and dies in light! Only BODYTYPE_SHADOW limbs will heal, but limbs without the flag (and with the effect) still contribute to healing of the other limbs
- photosynthesis - This limb regens in light! Only BODYTYPE_PLANT limbs will heal, but limbs without the flag (and with the effect) still contribute to healing of the other limbs
- plasma_based - Causes the owner to spontaneously combust when exposed to oxygen
- heretic_dreams
- hooked - Status effect applied when casting a fishing rod at someone, provided the attached fishing hook allows it.
- jaws - Version used by the jawed fishing hook, which also applies slowdown
- nearsighted - Nearsighted
- screwy_hud - Screwy hud status.
- see_no_names - Conceals the names of other mobs
- allow_ids - Conceals the names of other mobs, unless they are wearing an ID - then, that ID takes precedence
- wetsuit - The status effect which
apply_wetsuit_status_effectgives
- guardian_scout_mode - Become an incorporeal scout
- guardian_stealth - Status effect which makes us sneakier and do bonus damage
- hallucination - Hallucination status effect. How most hallucinations end up happening. Hallucinations are drawn from the global weighted list, random_hallucination_weighted_list
- hazard_area - The dedicated status effect for the hazard_area component - use with caution and know what it does!
- heart_attack
- heart_desperation - Alternative to penthrite that keeps you up for a few seconds after having a heart attack. Gives a bit of time to call for help regardless of when/where you've collapsed.
- hemokinetic_regen - Heals 1.8 brute + burn per second as long as damage value is DAMAGE_LIMIT_HEMOKINETIC_REGEN or below, consuming 0.2 units of blood per point of damage healed.
- heretic_curse - A curse given to people to disencourage them from retaliating against someone who sacrificed them
- heretic_passive
- ice_block_talisman
- incapacitating
- immobilized/wizard_tentacle - Subtype of immobilise which is linked to a tentacle
- suicide - This one kills you
- incapacitated - This status effect represents anything that leaves a character unable to perform basic tasks (interrupting do-afters, for example), but doesn't incapacitate them further than that (no stuns etc..)
- sleeping
- stamcrit
- stun/goliath_tentacled - Goliath tentacle stun with special removal conditions
- immobilized/wizard_tentacle - Subtype of immobilise which is linked to a tentacle
- inebriated - The drunk status effect.
Slowly decreases in drunk_value over time, causing effects based on that value.
- drunk - Stage 2 of being drunk, applied at drunk values between 6 and onward. Has all the main side effects of being drunk, scaling up as they get more drunk.
- tipsy - Stage 1 of drunk, applied at drunk values between 0 and 6. Basically is the "drunk but no side effects" stage.
- inflated - Status effect from the Expand action, makes you big and round and strong.
- interdiction
- jitter
- jump_jet - Gives you a brief period of anti-gravity
- limited_buff - These effects reapply their on_apply() effect when refreshed while stacks < max_stacks.
- health_buff - this buff provides a max health buff and a heal.
- limp
- lobster_rush - Status effect: Makes you run faster and ignore damage speed penalties for a short duration.
If you run into a wall indoors you will fall over and lose the buff.
If you run into someone you both fall over.
- extended - You get a longer buff if you take the time to implant it in yourself
- master_of_the_house - Stamina is reduced to 50% and movespeed gains heavy slowdown, but you will regen blood at 0.02u per second. Temporarily re-enables having to breathe.
- mayhem
- midas_blight
- moodlet_in_area
- moon_converted - Used by moon heretics to make people mad
- moon_parade
- necropolis_curse - A curse that does up to three nasty things to you
- neuroware - Indicates when neuroware reagents are processing by displaying a screen alert. Removes itself when program_count reaches 0.
- no_side_kick - Status effect to prevent stuns from a shove Only applied by shoving someone to paralyze them
- offering
- no_item_received - This status effect is meant only for items that you don't actually receive
when offered, mostly useful for
/obj/item/hand_itemsubtypes.- high_five - Subtype for high fives, so we can fake out people
- needs_resting - This status effect is meant only to be used for offerings that require the target to be resting (like when you're trying to give them a hand to help them up). Also doesn't require them to have their hands free (since you're not giving them anything).
- no_item_received - This status effect is meant only for items that you don't actually receive
when offered, mostly useful for
- organ_set_bonus
- overwatch - Status effect which tracks whether our overwatched mob moves or acts
- overwatch_immune - Blocks further applications of the ability for a little while
- protective_blades - Summons multiple foating knives around the owner.
Each knife will block an attack straight up.
- recharging - A subtype that doesn't self-delete / disappear when all blades are gone It instead regenerates over time back to the max after blades are consumed
- protector_shield - Makes the guardian even more durable, but slower
- psychic_projection - Status effect that adds a weird view to its owner and causes them to rapidly shoot a firearm in their general direction.
- race_swap
- radiation_immunity - Makes the mob immune to radiation for a short bit to help with safely spawning in hazardous areas
- reagent_effect - Status effect that is tied to the existence of a reagent in a mob's system
- realignment
- rebuked
- revenant - Parent type for all unique revenant status effects
- shadow - Throw an alert we're in darkness!! Nightvision can make it hard to tell so this is useful
- regeneration - Same as above, but also heal in darkness!! Mostly superseded but some simple mobs use this
- shadow_cloak - Shadow cloak effect. Conceals the owner in a cloud of purple smoke, making them unidentifiable. Also comes with some other buffs and debuffs - faster movespeed, slower actionspeed, etc.
- shapechange_mob
- from_spell
- polymorph_belt - Subtype of the polymorph status effect which tracks arbitrary mob transformation
- from_spell
- silenced
- slave_to_the_tumor
- slime_food - Adds pheromones to a mob. If the target slime drains the mob to death, they might befriend the user
- slime_leech
- slimed
- slippery_death - Used by the wand suicide, keep slipping until you hit a wall and explode
- slot_machine_curse - Status effect that gives the target miscellanous debuffs while throwing a status alert and causing them to smoke from the damage they're incurring. Purposebuilt for cursed slot machines.
- slumber_party
- song - Type of status effect applied by music played by the festival sect. Stacks upon itself, and removes all other song subtypes other than itself.
- spacer
- speech
- speed_boost
- spotlight_light - Makes the mob luminescent for the duration of the effect, and project a large spotlight overtop them.
- stabilized - STABILIZED EXTRACTS
- stacking - Status effects that can stack.
- brimdust_coating - If you take brute damage with this buff, hurt and push everyone next to you. If you catch fire and or on the space station, detonate all remaining stacks in a way which hurts you. Washes off if you get wet.
- staggered - Staggered, Next Shove Stuns, No Side Kick Status effects related to shoving effects and collisions due to shoving Staggered can occur most often via shoving, but can also occur in other places too.
- star_mark
- static_vision
- stop_drop_roll
- hallucinating - Subtype of rolling triggered when someone hallucinating fire tries to stop, drop, and roll.
- strandling
- Stun absorption - A status effect effectively functions as TRAIT_STUNIMMUNE, but with additional effects tied to it, such as showing a message on trigger / examine, or only blocking a limited amount of stuns.
- subsystem_upgrade
- heart/muscled_veins - Muscled veins - Removes the need to have a heart
- surgery_prepped - Tracks which body zones have been prepped for surgery
- surrender_timed - For when you need to make someone be prompted for surrender, but not forever
- swimming - Added by the swimming_tile element. Drains stamina over time until the owner stops being immersed. Starts drowning them if they are prone or small.
- tased - Status effect tracking being tased by someone!
- teleport_flux - Status effect applied to users of a Teleport Rod, damages them when they teleport
- teleport_madness - Maddly teleports the victim around all of space for 10 seconds
- temperature_over_time - Affects temperature over time. I don't know how this wasn't a thing already.
- temporary_blindness - This status effect handles applying a temporary blind to the mob.
- temporary_transformation - Transforms a carbon mob into a new DNA for a set amount of time, then turns them back to how they were before transformation.
- temporary_xray - Effectively grants a temporary form of x-ray with a cooldown period.
- tinlux_light - Makes the mob luminescent for the duration of the effect.
- tox_vomit - Simple status effect applied when a mob has high toxins and starts to vomit regularly
- unholy_determination - The buff given to people within the shadow realm to assist them in surviving.
- void_chill
- void_prison
- voltaic_overdrive
- vulnerable_to_damage
- washing_regen
- watery_tile_wetness - Added by the watery_tile element. Keep adding wet stacks over time until removed from the watery turf.
- wound - WOUNDS
- stock_market_event
- stock_part - Represents the concept of a stock part.
One is created for every stock part type for every level.
Machines have these inside their component_parts.
For example, scanning modules use /datum/stock_part/scanning_module.
In machines, you can perform a loop through something like
for (var/datum/stock_part/scanning_module/part in component_parts)- ansible - Subspace stock parts
- storage - Datumized Storage
Eliminates the need for custom signals specifically for the storage component, and attaches a storage variable (atom_storage) to every atom.
The parent and real_location variables are both weakrefs, so they must be resolved before they can be used.
If you're looking to create custom storage type behaviors, check ../subtypes
- backpack - Regular backpack
- saddle - Saddle backpack
- santabag - Santa bag
- satchel_flat - Satchel flat
- bag - Normal bag
- bio - Bio bag
- books - Book bag
- chemistry - Chemistry bag
- construction - Construction bag
- fishing - Fishing bag
- garment - Garment bag
- harpoon_quiver - Harpoon quiver bag
- mail - Mail bag
- money - Money bag
- ore - Ore Bag
- holding - Ore bag of holding
- plants - Plant bag
- quiver - Quiver bag
- endless - Quiver bag endless
- less - Quiver bag less
- rebar_quiver - Rebar quiver bag
- syndicate - Syndicate rebar quiver bag
- sheet_snatcher - Sheet snatcher bag
- borg - Borg sheet snatcher bag
- sheet_snatcher_debug - Debug sheet snatcher bag
- trash - Trash Bag
- bluespace - Bluespace trash bag
- tray - Tray bag
- xeno - Xeno bag
- bandolier_belt - Bandolier belt
- basket - Basket
- box - Normal box
- anti_skub
- balloon - Balloon box
- bandages - Bandage box
- coffee - Coffee box
- debug - Debug tools box
- donk_pockets
- fishing_lures
- flat - Flat box
- gorilla_cube_box - Gorilla cube box
- gum - Gum Box
- lights - Light Box
- match - Match box
- monkey_cube - Monkey cube box
- neuroware - Neuroware storage box
- skub - Stickers skub box
- snappops - Snappops box
- stabilized - Stabalized extract box
- stickers - Stickers Box
- syndicate_chemical - Syndicate chemical box
- syndicate_space - Syndicate space box
- syndicate_throwing - Syndicate throwing weapons box
- briefcase - Briefcase
- candle_box - Candle Boxes
- card_binder - Card binder
- carpskin_bag
- carved_book - Carved Books
- champion_belt - Champion belt
- cigar_box - Cigar Boxes
- cigarette_box - Cigarette Boxes
- coffee_cart_rack - Coffee Cart Racks
- coffee_condi_display - Coffee Condiment Displays
- crayons
- cyborg_internal_storage
- dice - Dice storage
- donut_box - Storage datums used for fancy storages Donut Boxes
- drone - Drone storage
- duffel - Normal duffle bag
- egg_box - Egg Boxes
- fanny_pack - Fanny pack
- fry_box - Fry Boxes
- green_sabre_belt - Green sabre belt
- grenade_belt - Grenade belt
- hanzo_sheath - Chaplain katana sheath
- heart_box - Heart-Shaped Chocolate Boxes
- holster - Holster
- chameleon - Chameleon Holster
- detective - Detective holster
- energy - Energy holster
- nukie - Nukie holster
- cowboy - Nukie cowboy holster
- implant - Implant
- inflatables_box - The storage for the inflatables box.
- janitor_belt - Janitor belt
- katana_sheath - Katana sheath
- loadout_belt - the storage type for storage rigs gained from the loadout
- lockbox - Normal lockbox
- bitrunning_decrypted - Bitrunning decrypted lockbox
- dueling - Dueling lockbox
- grenades - Grenade
- medal - Medal lockbox
- mail_counterfeit - Mail counterfeit
- advanced - Mail counterfeit advanced
- bluespace - Mail counterfeit bluespace
- medical_belt - Medical belt
- medkit - Regular medkit
- coroner - Coroner medkit
- surgery - Surgery medkit
- tactical - Tactical medkit
- premium - Premium tactical medkit
- military_belt - Military belt
- assault - Military assault belt
- snack - Military snack belt
- mining_belt - Mining belt
- primitive - Primitive mining belt
- ninja_sheath - Ninja energy katana sheath
- nugget_box - Nugget Boxes
- organ_box - Organ box
- pickles_jar - Jars of Pickles
- pillbottle - Pill bottle
- plant_belt - Plant belt
- pockets - Regular pockets
- pod
- portable_chem_mixer - Portable chem mixer
- rolling_paper_pack - Rolling Paper Packs
- rped
- bluespace - bluespace variant
- sabre_belt - Sabre belt
- security_belt - Security belt
restricting security storage datum to prevent hoarding multiple weapons
- webbing - Webbing security belt
- sixcan - Six pack beer
- soulstone_belt - Soulstone belt
- surgery_tray - Surgery tray
- tcg - A storage component to be used on card piles, for use as hands/decks/discard piles. Don't use on something that's not a card pile!
- test_tube_rack - Test tube rack
- toiletbong - Toilet bong
- toolbox - Normal toolbox
- toy_sheath - Toy Katana Sheath(Metabreaker)
- unfathomable_curio - Unfathomable curio
- utility_belt - Utility belt
- wallet - Wallet storage
- wands_belt - Wands belt
- wing_box - Wing Boxes
- backpack - Regular backpack
- storage_interface - Datum tracker for storage UI
- silicon - Silicon subtype of storage interface used by their model storage.
- story_manager_interface
- strip_menu - A representation of the stripping UI
- holosynth_pen - Strip menu rooted at the pen's location — the owner mob sits inside the pen (its loc is the pen itself), so the adjacency / visibility checks wouldn't pass against the mob directly.
- strippable_item - A representation of an item that can be stripped down
- hand - A strippable item for a hand
- mannequin_slot
- mob_item_slot - A preset for equipping items onto mob slots
- summon_things_controller - The "Give everyone in the crew and also latejoins a buncha stuff" controller. Used for summon magic and summon guns.
- supply_order
- supply_pack
- critter/doublecrab - Cost of the crate. DO NOT GO ANY LOWER THAN X1.4 the "CARGO_CRATE_VALUE" value if using regular crates, or infinite profit will be possible!
- custom - Custom supply pack The contents are given on New rather than being static This is for adding custom orders to the Cargo console (like order consoles)
- engine - Engine Construction
- exploration - Exploration drone unlockables
- imports - Imports category.
This is for crates not intended for goodies, but also not intended for departmental orders.
This allows us to have a few crates meant for deliberate purchase through cargo, and for cargo to have a few items
they explicitly control. It also holds all of the black market material and contraband material, including items
meant for purchase only through emagging the console.
- budgeted - base type that uses paxil's crate budgeting system. contains stuff from the CIN
- vanguard_surplus - contains stuff from the vanguard expeditionary corps
- budgeted - base type that uses paxil's crate budgeting system. contains stuff from the CIN
- misc/syndicate - Special supply crate that generates random syndicate gear up to a determined TC value
- custom_value - Syndicate supply crate that can have its contents value changed by admins, uses a seperate datum to avoid having admins touch the original one.
- organic/pizza
- security/armory - Armory packs
- service
- bar_sign - Spare bar sign wallmount
- greyidbox - Box of 7 grey IDs.
- silverid - Single silver ID.
- vending/wardrobes/autodrobe - Clothing Vending Restocks
- surgery_operation
- basic - Basic operations are a simple base type for surgeries that
- dissection
- incise_skin - Incision of skin for basic mobs
- repair_synth
- revival
- revive_synth
- tend_wounds
- limb - Limb opterations are a base focused on the limb the surgeon is targeting
- bioware
- cavity_implant
- clamp_bleeders - Clamps bleeding blood vessels to prevent blood loss
- close_skin - Closes the skin
- debride
- fix_bones - Fixes sawed bones back together
- incise_skin - First step of every surgery, makes an incision in the skin
- thick - Subtype for thick skinned creatures (Xenomorphs)
- mechanical_close - Mechanical equivalent of cauterizing / closing skin
- mechanical_incision - Mechanical equivalent of cutting skin
- mechanical_open - Mechanical equivalent of opening skin and clamping vessels
- organ_manipulation - Adding or removing specific organs
- external/abductor - Abductor subtype that works through clothes
- internal/abductor - Abductor subtype that works through clothes and lets you extract the heart without sawing bones
- prosthetic_replacement
- replace_limb
- retract_skin - Pulls the skin back to access internals
- saw_bones - Saws through bones to access organs
- subsystem_upgrade
- unclamp_bleeders - Unclamps blood vessels to allow blood flow again
- organ - Organ operations are a base focused on a specific organ typepath
- asthmatic_bypass
- repair - Repairing specific organs
- brain/mechanic/synth - Reset Logic Core - Start
- coronary_bypass/mechanic/synth - Repairing specific Synth Organs Hydraulic Pump Surgery - Heart
- ears/synth - Repair Auditory Microphones - Start
- gastrectomy/mechanic/synth - Fuel Cell Maintenance - Start
- hepatectomy/mechanic/synth - Reagent Processor Repair surgery start
- lobectomy/mechanic/synth - Heatsink Repair Surgery start
- basic - Basic operations are a simple base type for surgeries that
- symptom
- beard
- chills
- choking - *Choking
- confusion - *Confusion
- cough - *Coughing
- deafness - *Deafness
- disfiguration - *Disfiguration
- dizzy - *Dizziness
- fever - *Fever
- fire - *Spontaneous Combustion
- heal/radiation - Plasma End
- itching
- sneeze
- thermoregulation
- visionloss
- syndicate_contract
- targeting_strategy - Datum for basic mobs to define what they can attack,
Global, just like ai_behaviors
- anything - Simply always returns true if you have a target, so only use this if you're pre-checking the targets somewhere else
- basic
- allow_items - Subtype more forgiving for items.
Careful, this can go wrong and keep a mob hyper-focused on an item it can't lose aggro on
- moonicorn - moonicorns will not attack people holding something that could tame them.
- cultist - targeting strat to attack non cultists
- holding_object - Find mobs who are holding the bb configurable object type
- legion - Target nearby friendlies if they are hurt (and are not themselves Legions)
- mook
- mushroom
- no_gutted_mobs - Subtype which searches for mobs that havent been gutted by megafauna
- not_friends - Don't target an atom in our friends list (or turfs), anything else is fair game
- allow_items - Subtype that allows us to target items while deftly avoiding attacking our allies. Be careful when it comes to targeting items as an AI could get trapped targeting something it can't destroy.
- of_size - Subtype which searches for mobs of a size relative to ours
- same_faction - Makes the mob only attack their own faction. Useful mostly if their attacks do something helpful (e.g. healing touch).
- construct - Targeting strategy that will only allow mobs that constructs can heal.
- allow_items - Subtype more forgiving for items.
Careful, this can go wrong and keep a mob hyper-focused on an item it can't lose aggro on
- fishing - A very simple targeting strategy that checks that the target is a valid fishing spot.
- lightgeist - Attack only mobs who have damage that we can heal, I think this is specific enough not to be a generic type
- tasking_strategy
- team
- abductor_team
- ashwalkers
- battlecruiser
- brother_team
- cult
- nation
- revolution
- ship_crew
- xeno/captive - Captive Xenomorphs team
- Techweb - A datum representing a research techweb
- admin - Admin techweb that has everything unlocked by default
- autounlocking - Techweb node that automatically unlocks a given buildtype. Saved in GLOB.autounlock_techwebs and used to prevent creating new ones each time it's needed.
- colony_fabricator - Reference back to code/_defines/machines.dm for types, and this file's mirror for reference.
- disk - Techweb made through tech disks Contains nothing, subtype mostly meant to make it easy for admins to see.
- science - Global Science techweb for RND consoles
- tarkon - First we enstate a techweb so we can add the node.
- Techweb Node - A datum representing a researchable node in the techweb.
- applied_bluespace
- beam_weapons
- consoles
- energy_manipulation
- hydroponics
- parts_upg
- robotic_surgery_exp - Subsystem Upgrades - there's none that involve bleeding or anything that wouldn't make sense for a synth to have
- robotics
- surgery
- terror_handler - Terror handlers, aka datums which determine current fear behaviors.
Separated into two groups, fear sources and fear effects, latter processing after all former are finished
- heart_problems - Can randomly give you some oxyloss, and cause a heart attack past TERROR_BUILDUP_HEART_ATTACK
- jittering - Causes mild jittering, scaling with current terror level
- panic - Causes tunnel vision, blurry eyes and periodic panic attacks when panicking
- phobia_source - Complex terror source that increases buildup whenever the owner hears, sees, or tries to say something they're afraid of
- blood - Snowflake handler for hemophobia which triggers on bloodied items and mobs
- simple_source - Simple source which passively increases terror based on a single condition and can do something when its added/removed
- clausophobia - Makes the owner afraid of certain jolly figures
- claustrophobia - Makes the owner afraid of being stuck in closets, crates, mechs, etc
- monophobia - Makes the owner afraid of being alone
- nyctophobia - Makes the owner terrified of darkness
- terrified - Nightmare spell version with quicker buildup that shadows the quirk one, also handles removing the status upon reaching 0 terror
- stuttering - Stutter when afraid
- vomiting - Low chance to vomit when terrified, increases significantly during panic attacks
- 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.
- reload_admins - Reload admins tgs chat command. Intentionally not validated.
- validated - subtype tgs chat command with validated admin ranks. Only supports discord.
- 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 - tgui datum (represents a UI).
- tgui_alert - Datum used for instantiating and using a TGUI-controlled modal that prompts the user with a message and has buttons for responses.
- tgui_checkbox_input - Window for tgui_input_checkboxes
- tgui_color_picker - Datum used for instantiating and using a TGUI-controlled color picker.
- tgui_input_keycombo - Datum used for instantiating and using a TGUI-controlled key input that prompts the user with a message and listens for key presses.
- tgui_input_number - Datum used for instantiating and using a TGUI-controlled number input that prompts the user with a message and has an input for number entry.
- tgui_input_text - tgui_input_text
- tgui_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_panel - tgui_panel datum Hosts tgchat and other nice features.
- tgui_say - The tgui say modal. This initializes an input window which hides until the user presses one of the speech hotkeys. Once something is entered, it will delegate the speech to the proper channel.
- tgui_window
- thrownthing
- ticket_history - Holds information about a ticket
- ticket_history_holder
- tile_info - stores the name, type, icon & cost for each tile type
- Timed Event - This is the actual timer, it contains the callback and necessary data to maintain the timer.
- tinker_cache_item
- tlv
- track - Track datums, used in jukeboxes
- trackable
- tracy
- trader_data - Used to contain the traders initial wares, and speech
- tram_mfg_info
- transport_controller/linear - coordinate and control movement across linked transport_controllers. allows moving large single multitile platforms and many 1 tile platforms.
also is capable of linking platforms across linked z levels
- tram - Tram specific variant of the generic linear transport controller.
- triple_ai_controller - The triple ai controller handles the admin triple AI mode, if enabled. It is first created when "Toggle AI Triumvirate" triggers it, and it can be referenced from GLOB.triple_ai_controller After it handles roundstart business, it cleans itself up.
- trophy_data - trophy data datum, for admin manipulation
- trophy_manager - Trophy Admin Management Panel
- tts_request - A struct containing information on an individual player or mob who has made a TTS request
- turf_reservation
- condo - unfortunate naming schema
- transit
- tutorial - The base for a contextual tutorial.
In order to give a tutorial to someone, use
SStutorials.suggest_tutorial(user, /datum/tutorial/subtype)- drop - Tutorial for showing how to drop items. Fired when clicking on an item with another item with a filled inactive hand.
- switch_hands - Tutorial for showing how to switch hands. Fired when clicking on an item with another item with an empty inactive hand.
- tutorial_manager - A singleton that manages when to create tutorials of a specific tutorial type.
- ui_state
- unit_test
- abductor_baton_spell - Tests that abductors get their baton recall spell when being equipped
- ablative_hood_hud - Check that player gains and loses sec hud when toggling the ablative hood
- achievements - Checks that all achievements have an existing icon state in the achievements icon file.
- actions_moved_on_mind_transfer - Tests that actions assigned to a mob's mind are successfuly transferred when their mind is transferred to a new mob.
- alerts - Tests screen alerts are clickable
- anonymous_themes - Ensure that anonymous themes works without changing your preferences
- apply_cuffs - Tests that handcuffs can be applied.
- area_spawn - This is like /datum/unit_test/log_mapping and tests if the integration with the current map failed.
- armed_blocking - Test that items can block weapon attacks
- armor_verification - Verifies that armor procs are working as expected
- atmospheric_gas_transfer - Test to make sure the pressure pumping proc used by things like portable pumps, pressure pumps, etc actually work.
- atmospherics_sanity - This test checks that all expected areas are connected to a starting area
- automapper - Checks that all automapper TOML entries actually link to a map and that the config exists.
- autowiki - Tests that all autowikis generate something without runtiming
- autowiki_include_template - Test that
include_templateproduces reasonable results - bake_a_cake
- barsigns_emp - Test that an emped barsign displays correctly
- barsigns_icon - Test if icon states for each datum actually exist in the DMI.
- barsigns_name - Check that bar signs have a name and desc, and that the name is unique.
- baton - Tests a variety of baton interactions with a variety of baton types
- bayonet_butchering - Test that bayonetted weapons can be used to butcher
- beegent - Test beegent transfer
- binary_insert
- bitrunner_vdom_settings - Ensures settings on vdoms are correct
- blindness - Unit test to check that blindness adds the correct status effects, overlays, and client colors
- blood_deficiency_mail - Ensures the blood deficiency quirk updates its mail goodies correctly
- bloody_footprints - Tests to make sure bloody footprits work as expected So no stacking, they actually apply, and shoe staining thrown in for free
- book_of_babel - Tests that the book of babel, and by extension grant_all_languages, works as intended
- breath - Tests to ensure humans, plasmamen, and ashwalkers can breath in normal situations.
Ensures algorithmic correctness of the "breathe()" and "toggle_internals()" procs.
Built to prevent regression on an issue surrounding QUANTIZE() and BREATH_VOLUME.
See the comment on BREATH_VOLUME for more details.
- breath_sanity_ashwalker - Tests to make sure ashwalkers can breathe from the lavaland air.
- breath_sanity_plasmamen - Tests to make sure plasmaman can breath from their internal tanks
- buckling_others - Test you can buckle someone else to a chair
- buckling_self - Test you can buckle yourself to a chair
- burning - Tests that no runtimes are thrown when a mob is on fire
- cable_powernets - Checking all powernets to see if they are properly connected and powered.
- can_see_test - Unit test to make sure can_see is working properly
- cardboard_cutouts - Validates that cardboard cutouts have the proper icons
- cargo_crate_sanity - This unit test loops through all cargo crates that are available to purchase, and confirms that they're below the expected sanity minimum when sold. This prevents us from merging a crate that sells for more that it costs to buy.
- cargo_selling - Makes sure exports work and things can be sold
- chat_filter_sanity - Tests the sanity of the chat filter, ensuring it properly blocks words and gives the reason
- chipped_traumatized_brain_removal - Allocate a human mob, give 'em a skillchip and a generic trauma, then see if it throws any error when the brain is removed.
- circuit_component_category - Tests to make sure each circuit component that could potentially be available to a player has a category
- client_colours - Checks that client colours have valid colour variables values at least when inited.
- closets - Checks that the length of the initial contents of a closet doesn't exceed its storage capacity. Also checks that nothing inside that isn't immediate is a steal objective.
- clothing_drops_items - Tests that removing a piece of clothing drops items that hold said piece of clothing
- clothing_under_armor_subtype_check - Test if all jumpsuits are using the proper armor subtype.
- computer_disassembly - Test that the computer is disassembled correctly
- connect_loc_basic - Test that the connect_loc element handles basic movement cases
- connect_loc_change_turf - Test that the connect_loc element handles turf changes
- connect_loc_multiple_on_turf - Tests that multiple objects can have connect_loc on the same turf without runtimes.
- container_resist
- contents_barfer - Unit test for the contents barfer element
- crafting - Check if a generic atom (because both mobs and the crafter machinery can do it) can potentially craft all recipes, with the exact same types required in the recipe. Then, unless the recipe has the CRAFT_SKIP_MATERIALS_PARITY flag, compare the materials of the crafted result with a spawned instance of the same type to ensure that they match.
- crayon_naming - Makes sure that crayons have their crayon_color in their initial name (to differentiate them in the crafting menu).
- create_and_destroy - Delete one of every type, sleep a while, then check to see if anything has gone fucky
- crusher_projectile - Tests that the Kinetic Crusher fires a projectile on RMB
- cult_conversion - Tests that cults can convert people with their rune
- damp_rag_smother - Tests that damp rags can smother people. When smothing reagents are ingested (go to the stomach).
- dcs_check_list_arguments - list arguments for bespoke elements are treated as a text ref in the ID, like any other datum. Which means that, unless cached, using lists as arguments will lead to multiple instance of the same element being created over and over.
- dcs_get_id_from_arguments - Tests that DCS' GetIdFromArguments works as expected with standard and odd cases
- death_moodlets - Tests death moodlets given various traits and personalities
- human - Base type for human death moodlets
- callous - Test callous moodlet
- cultist - Test cultist positive moodlet
- friendly_fire - Tests cultists are still sad when other cultists die
- desensitized - Test desensitized moodlet
- desensitized_and_callous - Tests that callous is prioritized over desensitized
- normal - Test the normal ol default moodlet
- pet - Base type for pet death moodlets
- animal_disliker_to_pet - Tests animal disliker moodlet when a pet dies
- animal_moodlet - Tests animal moodlet
- callous_to_pet - Tests callous moodlet when a pet dies
- desensitized_to_pet - Tests desensitized moodlet when a pet dies
- human - Base type for human death moodlets
- dismemberment
- door_access_ai - Tests that the AI can open doors
- door_access_check - Tests to make sure door access works correctly.
- door_access_handcuffs - Checks that hands_blocked mobs cannot open doors unless it's an access-free door.
- door_access_mecha - Tests that mechas can bump open airlocks
- door_access_telekinesis - Tests that telekinesis can open airlocks without access set (and cannot open airlocks that have an access set)
- door_click - Tests that airlocks can be closed by clicking on the floor, as /datum/component/redirect_attack_hand_from_turf dictates
- drink_icons - Unit tests glass subtypes have a valid icon setup
- dropper_use - Tests the droppper picks up and dispenses reagents correctly.
- dummy_spawn_outfit - Equips and devests our dummy of one of every job outfit
- dummy_spawn_species - This set of tests is focused on ensuring the stability of preference dummies And by extension the hacks built to make them fast Organ consistency, object pooling via the wardrobe ss, etc
- dynamic_ruleset_sanity - Verifies that dynamic rulesets are setup properly without external configuration.
- dynamic_unique_antag_flags - Verifies that dynamic rulesets have unique antag_flag.
- egg_glands - Verifies that all glands for an egg are valid
- emp_flashlight - Test EMP flashlight EMPs people you point it at
- ensure_subtree_operational_datum - Unit Test that ensure that if we add a specific planning subtree to a basic mob's planning tree, that we also have the operational datum needed for it (component/element). This can be extended to other "mandatory" operational datums for certain subtrees to work.
- ethereal_revival - Test various permutations of ethereal revival
- explosion_action - Tests the EX_ACT macro on several different types of atoms to ensure that it still works as expected.
- eye_damage - Unit test to ensure eyes are properly blinded and nearsighted by eye damage
- eyestab - Tests that eyestabbing with combat mode on does damage to the eyes.
- find_last_punctuation - Tests find_last_punctuation()
- firedoor_regions - Goes through every firedoor on the staiton z level and chunks them into "regions"
- fish_aquarium_icons - Ensures that all fish have an aquarium icon state and that sprite_width and sprite_height have been set.
- fish_breeding - Checks that fish breeding works correctly.
- fish_evolution - Checks that fish evolutions work correctly.
- fish_feeding - Make sure fish don't stay hungry after being fed
- fish_growth - Check that the fish growth component works.
- fish_portal_gen_linking - A test that checks that fishing portals can be linked and function as expected
- fish_randomize_size_weight - Check that nothing wrong happens when randomizing size and weight of a fish
- fish_rescue_hook - Checks that we are able to fish people out of chasms with priority and that they end up in the right location
- fish_size_weight - Checks that things associated with fish size and weight work correctly.
- flash_click - Tests that flashes, well, flash.
- combat_mode - Tests that flashes flash on combat mode.
- flash_protection - Tests that flashes do not flash if wearing protection.
- flyperson - Test that flypeople can get nutriment from vomit decals
- focus_only - These tests perform no behavior of their own, and have their tests offloaded onto other procs.
This is useful in cases like in build_appearance_list where we want to know if any fail,
but is not useful to right a test for.
This file exists so that you can change any of these to TEST_FOCUS and only check for that test.
For example, change /datum/unit_test/focus_only/invalid_overlays to TEST_FOCUS(/datum/unit_test/focus_only/invalid_overlays),
and you will only test the check for invalid overlays in appearance building.
- atmos_and_temp_requirements - Checks that maploaded mobs with either the
atmos_requirementsorbody_temp_sensitive - bad_cooking_crafting_icons - Checks for bad icon / icon state setups in cooking crafting menu
- check_foodtypes - Checks that foodtypes are the same for food whether it's spawned or crafted (with the exact required types)
- check_materials_when_processed - Checks that items have roughly the same materials whenever spawned via processing/microwaving/baking etc. or any other mean.
- fish_population - This will tell us if we forgot to properly set the stable population for any fish. Fish with a stable population of one or less need to have either the mateless or crossbreeder trait, or be compatible with other fish types with a higher stable population.
- fish_sources_tables - Checks that the contents of the fish_counts list are also present in fish_table
- humanstep_validity - Catches any invalid footstep types set for humans
- invalid_emissives - Checks that every created emissive has a valid icon_state
- invalid_overlays - Checks that every overlay passed into build_appearance_list exists in the icon
- invalid_research_designs - Checks that every icon sent to the research_designs spritesheet is valid
- invalid_vending_machine_icon_states - Checks that every icon sent to vending machines is valid
- missing_job_datum_variables - Checks to ensure that variables expected to exist in a job datum (for config reasons) actually exist
- multiple_space_initialization - Checks that space does not initialize multiple times
- nightvision_color_cutoffs - Checks that nightvision eyes have a full set of color lists
- nullrod_variants - Ensures that items that got the nullrod_core element with the chaptain_spawnable arg can be selected by the chaplain
- runtime_icon_states - Checks icon states generated at runtime are valid
- screen_alert_overlay - Checks that every screen alert with an overlay icon state is valid
- sorted_smoothing_groups - Checks that smoothing_groups and canSmoothWith are properly sorted in /atom/Initialize
- topdown_filtering - Ensures only whitelisted planes can have TOPDOWN_LAYERing, and vis versa
- valid_turf_states - Checks that floor tiles are properly mapped to broken/burnt
- atmos_and_temp_requirements - Checks that maploaded mobs with either the
- font_awesome_icons - This unit test verifies that all Font Awesome icons are present in code, and that all quirk icons are valid.
- food_edibility_check - Makes sure that spawned food has reagents and the edible component (or else it can't be eaten).
- frame_stacking
- full_heal_damage_types - Tests the fully heal combination flag HEAL_DAMAGE.
- full_heal_heals_organs - Tests the fully heal flag HEAL_ORGANS.
- full_heal_regenerates_organs - Tests the fully heal flag HEAL_REFRESH_ORGANS.
- get_message_mods - Test to verify message mods are parsed correctly
- geyser - Geysers listen to reagent signals to know when to start processing, which is very cool, smart, optimized and fragile Tests: Check for reagent datum Check if our geyser starts with the right reagent Check if our geyser refills (by clearing the reagents, setting refresh rate to max and manually firing the subsystem) Check if our geyser refilled with the right reagent
- gibbing_organ_transfer - Tests that gibbing results in a head with a brain
- glass_style_functionality - Unit tests glass style datums are applied to drinking glasses
- glass_style_icons - Unit tests all glass style datums with icons / icon states that those are valid and not missing.
- gloves_and_shoes_armor - Checks if any gloves or shoes that have non bio/fire/acid armor haven't been marked with ARMS or LEGS coverage respectively
- golem_food - Unit test to ensure that golems can eat rocks successfully
- greyscale_color_count - Makes sure objects using greyscale configs have, if any, the correct number of colors
- greyscale_item_icon_states - Makes sure items using GAGS have all the icon states needed to work
- gun_go_bang - Shoots a victim with a gun to ensure the gun properly loads and the victim take the correct amount of damage.
- hallucination_icons - Unit tests various image related hallucinations that their icon_states and icons still exist, as often hallucinations are copy and pasted implementations of existing image setups that may be changed and not updated.
- handcuff_bite - Tests handcuffed (HANDS_BLOCKED) monkeys can still bite despite being cuffed
- handcuff_punch - Tests handcuffed (HANDS_BLOCKED) mobs cannot punch
- held_slowdown - Tests SLOWS_WHILE_IN_HAND
- help_click - Tests help intent clicking on people, particularly ensuring it results in a help_shake (check self or hug)
- heretic_knowledge
- high_five_walk_away - Tests someone offering a high five correctly stops offering when all takers walks away
- huds - Tests huds are applied and removed correctly when relevant traits are added/removed
- hulk_attack - Tests hulk attacking over normal attacking
- hulk_north_star - Tests that hulks aren't given rapid attacks from rapid attack gloves
- human_bodypart_order - Tests spawned humans have the correct bodypart order
- human_default_traits - Tests /mob/living/carbon/human/proc/setup_organless_effects, specifically that they aren't applied when init is done
- human_through_recycler - Puts a consistent assistant into an emagged recycler, and verifies that all intended behavior of an emagged recycler occurs (chewing up all the clothing, applying a level of melee damage, etc.)
- human_tox_damage - Tests that humans get the tox_vomit status effect when heavily poisoned
- hunger_curse - Tests that the curse of hunger, from /datum/component/curse_of_hunger, is properly added when equipped to the correct slot and removed when dropped / deleted
- hydroponics_extractor_storage - Unit test to ensure seeds can properly be added to the plant seed extractor through multiple methods. This only tests transferring seeds to the storage, it does NOT test creating seeds.
- hydroponics_harvest
- hydroponics_self_mutation - Unit test to ensure plants can't self-mutate into themselves.
- hydroponics_validate_genes - Unit test to ensure plants don't have multiple of a plant type at once by default.
- incision_check - Tests that make incision shows up when expected
- json_savefiles - The job of this unit test is to ensure that save files are correctly imported from BYOND to JSON. It's a rather convoluted process and so this test ensures that something didn't fuck up somewhere.
- knockdown - Tests knockdown and the canknockdown flag
- knockoff_component - Test that the knockoff component will properly cause something with it applied to be knocked off when it should be.
- language_mind_swap - Tests that mind bound languages are not lost when swapping with another person (wiz mindswap)
- language_mind_transfer - Tests that mind bound languages are not lost swapping into a new mob, but other languages are
- language_species_change_other_known - Test that other random languages known are not lost on species change
- language_species_swap_complex - Tests species changes which are more complex are functional (e.g. from a species which speaks common to one which does not)
- language_species_swap_simple - Simply tests that swapping to a new species gives you the languages of that species and removes the languages of the old species
- leash
- limit_range - Validates that the leashed object cannot move outside of the max distance from owner
- no_teleport - Validates the leash component will keep its parent within range without teleporting when possible.
- will_teleport - Validates that the leash component will forcibly teleport when necessary
- lesserform - Unit test to ensure that changelings can consistently turn from monkeys to humans and back
- ling_decap - Test lings don't die when decapitated.
- post_species_change - Test lings don't die when decapitated after transforming to a species with a new brain typepath
- load_syringe - Tests the ability to load syringe into a syringe gun
- location_accessibility - Checks is_location_accessible works as intended
- lungs - Tests the standard, plasmaman, and lavaland lungs organ to ensure breathing and suffocation behave as expected.
Performs a check on each main (can be life-sustaining) gas, and ensures gas alerts are only thrown when expected.
- lungs_sanity_ashwalker - Tests the lavaland/Ashwalker lungs organ. Ensures they can breathe from the lavaland air mixture properly, and suffocate on inadequate mixture.
- lungs_sanity_plasmaman - Tests the Plasmaman lungs organ to ensure Plasma breathing and suffocation behave as expected.
- machine_disassembly - Ensures that when disassembling a machine, all the parts are given back
- machinery_tool_interaction - Tests that common tool interactions are possible still, by attempting to open the panel of an techfab.
- mafia - Checks if a Mafia game with a Modular Computer and a Ghost will run with 'basic_setup', which is the default way the game is ran, without admin-intervention. The game should immediately end in a Town Victory due to lack of evils, but we can verify that both the PDA and the ghost successfully managed to get into the round.
- many_armed_humans - Tests that we can change a mob's hand count without everything breaking
- maptest_area_contents - Verifies that an area's perception of their "turfs" is correct, and no other area overlaps with them Quite slow, but needed
- maptest_baseturfs_placed_on_bottom - Validates that specially placed baseturfs BELOW tear down properly
- maptest_baseturfs_placed_on_top - Validates that specially placed baseturfs tear down properly
- maptest_baseturfs_unmodified_scrape - Validates that unmodified baseturfs tear down properly
- maptest_get_turf_pixel - ensures that get_turf_pixel() returns turfs within the bounds of the map, even when called on a movable with its sprite out of bounds
- maptest_job_roundstart_spawnpoints - Tests that /datum/job/proc/get_default_roundstart_spawn_point returns a landmark from all joinable jobs.
- maptest_load_map_security - Tests to ensure we can load a map from a whitelisted directory (_maps), but not a non-whitelisted directory (i.e "fartyShitPants")
- maptest_log_mapping - Conveys all log_mapping messages as unit test failures, as they all indicate mapping problems.
- maptest_mapload_space_verification - Verifies that there are no space turfs inside a station area, or on any planetary z-level. Sometimes, these are introduced during the load of the map and are not present in the DMM itself. Let's just make sure that we have a stop-gap measure in place to catch these if they pop up so we don't put it onto production servers should something errant come up.
- maptest_mapping_nearstation_test - Detects movables that may have been accidentally placed in space, as well as movables which do not have the proper nearspace area (meaning they aren't lit properly.)
- maptest_required_map_items - Tests that all expected items are mapped in roundstart.
- maptest_turf_icons - Makes sure turf icons actually exist. :)
- market - Ensures market items have acceptable variable values and restocking works.
- mecha_damage - Unit test to ensure that mechs take the correct amount of damage based on armor, and that their equipment is properly damaged as well.
- mind_swap_spell - Validates that the mind swap spell properly transfers minds between a caster and a target.
- missing_icons
- icon_state - Makes sure objects actually have icons that exist!
- inhand_icon_state - Makes sure items with defined inhand_icon_states... actually have icons that exist!
- worn_icons - Makes sure suit slot items aren't using CS:S fallbacks.
- mob_chains - Checks if mobs who are linked together with the mob chain component react as expected
- mob_damage - Tests to make sure mob damage procs are working correctly
- animal - Tests that mob damage procs are working as intended for basic and simple mobs
- mob_faction - Checks if any mob's faction var initial value is not a list, which is not supported by the current code
- mob_spawn - Verifies that all glands for an egg are valid
- modify_fantasy_variable
- modsuit_checks - Checks all pre-equipped MODsuit paths to see if they have something set wrong.
- monkey_business - Monkey Business
- moth_food - Unit test to ensure that moths can eat t-shirts successfully
- mouse_bite_cable - Unit Test to ensure that a mouse bites a cable, gets shocked, and dies.
- move_pulled - Test that people can move pulled objects by clicking distant turfs or decals
- to_decal - Try to move a pulled object to a decal below us, then to a decal in the opposite corner
- to_turf - Try to move a pulled object to the turf below us, then to the opposite corner
- mutant_hands - Test: Mutant hands component
- mutant_hands_carry - Test: Mutant hands fireman carrying
- mutant_hands_with_nodrop - Test: Mutant hands component with a nodrop item in place
- mutant_organs - Iterates over all species to ensure that organs are valid after being set to a mutant species.
- nearsighted_effect
- nearsighted_quirk - Unit test to check that the nearsighted quirk is added and disabled correctly
- neurine_trauma_cleanup - Tests that neurine reagent properly creates and cleans up temporary traumas
- neuroware_chips
- normal_decap - Tests people get decapitated properly.
- novaflower_burn - Unit tests that the novaflower's unique genes function.
- nuke_cinematic - Unit tests that a nuke going off plays a cinematic, and that it actually kills people.
- operating_table - Make a mob hop on an optable, rest, get up, rest again, and then move to another tile. While the mob is still an active patient, move another mob in too. This is so the replacement code can kick in when the original mob is no longer valid.
- opfor_items - Checks that all OPFOR items have an
item_typeassociated with them - orderable_items - Makes sure that no orderable items have dynamic descriptions, if they don't explicitly set a description. Also makes sure 2 orderable items don't sell the same thing.
- organ_bodypart_shuffle - Moves organs in and out of bodyparts, and moves the bodyparts around to see if someone didn't fuck up their movement
- organ_damage - Tests organ damage cap. Organ damage should never bypass the cap. Every internal organ is tested.
- organ_sanity - Check organ insertion and removal, for all organ subtypes usable in-game. Ensures algorithmic correctness of the "Insert()" and "Remove()" procs. This test is especially useful because developers frequently override those.
- organ_set_bonus_id - Checks that all "organ_set_bonus" status effects have unique "id" vars. Required to ensure that the status effects are treated as "unique".
- organ_set_bonus_sanity - Checks that all implantable DNA Infuser organs are set up correctly and without error. Tests the "organ set bonus" Elements and Status Effects, which are for the DNA Infuser. This test ensures that the "organ_set_bonus" status effects activate and deactivate when expected.
- orphaned_genturf - Ensures we do not leave genturfs sitting around post work They serve as notice to the mapper and have no functionality, but it's good to make note of it here
- oxyloss_suffocation - Test getting over a certain threshold of oxy damage results in KO
- paintings - Checks that all kind of painting frames have a sprite for each canvas type in the game.
- paralyze - Tests paralyze and stuns that have two flags checked (in this case, canstun and canknockdown)
- pistol_whip - Tests that guns (bayonetted or otherwise) are able to be used as melee weapons in close range
- place_holosign - Tests the ability to place holosigns from a holosign creator.
- plane_double_transform - Ensures plane masters that get shrunk by multiz NEVER render into each other
- plane_dupe_detector - Checks if we don't have two planes on the same layer
- plane_layer_sanity - Ensures we have no invalid plane/layer combos post init
- preference_species - Checks that all enabled roundstart species selectable within the preferences menu have their info / page setup correctly.
- preferences_implement_everything - Requires all preferences to implement required methods.
- preferences_should_generate_icons_sanity - Validates that every choiced preference with should_generate_icons implements icon_for, and that every one that doesn't, doesn't.
- preferences_valid_main_feature_name - Requires all main features have a main_feature_name
- preferences_valid_savefile_key - Requires all preferences to have a valid, unique savefile_identifier.
- projectile_movetypes - Tests all projectiles that none of them are phasing.
- prosthetic_item - Tests items-as-prosthetic-limbs can apply
- nullrod - Specifically checks the chainsaw nullrod
- quirk_icons - Ensure every quirk has a unique icon
- quirk_validity - Ensures that all quirks correctly initialized when added
- range_return - This tests for an unspecified bit of behavior we rely on in energy_ball.dm code Essentially, as of the current byond version, range and view will return turfs in what looks "roughly" like a circle So we can be guarenteed that if we find a turf, it will be the closest turf of that sort, or at least one of them This code tests for that. If this ever fails, remove the logic fron energy_ball.dm, and test if spiral_turfs would be faster
- reagent_container_defaults - Checks if reagent container transfer amount defaults match with actual possible values
- reagent_container_sanity - Test to ensure that all possible reagent containers have enough space to hold any reagents they spawn in with. A drink can with only 30 units of space should not be able to hold 50 units of drink, as an example.
- reagent_names - Test that all reagent names are different in order to prevent #65231 and tests that searching for that reagent by name gives the correct one
- reagent_transfer - Tests transferring reagents between two reagents datums.
- recycler_abstract_item - Tests that recycler properly handles abstract item.
- recycler_brain_safety - Tests that brains trigger safety mode in the recycler.
- recycler_hologram - Tests that holographic item are properly processed - deleted while preserving real contents.
- recycler_indestructible_item - Tests that recycler properly handles indestructible item.
- recycler_mmi_with_brain_safety - Tests that MMI with brain triggers safety mode.
- reta_basic_functions - Unit Tests for Request Emergency Temporary Access (RETA) System
- revolution_conversion - Tests that headrevs can convert people by clicking on them with flashes
- say_signal - Test to verify COMSIG_MOB_SAY is sent the exact same list as the message args, as they're operated on
- screenshot_airlocks - Ensures common airlock overlays work
- screenshot_antag_icons - A screenshot test to make sure every antag icon in the preferences menu is consistent
- screenshot_basic - This is an example for screenshot tests, and a meta-test to make sure they work in the success case. It creates a picture that is red on the left side, green on the other.
- screenshot_debrain - Tests debrained overlay. And also eyeless since we're here
- screenshot_digi - Ensures digitigrade legs and clothing are displayed correctly in screenshots
- screenshot_dynamic_human_icons - A screenshot test for specific dynamic human icons
- screenshot_high_luminosity_eyes - Tests to make sure no punks have broken high luminosity eyes
- screenshot_humanoids - A screenshot test for every humanoid species with a handful of jobs.
- screenshot_husk - A screenshot test for husks
- screenshot_saturnx - A screenshot test for making sure invisible limbs function, keeping them clothed so we know they're there.
- security_levels - Security Level Unit Test
- security_officer_latejoin_distribution - Test that latejoin security officers are put into the correct department
- security_officer_roundstart_distribution - Test that security officers with specific distributions get their departments.
- self_punch - Tests you can punch yourself
- servingtray
- shadow_jaunt - Tests Shadow Walk can be entered and exited
- shapeshift_health - Validates that shapeshifting carries health or death between forms properly, if it is supposed to
- shapeshift_holoparasites - Validates that shapeshifts function properly with holoparasites.
- shapeshift_spell - Validates that shapeshift spells put the mob in another mob, as they should.
- shapeshift_spell_validity - Validates that all shapeshift type spells have a valid possible_shapes setup.
- shuttle_call_times - Makes sure shuttle call times are correctly modified by security levels
- silicon_interacting - Tests the ability to unlock and crowbar open a silicon
- silicon_punch - Tests unarmed clicking a cyborg doesn't cause damage
- simple_animal_freeze - Tests that no new simple_animal subtypes are added.
- slime_mood - Unit test that tests all types of moods for slimes, to make sure they all have proper icons, excluding moods that intentionally don't have an icon.
- slips - Unit test that forces various slips on a mob and checks return values and mob state to see if the slip has likely been successful.
- soundbang - Tests that soundbang_act (and therefore sound_damage) works correctly
- space_dragon_expiration - Unit tests that the space dragon - when its rift expires and it gets qdel'd - doesn't delete all the mobs it has eaten
- spare_id_name - Ensures the captain's spare id keeps the name "captain's spare id", and doesn't get changed by id label
- spawn_mobs - Unit test that spawns all mobs that can be spawned by golden slimes
- species_change_clothing - Gives a Human lizard-incompatible shoes, then changes their species over to see if they drop the now incompatible shoes, testing if Digitigrade feet works. Gives a Monkey a collar, then changes their species to Human to see if item's restrictions works on species change.
- species_change_held_items - Gives a Human items in both hands, then swaps them to be another species. Held items should remain.
- species_change_organs - Unit test to ensure that, when a mob changes species, certain aspects are carried over between their old and new set of organs (brain traumas, cybernetics, and organ damage)
- species_config_sanity
- species_unique_id - Every species should use a species ID unique to it and it alone. This test runs through every subtype of /datum/species, and checks for a species ID. Every ID is written to a list, gathered_species_ids, and if a previously written ID is written again, this test will fail.
- speech - This runs some simple speech tests on a speaker and listener and determines if a person can hear whispering or speaking as they are moved a distance away
- speech_modifiers - Test to ensure native tongue languages properly impact speech
- spell_invocations - Validates that all spells have a correct invocation type and invocation setup.
- spell_names - Validates that all spells have a different name.
- spraypainting - Tests spray painting the ground to create graffiti.
- spritesheets - Checks if spritesheet assets contain icon states with invalid names
- spy_bounty - Tests spy bounty setup
- stack_singular_name - Goes through every subtype of /obj/item/stack to check for a singular name, var/singular_name. Everything within the blacklist does not need to be tested because it exists to be overridden. This test will fail if a subtype of /obj/item/stack is missing a singular name.
- stam_regen - Tests stamina regen after the set time
- stamcrit - Tests 100 stamina damage = stamcrit
- state_surgeries - Tests surgeries which just modify basic surgical states
- station_traits - This test spawns various station traits and looks through them to see if there's any errors.
- status_effect_alert - Validates status effect alert type setup
- status_effect_duration - Validates status effect duration setup
- status_effect_ids - Validates status effect id setup
- status_effect_tick_counts - Validates that status effect tick counts are directly proportional to duration, and that seconds_between_ticks added up is equal to duration.
- status_effect_ticks - Validates status effect tick interval setup
- stop_drop_and_roll
- storage - Test storage datums
- strange_reagent - Checks to ensure strange reagent works as expected
- strip_outer_punctuation - Tests strip_outer_punctuation()
- structure_generic_bash - Tests that mobs are able to bash down barricades / structures by clicking on them.
- structure_table_bash - Tests that mobs are able to bash down tables by clicking on them.
- stun - Tests stun and the canstun flag
- stun_absorb - Tests for stun absorption
- style_hotswapping - Ensures that hotswapping only occurs when hitting inventory items and allows item interactions to go through
- subsystem_init - Tests that all subsystems that need to properly initialize.
- suit_sensor - Test that ensures that basic functions and interactions around suit sensors are working
- suit_storage_icons - Makes sure suit slot items aren't using CS:S fallbacks.
- tail_wag - Tests to make sure tail wagging behaves as expected
- test_human_base
- test_human_bone
- tgui_create_message - Test that
TGUI_CREATE_MESSAGEis correctly implemented - timestop - Regression test for timestop being a 3x3 instead of a 5x5
- trait_addition_and_removal - Simple Unit Test to ensure multiple methods of adding/removing a trait work as intended.
- traitor_mail_content_check - Makes sure that fake mail doesn't get random goods.
- transformation_sting - Tests transformation sting goes back and forth correctly
- translate_language - This unit test translates a string from one language to another depending on if the person can understand the language
- trash_food - Checks to make sure all food trash is included in /obj/effect/spawner/random/trash/food_packaging
- trauma_granting - Tests that brain traumas can be granted and removed properly.
- tutorial_sanity - Verifies that every tutorial has properly set variables
- unarmed_blocking - Test that items can block unarmed attacks
- unconsciousness - Tests unconsciousness and the canunconscious flag
- unequip_defib - Test you can mouse-drop a defib off your back to unequip it
- unlockable_themes - Check that non-abstract maintenance themes have an id, name and icon
- valid_dna_infusion - Check that input types that aren't living mobs have the TRAIT_VALID_DNA_INFUSION trait
- verify_basic_huds - We're gonna give every HUD type to a mob to see if they are missing action intent/health doll. This destroys the HUD of the mob we're using (but it doesn't matter cause it's a test)
- verify_config_tags - Unit Test to ensure that all config tags that we associate to all jobs in SSjob.joinable_occupations are valid.
- verify_emoji_names - Apparently, spritesheets (or maybe how the CSS backend works) do not respond well to icon_state names that are just pure numbers (which was a behavior in emoji.dmi). In case we add more emoji, let's just make sure that we don't have any pure numbers in the emoji.dmi file if we ever add more.
- verify_surgery_replacements - Checks replaced surgeries are filtered out correctly
- verify_surgery_setup - Checks all operations have a name and description
- wallmount - Ensures wallmouted objects prioritize walls over other mountable objects like tables
- washing
- windoor_access_ai - Tests that the AI can open windoors
- wizard_loadout - Test loadouts for crashes, runtimes, stack traces and infinite loops. No ASSERTs necessary.
- wound_state - Checks wounds apply surgical state and remove surgical state when healed
- wound_state_with_surgery - Checks surgical states applied by surgery while wounded don't get removed when the wound heals
- universal_icon - This is intended to replace /icon, allowing rustg to generate icons much faster than DM can at scale. Construct these with the uni_icon() proc, in the same manner as BYOND's icon() proc. Additionally supports a number of transform procs (lowercase, rather than BYOND's uppercase) such as Crop, Scale, and Blend (as blend_icon/blend_color).
- uplink_category
- uplink_handler - Uplink Handler
- uplink_item - Uplink Items
- bundles_tc/surplus
- explosives
- syndicate_bomb
- emp - Ops get their own version.
- syndicate_minibomb - Ops get their own version.
- syndicate_bomb
- low_cost - TC cost for generic uplink gadgets
- ammunition - TC cost for ammunition
- bundle - TC cost for bundles
- explosive - TC cost for explosives
- martial_arts - TC cost for martial arts
- modsuit - TC cost for MODsuits
- weaponry - TC cost for weaponry
- vector
- venue - Represents the abstract concept of a food venue in the code.
- bar - BAR
- restaurant - RESTAURANT
- view_data - Container for client viewsize
- visual_data
- voice_of_god_command - Voice of god command datums that are used in [/proc/voice_of_god()]
- attract - This command throws the listeners at the user.
- bleed - This command makes carbon listeners bleed from a random body part.
- brute - This command applies 15 points of brute damage to the listeners. There's subtle theological irony in this being more powerful than healing.
- burn - This command sets the listeners ablaze.
- cold - This command cools the listeners down like freezing water.
- emote - Supertype of all those commands that make people emote and nothing else. Fuck copypasta.
- getup - This command forces the listeners to get the fuck up, resetting all stuns.
- hallucinate - This command makes the listeners see others as corgis, carps, skellies etcetera etcetera.
- heal - This command heals the listeners for 10 points of total damage.
- honk - This command plays a bikehorn sound after 2 seconds and a half have passed, and also slips listeners if the user is a clown.
- hot - This command heats the listeners up like boiling water.
- immobilize - This command stops the listeners from moving.
- jump - This command forces the listener to do the jump emote 3/4 of the times or reply "HOW HIGH?!!".
- knock_knock - This command forces the listeners to say "Who's there?".
- knockdown - This command knocks the listeners down.
- move - This command forces the listeners to take step in a direction chosen by the user, otherwise a random cardinal one.
- multispin - This command spins the listeners 1800° degrees clockwise.
- repulse - This command throws the listeners away from the user.
- run - This command forces the listeners to switch to run intent.
- say_my_name - This command forces the listeners to say the user's name
- silence - This command silences the listeners. Thrice as effective is the user is a mime or curator.
- sit - This command forces each listener to buckle to a chair found on the same tile.
- speak - This command forces the listeners to say a brain damage line.
- stand - This command forces each listener to unbuckle from whatever they are buckled to.
- state_laws - This command forces silicon listeners to state all their laws.
- throw_catch - This command turns the listeners' throw mode on.
- vomit - This command makes carbon listeners throw up like Mr. Creosote.
- wake_up - This command wakes up the listeners.
- walk - This command forces the listeners to switch to walk intent.
- who_are_you - This command forces the listeners to say their true name (so masks and hoods won't help). Basic and simple mobs who are forced to state their name and don't have one already will... reveal their actual one!
- Vote Singleton - A singleton datum that represents a type of vote for the voting subsystem.
- Voucher Set - A set consisting of a various equipment that can be then used as a reward for redeeming a voucher.
- traitor/mech/gygax - These mechs are their 'evil' type because they have stronger armor values suitable for nova
- wanted_message
- weakref - A weakref holds a non-owning reference to a datum.
The datum can be referenced again using
resolve(). - weather - Causes weather to occur on a z level in certain area types
- floor_is_lava
- rad_storm
- nebula - Used by the radioactive nebula when the station doesnt have enough shielding
- snow_storm/forever_storm - A storm that doesn't stop storming, and is a bit stronger
- wires
- world_topic
- worn_feature_offset - A datum for controlling how to position items on an unusually offset body part For instance if you have an asymmetrical head, hats might need to be offset to one side
- wound
- blunt
- burn
- cranial_fissure - A wound applied when receiving significant enough damage to the head. Will allow other players to take your eyes out of your head, and slipping will cause your brain to fall out of your head.
- electrical_damage
- loss
- muscle
- moderate - Moderate (Muscle Tear)
- pierce/bleed
- slash/flesh
- wound_pregen_data - A singleton datum that holds pre-gen and static data about a wound. Each wound datum should have a corresponding wound_pregen_data.
- z_pillar - Grouping datum that manages transparency for a block of space Setup to ease debugging, and to make add/remove operations cheaper
- image
- matrix
- mob - The mob, usually meant to be a creature of some type
- dead
- eye - Eye mob, used by cameras and overminds such as blobs.
- blob
- camera - Eye mob used to look around a camera network.
As it moves, it makes requests to the network to update what the user can and cannot see.- ai
- remote - A camera controlled by a machine-operating user, like advanced cameras.
Handles assigning/unassigning it's users, as well as applying sight effects.
- base_construction - A mob used by /obj/machinery/computer/camera_advanced/base_construction for building in specific areas.
- imaginary_friend
- living
- basic - Simple animals 2.0, This time, let's really try to keep it simple. This basetype should purely be used as a base-level for implementing simplified behaviours for things such as damage and attacks. Everything else should be in components or AI behaviours.
- abductor
- alien
- bear
- bee
- timed - A bee which despawns after a short amount of time (beespawns?)
- blob_minion - Root of shared behaviour for mobs spawned by blobs, is abstract and should not be spawned
- blobbernaut - Player-piloted brute mob. Mostly just a "move and click" kind of guy.
Has a variant which takes damage when away from blob tiles
- independent - brand new orange look to match the classic spore.
- minion - This variant is the one actually spawned by blob factories, takes damage when away from blob tiles
- spore - A floating fungus which turns people into zombies and explodes into reagent clouds upon death.
- independent - independent spore spawned by cytology, extremely weak and shitty like all spores but exhibits a high degree of sentience in addition to the predatory nature of inherent to blob creatures.
- minion - Variant of the blob spore which is actually spawned by blob factories
- weak - Weakened spore spawned by distributed neurons, can't zombify people and makes a teeny explosion
- zombie - A shambling mob made out of a crew member
- controlled - Blob-created zombies will ping for player control when they make a zombie
- blobbernaut - Player-piloted brute mob. Mostly just a "move and click" kind of guy.
Has a variant which takes damage when away from blob tiles
- blood_worm
- boss
- blood_drunk_miner
- guidance - heals slightly on melee hits
- hunter - Better at dash attacking
- thing
- blood_drunk_miner
- bot
- butterfly/lavaland/temporary
- carp
- ella - Carp-parasite from carpellosis disease
- holographic - Holographic carp from the holodeck
- Magicarp - Carp who can cast spells!
Mostly created via wizard event or transformation.
Come in 'does one thing' and 'does random things' varieties.
- Chaos Magicarp - Fires a random spell (and changes colour) every time, also beefier. Sometimes actually more durable than the much larger megacarp. That's magic for you. They trade off for this with a tendency to fireball themselves.
- xenobiology - Has a more limited spell pool but can appear from gold slime cores
- mega
- passive - Wild carp that just vibe ya know
- pet - Pet carp, abstract carp which just holds some shared properties.
- cayenne - Cayenne - Loyal member of the nuclear operatives. Spawns in the nuke op shuttle, can be made sapient if they want to do that for some reason. Is very talented and also capable of holding the nuclear disk.
- lia - Lia - Sometimes the pet of the Head of Security. Has a lot more health than a normal carp because she's meant to be a mildly more threatening pet to have to assassinate than an aging corgi.
- cat_butcherer
- chick
- permanent - Variant of chick that just spawns in the holodeck so you can pet it. Doesn't grow up.
- chicken
- clockwork_marauder
- clown
- mutant/glutton
- cockroach
- glockroach - Roach with a gun
- mobroach - Roach with an SMG
- hauberoach - Roach with a spiky hat, like a caltrop
- imperial - Regal rat royal escort
- sewer - Roach which tries to ineffectually attack you
- glockroach - Roach with a gun
- construct
- artificer/hostile - Hostile NPC version. Heals nearby constructs and cult structures, avoids targets that aren't extremely hurt.
- harvester
- juggernaut/hostile - Hostile NPC version. Pretty dumb, just attacks whoever is near.
- proteon - Proteon - a very weak construct that only appears in NPC form in various ruins.
- hostile - Hostile NPC version
- wraith/hostile - Hostile NPC version. Attempts to kill the lowest-health mob it can see.
- cortical_borer
- cow
- moonicorn - moonicorn subtype, very hostile unless there's some food to be eatin'
- wisdom - Wisdom cow, gives XP to a random skill and speaks wisdoms
- crab
- cult
- cybersun_ai_core
- dark_wizard - Wizard-looking guy who basically just shoots you
- deer
- ice - Cold resistent and doesn't need to breathe
- demon - Player controlled mobs that rip and tear, typically summoned by wizards.
- drone - Maintenance Drone
- classic - "Classic" drones, which are not shy and get a duffelbag of tools instead of built-in tools.
- derelict - Derelict drones, a ghost role tasked with repairing KS13. Get gibbed if they leave.
- polymorphed - A free drone that people can be turned into via wabbajack.
- snowflake - A drone that spawns with a chameleon hat for fashion purposes.
- bardrone - Bar staff, mobs with the TRAIT_GODMODE trait (as long as they stay in the shuttle) that just want to make sure people have drinks and a good shuttle time.
- syndrone - A Syndicate drone, tasked to cause chaos on the station.
Has a lot more health and its own uplink with 10 TC.
- badass - A version of the syndrone that gets a nuclear uplink, a firearms implant, and 30 TC.
- evilborgs/evilborg
- eyeball
- faithless
- flesh_spider - Spider-esque mob summoned by changelings. Exclusively player-controlled. An independent hit-and-run antagonist which can make webs and heals itself if left undamaged for a few seconds. Not a spider subtype because it keeps getting hit by unrelated balance changes intended for the Giant Spiders gamemode.
- frog
- crazy - These frogs would REALLY rather like to get at your blood basically by any means possible
- icemoon_facility - The cold doesn't bother him
- suicide - Frog spawned by leapers which explodes on attack
- garden_gnome
- ghost
- swarm - Weaker variant of ghosts. Meant to be summoned in swarms via the ectoplasmic anomaly and associated ghost portal.
- goat - The Greatest (animal) Of All Time. Cud chewing, shin-kicking, kitchen-dwelling nuisance.
- goose - A mob that gets mad at people at random and tries to eat nearby objects
- vomit - A less grumpy but much grosser variant of the goose, who will decorate the halls in their own special way
- gorilla - Like a bigger monkey
They make a lot of noise and punch limbs off unconscious folks
- cargorilla - Cargo's wonderful mascot, the tranquil box-carrying ape
- genetics - A version of the gorilla achieved by reaching enough genetic damage as a monkey
- lesser - A smaller gorilla summoned via magic
- guardian - A mob which acts as a guardian angel to another mob, sharing health but protecting them using special powers.
Usually either obtained in magical form by a wizard, or technological form by a traitor. Sometimes found by miners.
- assassin - Can enter stealth mode to become invisible and deal bonus damage on their next attack, an ambush predator.
- charger - Very fast, has a charging attack, and most importantly can be ridden like a horse.
- dextrous - Dextrous guardians have some of the most powerful abilities of all: hands and pockets
- explosive - A durable guardian which can convert objects into hidden explosives.
- gaseous - Not particularly resistant, but versatile due to the selection of gases it can generate.
- gravitokinetic - Somewhat durable guardian who can increase gravity in an area
- lightning - A reasonably durable guardian linked to you by a chain of lightning, zapping people who get between you
- protector - Very durable, and reverses the usual leash dynamic. Can slow down to become extremely durable.
- ranged - A ranged guardian can fling shards of glass at people very very quickly. It can also enter a long-range scouting mode.
- standard - Plain, but durable and strong. Can destroy walls.
- support - Quick-moving mob which can teleport things to a beacon and heal its allies
- headslug
- beakless - Neutered version to prevent people from turning themselves into changelings with sentience potions or transformation
- heretic_summon
- armsy - The "Terror of the Night" / Armsy, a large worm made of multiple bodyparts that occupies multiple tiles
- ash_spirit - Player-only mob which is fast, can jaunt a short distance, and is dangerous at close range
- maid_in_the_mirror - Scout and assassin who can appear and disappear from glass surfaces. Damaged by being examined.
- raw_prophet - A funny little rolling guy who is great at scouting.
It can see through walls, jaunt, and create a psychic network to report its findings.
It can blind people to make a getaway, but also get stronger if it attacks the same target consecutively.
- ascended - Variant raw prophet used by eldritch transformation with more base attack power
- ruins - NPC variant with a less bullshit ability
- rust_walker - Pretty simple mob which creates areas of rust and has a rust-creating projectile spell
- stalker - Durable ambush mob with an EMP ability
- star_gazer
- hivebot
- hivelord_brood - Attack worms spawned by the hivelord
- illusion - Pretty genericky mob that just manifests itself as any sort of input living mob, used in several ways
Has a basic AI that helps it attack targets that are assigned to it, but there's more flavor in the subtypes.
- escape - designed to run away as fast as possible
- retaliate - will run away but isn't afraid to get some punches in as it gets out of dodge
- mirage - a mirage with a little more flair. not meant to move just to look cool
- shover - instead of hitting with heavy object, we shove 'em
- escape - designed to run away as fast as possible
- leaper
- lightgeist
- living_limb_flesh
- lizard
- eats_the_roaches - Another pet lizard for the janitor.
- space - Lizards that can survive in space.
- wags_his_tail - Janitor's pet lizard.
- looter
- meteor_heart
- migo
- hatsune - The special hatsune miku themed mi-go.
- mimic
- mining - prototype for mining mobs
- basilisk - Watchers' ground-dwelling cousins, they shoot at you until they get into melee and absorb laser fire to power up.
- bileworm
- brimdemon - Lavaland mob which tries to line up with its target and fire a laser
- demon_afterimage
- crusher - afterimage subtypes summoned by the crusher
- goldgrub
- goliath - Slow moving mob which attempts to immobilise its target
- ancient - Legacy Goliath mob with different sprites, largely the same behaviour
- immortal - Rare Goliath variant which occasionally replaces the normal mining mob, releases shitloads of tentacles
- deathmatch - Version of the goliath that already starts saddled and doesn't require a lasso to be ridden.
- ancient - Legacy Goliath mob with different sprites, largely the same behaviour
- gutlunch
- hivelord - Mob which retreats and spawns annoying sub-mobs to attack you
- ice_whelp
- ash - Ash whelp, the "lava" variant of ice whelps.
- legion - Avoids players while throwing skulls at them.
Legion skulls heal allies, bite enemies, and infest dying humans to make more legions.
- dwarf - Like a Legion but shorter and faster
- houndoftindalos - this could cause serious trouble if this thing ever got station side, thankfully i dont think we have anybody psychotic or stupid enough to try something like that.
- large - Like a Legion but larger and spawns regular Legions, not currently used anywhere and very soulful
- monkey - Weak mob spawned if a legion infests a monkey
- snow - Icebox variant
- snow - Like a Legion but it's an adorable snowman
- spawner_made - As Snow Legion but spawns corpses which don't have any exciting loot
- legion_brood - A spooky skull which heals lavaland mobs, attacks miners, and infests their bodies
- snow - Like the Legion's summoned skull but funnier (it's snow now)
- lobstrosity - Cowardly mob with a charging attack
- juvenile - A weaker, yet somewhat faster lobstrosity. Sources include aquarium chasm chrabs, chasms, plasma rivers and perhaps xenobio.
- lava - Lavaland lobster variant, it basically just looks different
- mook
- worker
- watcher - A floating eyeball which keeps its distance and sometimes make you look away.
- icewing - Less durable, freezing projectiles
- magmawing - More durable, burning projectiles
- mining_drone
- mold
- centaur - RADIATION MOLD
- diseased_rat - DISEASE MOLD
- electric_mosquito - ELECTRIC MOLD
- oil_shambler - OIL SHAMBLERS
- morph - The classic morph, Corpus Accipientis (or "The body of the recipient"). It's a blob that can disguise itself as other things simply put.
- mothroach
- pet/mr_fluff - == DONATOR PET: Mr. Fluff, Central's Mothroach, ckey centralsmith ==
- mouse
- cable_lover - Dummy mouse that is guaranteed to die when biting shocked cables.
- mushroom
- node_drone - Mining drones that are spawned when starting a ore vent's wave defense minigame. They will latch onto the vent to defend it from lavaland mobs, and will flee if attacked by lavaland mobs. If the drone survives, they will fly away to safety as the vent spawns ores. If the drone dies, the wave defense will fail.
- orbie
- paper_wizard
- parrot - Parrots! Klepto bastards that imitate your speech and hoard your shit.
- headsetted - Parrot that will just randomly spawn with a headset. Nothing too special beyond that.
- poly - The classically famous compadre to the Chief Engineer, Poly.
- pet
- pig
- pony
- rabbit
- easter - The easter subtype of rabbits, will lay eggs and say Eastery catchphrases.
- space - Same deal as the standard easter subtype, but these ones are able to brave the cold of space with their handy gas mask.
- easter - The easter subtype of rabbits, will lay eggs and say Eastery catchphrases.
- raptor
- regal_rat - The cheesiest, most crowned rat of them all. Regent superior of all rats in maintenance... at least until someone else tries to encroach on their claim.
- controlled - Regal rat subtype which can be possessed by ghosts
- revenant - Revenants: "Ghosts" that are invisible and move like ghosts, cannot take damage while invisible Can hear deadchat, but are NOT normal ghosts and do NOT have x-ray vision Admin-spawn or random event
- revolutionary
- robot_customer - Robot customers
- seedling - A mobile plant with a rapid ranged attack. It can pick up watering cans and look after plants.
- shade
- sheep
- skeleton
- slime
- pet - Friendly docile subtype
- random - Random slime subtype
- transformed_slime - Transformed slime - from Burning Black
- snail
- angry - This snail is going to try and beat you up
- snake
- soulscythe - Soulscythe mob, just a way for players to control the scythe.
- space_dragon - Advanced stage of the space carp life cycle, spawned as a midround antagonist
Can eat corpses to heal, blow people back with its wings, and obviously as a dragon it breathes fire. It can even tear through walls.
The midround even version also creates rifts which summon carp, and heals when near them.
- spawn_with_antag - Subtype used by the midround/event
- spider - Base type of various spider life stages
- Giant Spider - A mob which can be created by dynamic event, botany, or xenobiology. The basic type is the guard, which is slow but sturdy and outputs good damage. All spiders can produce webbing.
- growing - Spider which turns into another spider over time
- Spiderlings - Baby spiders that are generated through a variety of means (like botany for instance).
Able to vent-crawl and eventually grow into a full fledged giant spider.
- ambush - Will differentiate into the "ambush" young spider.
- breacher - Will differentiate into the "breacher" young spider.
- guard - This whole file is just a container for the spiderling subtypes that actually differentiate into different young spiders. None of them are particularly special as of now. Will differentiate into the base young spider (known colloquially as the "guard" spider).
- hunter - Will differentiate into the "hunter" young spider.
- midwife - Will differentiate into the "midwife" young spider.
- nurse - Will differentiate into the "nurse" young spider.
- scout - Will differentiate into the "scout" young spider.
- tangle - Will differentiate into the "tangle" young spider.
- tank - Will differentiate into the "tank" young spider.
- tarantula - Will differentiate into the "tarantula" young spider.
- viper - Will differentiate into the "viper" young spider.
- Young Spider - A mob which can be created by spiderlings/spider eggs.
The basic type is the guard, which is slow but sturdy and outputs good damage.
All spiders can produce webbing.
- ambush - Will differentiate into the "ambush" giant spider.
- breacher - Will differentiate into the "breacher" giant spider.
- guard - Will differentiate into the base giant spider (known colloquially as the "guard" spider).
- hunter - Will differentiate into the "hunter" giant spider.
- midwife - Will differentiate into the "midwife" giant spider.
- nurse - Will differentiate into the "nurse" giant spider.
- scout - Will differentiate into the "scout" giant spider.
- tangle - Will differentiate into the "tangle" giant spider.
- tank - Will differentiate into the "tank" giant spider.
- tarantula - Will differentiate into the "tarantula" giant spider.
- viper - Will differentiate into the "viper" giant spider.
- Spiderlings - Baby spiders that are generated through a variety of means (like botany for instance).
Able to vent-crawl and eventually grow into a full fledged giant spider.
- maintenance
- statue/mannequin
- stoat
- supermatter_spider - A nasty little robotic bug that dusts people on attack. Jeepers. This should be a very, very, very rare spawn.
- tie - The mob that inhabits the tie when posessed.
- trader
- tree
- trooper
- abductor - Abductor troopers
- cin_soldier/ranged
- nanotrasen - Nanotrasen Private Security forces
- peaceful - A more peaceful variant that will only attack when attacked, or when another Nanotrasen officer calls for help.
- ranged
- screaming - A variant that calls for reinforcements on spotting a target
- pirate - Pirate trooper subtype
- russian - Russian trooper subtype
- syndicate - Syndicate troopers
- ranged - Guns
- smg/orion - Spawns from an emagged orion trail machine set to kill the player.
- ranged - Guns
- turtle
- vatbeast - A mob that slaps people around and can be tamed as a mount
- venus_human_trap - Venus Human Trap
- viscerator - Misc
- voidwalker - Voidwalker mob to void all over the place
- sunwalker - Voidwalker murderbone variant focused around the sun (wow yet another fire element antag!!)
- vox
- wizard
- classic - Uses the colors and loadout of the original wizard simplemob
- Wumborian Fugu - A strange alien creature capable of increasing its mass when threatened, when not inflated it is virtually defenceless. Mostly only appears from xenobiology, or the occasional wizard. On death, the "fugu gland" is dropped, which can be used on mobs to increase their size, health, strength, and lets them smash walls.
- zombie - Everyone knows what a zombie is
- rotten - Weaker variant used if you want to put more of them in one place, won't attack obstacles
- brain
- carbon
- Drone - A movable mob that can be fed inputs on which direction to travel.
- silicon
- simple_animal - Simple, mostly AI-controlled critters, such as pets, bots, and drones.
- bot
- hostile
- asteroid
- elite
- Goliath Broodmother - A stronger, faster variation of the goliath. Has the ability to spawn baby goliaths, which it can later detonate at will. When its health is below half, tendrils will spawn randomly around it. When it is below a quarter of health, this effect is doubled. Its attacks are as follows:
- Herald - A slow-moving projectile user with a few tricks up its sleeve. Less unga-bunga than Colossus, with more cleverness in its fighting style. As its health gets lower, the amount of projectiles fired per-attack increases. Its attacks are as follows:
- Legionnaire - A towering skeleton, embodying the power of Legion. As its health gets lower, the head does more damage. Its attacks are as follows:
- Pandora - A box with a similar design to the Hierophant which trades large, single attacks for more frequent smaller ones. As its health gets lower, the time between its attacks decrease. Its attacks are as follows:
- polarbear
- elite
- megafauna
- bubblegum
- colossus - COLOSSUS
- demonic_frost_miner
- dragon
- gladiator - A mean-ass single-combat sword-wielding nigh-demigod that is nothing but a walking, talking, breathing Berserk reference. He do kill shit doe!
- hierophant
- astrum - BOSS
- legion
- wendigo
- ooze - Oozes are slime-esque creatures, they are highly gluttonous creatures primarily intended for player controll.
- asteroid
- soulcatcher_soul
- basic - Simple animals 2.0, This time, let's really try to keep it simple. This basetype should purely be used as a base-level for implementing simplified behaviours for things such as damage and attacks. Everything else should be in components or AI behaviours.
- oranges_ear
- proccall_handler - Used to handle proccalls called indirectly by an admin (e.g. tgs, circuits). Has to be a mob because IsAdminAdvancedProcCall() checks usr, which is a mob variable. So usr is set to this for any proccalls that don't have any usr mob/client to refer to.
- obj
- cascade_portal
- crystal_mass
- docking_port
- mobile
- arrivals
- arrivals_nova
- emergency
- backup - Fallback shuttle
- shuttle_build - Build Your Own Shuttle (BYOS) kit
- infiltrator - The syndicate infiltrator shuttle port.
- monastery - Monastery shuttle
- pod
- supply
- stationary
- escape_pod - Subtype for escape pod ports so that we can give them trait behaviour
- picked
- random
- transit
- mobile
- durand_shield - Shield processing *An object to take the hit for us when using the Durand's defense mode. It is spawned in during the durand's initilization, and always stays on the same tile. Normally invisible, until defense mode is actvated. When the durand detects an attack that should be blocked, the attack is passed to the shield. The shield takes the damage, uses it to calculate charge cost, and then sets its own integrity back to max. Shield is automatically dropped if we run out of power or the user gets out.
- effect
- abstract - The abstract effect ignores even more effects and is often typechecked for atoms that should truly not be fucked with.
- chasm_storage - An abstract object which is basically just a bag that the chasm puts people inside
- elevator_music_zone
- fake_steam - Fake steam effect
- greenscreen_appearance_holder - Basically exists to hold an appearance that we can slot into vis_contents
- greenscreen_display - Basically exists to compile a list of appearances to display to all status displays
- greenscreen_location_indicator - Used to indicate where the greenscreen is recording
- held_tk_effect
- heretic_arena
- info - An info button that, when clicked, puts some text in the user's chat
- ladder_hole - Abstract object used to represent a hole in the floor created by a ladder
- light_middleman - Just... cause it's better then not having a bespoke type
- liquid_turf
- local_food_rain - Makes food land near it until it expires
- mystery_box_item - This represents the item that comes out of the box and is constantly changing before the box finishes deciding. Can probably be just an /atom or /movable.
- particle_holder - objects can only have one particle on them at a time, so we use these abstract effects to hold and display the effects. You know, so multiple particle effects can exist at once. also because some objects do not display particles due to how their visuals are built
- reach_checker - Used by RangedReachCheck
- shared_particle_holder
- sucked_atom - An abstract effect to simulate sucking the atom up or spitting it out
- surveillance_snare - An invisible marker placed by a ranged guardian, alerts the owner when crossed
- voidball
- xenosuction - The tube that sucks up/spits out the mob
- z_holder - Exists to be placed on the turf of walls and such to hold the vis_contents of the tile below Otherwise the lower turf might get shifted around, which is dumb. do this instead.
- anomaly
- bioscrambler - A modification to the standard bioscrambler anomaly event. The anomaly cannot pass through walls,
and the spawn is restricted to common areas that engineering has rapid access.
- docile - A bioscrambler anomaly subtype which does not pursue people, for purposes of a space ruin
- bluespace
- big - Bigger, meaner, immortal bluespace anomaly
- dimensional
- ectoplasm
- flux
- big - Bigger, meaner, immortal flux anomaly
- minor - A flux anomaly which doesn't emp or produce a core
- grav/high/big - Bigger, meaner, immortal gravity anomaly. although this is just the super grav anomaly but bigger and shattering move force
- hallucination
- decoy
- supermatter - Subtype for the SM that doesn't spawn decoys, because otherwise the whole area gets flooded with dummies.
- pyro
- big - Bigger, meaner, immortal pyro anomaly
- weather
- bioscrambler - A modification to the standard bioscrambler anomaly event. The anomaly cannot pass through walls,
and the spawn is restricted to common areas that engineering has rapid access.
- aquarium - The visual overlay of the aquarium content. It can hold a few vars with values about the component of the aquarium it's in.
- ash_rune
- atmos_shield
- baseturf_helper
- big_manipulator_arm - Manipulator hand. Effect we animate to show that the manipulator is working and moving something.
- blessing
- bluespace_stream - Static bluespace stream used in its ghost poll icon.
- brimbeam - Segments of the actual beam, these hurt if you stand in them
- bug_moving - The effect of the bug moving towards the selected machinery to mess with.
- bump_teleporter - Abstract effect, that when a mob touches it, it will forceMove them to the teleporter-exit point (that matches the ID set map-side).
- filtering - Subtype that uses do_teleport instead, to leverage any NO_TELEPORT traits that you might need to add in a given map
- client_image_holder - Simple effect that holds an image
to be shown to one or multiple clients only.
- hallucination - A client-side image effect tied to the existence of a hallucination.
- bubblegum - Fake bubblegum hallucination effect for the oh yeah hallucination
- danger - These hallucination effects cause side effects when the hallucinator walks into them.
- fake_door_lock
- xeno - The xeno hallucination that goes with the xeno attack hallucination.
- hallucination - A client-side image effect tied to the existence of a hallucination.
- collapse
- collapsing_demonic_portal
- cosmic_rune - A rune that allows you to teleport to the location of a linked rune.
- cross_action/spacetime_dist
- decal
- chempuff
- cleanable
- ants
- blood
- brimdust - Reagent pool left by dying brimdemon
- cargo_mark
- crayon
- puzzle
- rune4 - Common crayon decals in map.
- dirt
- fuel_pool
- grand_remains - Spawned when we are done with the rune
- greenglow/waste
- traitor_rune
- vomit/nebula/worms - Nebula vomit with extra guests
- conveyor_sorter
- puzzle_dots - A dotted board that can be used as clue for PIN puzzle machinery
- remains/human/smokey
- maintenance - Subtype of smokey remains used for rare maintenance spawns.
- dummy
- lighting_obj - Basically, a fake object that emits light.
- phased_mob
- blood - Different graphic for the position indicator
- chrono - special subtype for phased mobs.
- shadow
- spell_jaunt - The dummy that holds people jaunting. Maybe one day we can replace it.
- red - Red coloured variant
- space - Different graphic for position indicator
- dumpeet_target
- ebeam
- chain - Beam definition for our lightning chain
- reacting - A beam subtype used for advanced beams, to react to atoms entering the beam
- fishing_float - The visual that appears over the fishing spot
- floating_blade
- forcefield
- cosmic_field - The cosmic heretics forcefield
- cult - Cult forcefields
- permanent - A form of the cult forcefield that lasts permanently. Used on the Shuttle 667.
- mime - Mime forcefields (invisible walls)
- psychic - Psyker forcefield
- wizard - The wizard's forcefield, summoned by forcewall
- goliath_tentacle - A tentacle which grabs you if you don't get away from it
- grand_rune - Magic rune used in the grand ritual.
A wizard sits themselves on this thing and waves their hands for a while shouting silly words.
Then something (usually bad) happens.
- finale - Variant rune used for the Final Ritual
- cheesy - Spawned when 50 or more cheese was sacrificed during previous grand rituals. Will spawn instead of the usual grand ritual rune, and its effect is already set and can't be changed. Sorry, no narwal fighting on the open ocean this time.
- finale - Variant rune used for the Final Ritual
- gravity_fluff_field
- heretic_influence
- heretic_rune - The heretic's rune, which they use to complete transmutation rituals.
- big - A 3x3 heretic rune. The kind heretics actually draw in game.
- hotspot - Hotspot objects interfaces with the temperature of turf gasmixtures while also providing visual effects. One important thing to note about hotspots are that they can roughly be divided into two categories based on the bypassing variable.
- immovablerod - "What the fuck was that?!"
- wizard - Wizard Version of the Immovable Rod.
- landmark
- atmospheric_sanity - Atmospheric Sanity Landmark - base
- goal_area - Marks an area as a goal for atmospheric connectivity; ignored if the map contains the mark all station areas landmark!
- ignore_area - Marks an area as ignored for purposes of default station connectivity.
- mark_all_station_areas_as_goal - Marks ALL station areas as a goal, ignoring any other goals.
- start_area - Marks an area as a starting point for crawling atmospheric connectivity.
- bitrunning
- cache_goal_turf - Where the crates need to be taken
- cache_spawn - Where you want the crate to spawn
- crate_replacer - Swaps the locations of an encrypted crate in the area with another randomly selected crate. Randomizes names, so you have to inspect crates manually.
- curiosity_spawn - Where you want secondary objectives to spawn
- hololadder_spawn - Where the exit hololadder spawns
- loot_signal - In case you want to gate the crate behind a special condition.
- mob_segment - A location for mobs to spawn.
- permanent_exit - A permanent exit for the domain
- event_spawn - Generic event spawn points
- firealarm_sanity - Marks a firedoor region as safely ignorable / doesn't need a fire alarm
- heretic - Lardmarks meant to designate where heretic sacrifices are sent.
- start
- transport
- nav_beacon/tram - transport_controller landmarks. used to map specific destinations on the map.
- transport_id - transport_controller landmarks. used to map in specific_transport_id to trams and elevators. when the transport_controller encounters one on a tile it sets its specific_transport_id to that landmark. allows you to have multiple trams and multiple objects linking to their specific tram
- unit_test_bottom_left - Marks the bottom left of the testing zone. In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
- unit_test_top_right - Marks the top right of the testing zone. In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
- voidwalker_void - Lardmarks meant to designate where voidwalker kidnapees are sent
- atmospheric_sanity - Atmospheric Sanity Landmark - base
- lectern_light
- light_emitter - Light
- lock_portal
- mapping_error - Used for marking mapping errors. These should only be created by cases explicitly caught by unit tests, and should NEVER actually appear in production.
- mapping_helpers
- airlock
- access/any/cent_com
- atom_injector - Helpers used for injecting stuff into atoms on the map.
- component_injector - This helper applies components to things on the map directly.
- custom_icon - Fetches an external dmi and applies to the target object
- custom_sound - Fetches an external sound and applies to the target object
- element_injector - This helper applies elements to things on the map directly.
- human_icon_injector - This helper applies dynamic human icons to things on the map
- trait_injector - This helper applies traits to things on the map directly.
- basic_mob_flags - Basic mob flag helpers for things like deleting on death.
- bombable_wall - Apply to a wall (or floor, technically) to ensure it is instantly destroyed by any explosion, even if usually invulnerable
- broken_machine - Applies BROKEN flag to the first found machine on a tile
- circuit_spawner
- damaged_window - Deals random damage to the first window found on a tile to appear cracked
- dead_body_placer
- ianbirthday
- mob_buckler - this helper buckles all mobs on the tile to the first buckleable object
- requests_console
- trapdoor_placer
- wall_dent
- ztrait_injector
- airlock
- meteor
- cluster
- dark_matteor - The dark matt-eor. Only attracted by emagging 10 satellites and maximizing meteor chances, and it drops a singulo. Otherwise, it's not that bad.
- meaty/changeling
- mine
- mob_spawn
- corpse - these mob spawn subtypes trigger immediately (New or Initialize) and are not player controlled... since they're dead, you know?
- ai - dead ai, blue screen and everything.
- facehugger - dead facehuggers, great for xeno ruins so you can have a cool ruin without spiraling the entire round into xenomorph hell. also, this is a terrible terrible artifact of time
- goliath - dead goliath spawner
- headcrab - Dead headcrab for changeling-themed ruins
- human
- legioninfested - Mob spawner used by Legion to spawn costumed bodies
- dwarf - Corpse spawner used by dwarf legions to make small corpses
- skeleton - Creates a dead legion-infested skeleton
- charred - Creates a dead and burned legion-infested skeleton
- snow - Corpse spawner used by snow legions with alternate costumes
- skeleton/mrbones - Spawners for outfits
- syndicatesoldier - all the corpses meant as mob drops yes, these definitely could be sorted properly. i invite (you) to do it!!
- tigercultist/perforated - Tiger cultist corpse but with an exit wound
- legioninfested - Mob spawner used by Legion to spawn costumed bodies
- slime - dead slimes, with a var for whatever color you want.
- ghost_role - these mob spawn subtypes do not trigger until attacked by a ghost.
- borer_egg
- drone
- human
- actor
- ash_walker - Ashwalker Camp
- bartender - Space Bar
- beach - Beach Dome
- golem
- hc_officer
- hermit - Lavaland Hermit
- interdyne_planetary_base - Interdyne Planetary Base(s)
- lavaland_syndicate - Syndicate Listening Post
- comms
- icemoon - Icemoon Syndicate Comms Agent
- space - asteroid comms agent Listening Outpost
- comms
- maintsroom - Maintsroom lost
- pirate
- primitive_catgirl
- seed_vault - Preserved Terrarium
- ship_crew
- syndicate/battlecruiser - battlecruiser stuff
- virtual_domain
- spider
- venus_human_trap - Handles logic for ghost spawning code, visible object in game is handled by /obj/structure/alien/resin/flower_bud
- corpse - these mob spawn subtypes trigger immediately (New or Initialize) and are not player controlled... since they're dead, you know?
- overlay
- closet_door - Door overlay for animating closets
- happiness_overlay
- holoray/holosynth - Holoray variant that replaces the base class's render-step glow with a plain emissive appearance. The base glow uses RESET_TRANSFORM + pixel_x/y = 32, which leaves a phantom un-transformed copy of the ray one tile NE of the source. The holopad hides that under its own machine sprite; a bare pen doesn't. A mutable_appearance on EMISSIVE_PLANE inherits our transform and renders in the same place as the main sprite.
- indicator - Just a base type for indicators with the shared flags.
- status_display_text - Nice overlay to make text smoothly scroll with no client updates after setup.
- vis
- vis_effect/snail
- windup_bar
- overloader_trap
- particle_effect
- fluid - A particle effect that belongs to a fluid group.
- foam
- firefighting - A variant of foam which absorbs plasma in the air if there is a fire.
- intermediate_life - A foam variant which dissipates after a duration.
- long_life - A foam variant which lasts for an extended amount of time.
- metal - A foam variant which
- iron - A metal foam variant which produces slightly sturdier walls.
- resin - A foam variant which produces atmos resin walls.
- halon - A variant of resin foam that is created from halon combustion. It does not dissolve in heat to allow the gas to spread before foaming.
- smart - A variant of metal foam which only produces walls at area boundaries.
- short_life - A foam variant which dissipates quickly.
- smoke - A fluid which spreads through the air affecting every mob it engulfs.
- bad - Smoke that makes you cough and reduces the power of lasers.
- black - Black smoke that makes you cough. (Actually dark grey)
- brimdust - Smoke which applies brimdust to you, and is also bad for your lungs
- green - Green smoke that makes you cough.
- chem - Smoke which contains reagents which it applies to everything it comes into contact with.
- medium - A version of chemical smoke with a intermediate lifespan.
- quick - A version of chemical smoke with a very short lifespan.
- smoke_machine - Smoke which is produced by the smoke machine. Slightly transparent and does not block line of sight.
- colourful - Randomly coloured smoke
- freezing - Light blue, transparent smoke which is usually paired with a blast that chills every turf in the area.
- quick - Smoke that dissipates as quickly as possible.
- sleeping - Smoke which knocks you out if you breathe it in.
- transparent - Same as the base type, but is not opaque.
- bad - Smoke that makes you cough and reduces the power of lasers.
- foam
- sparks
- quantum/inert - This spark effect should not start fires or affect turfs/atoms in any way
- water
- extinguisher - Extinguisher snowflake
- fluid - A particle effect that belongs to a fluid group.
- planetary_turf_atmos_helper - Sets every turf in the area to have planetary atmos; which gradually self-corrects. See LINDA_turf_tile.dm
- playeronly_barrier - only player mobs (has ckey) may pass, reverse for the opposite
- portal
- permanent/one_way/reebe/clock_only
- powerup
- projectile/tracer/legion - Used for the legion turret beam.
- puzzle_death_signal_holder
- puzzle_poddoor_open
- rune
- shield
- side_rune
- skyfall_landingzone - a simple indicator of where the skyfall is going to land.
- slippery_acid
- spawner
- abandoned_crate - Abandoned Crate Loot Spawner
- armory_spawn
- debug_leash - A debug spawner that will create a corgi leashed to a bike horn, plus a beam
- newbomb - Spawns a TTV.
- random - Base class for all random spawners.
- aimodule/harmless - AI uploads have the ai_module/reset , ai_module/supplied/freeform , ai_module/reset/purge , and ai_module/core/full/asimov directly mapped in
- artifact_exosuit - Random xenoarch exosuit spawner Basically customly painted exosuits with some interesting(or not) equipment
- big_anomaly - Spawns a big, amped up fat anomaly
- environmentally_safe_anomaly - Spawns a stable anomally that doesnt drop cores and doesn't destroy or alter the environment
- food_or_drink/cake_ingredients - Used for the employee birthday station trait
- glass_debris
- glass_shards
- lavaland_mob - For map generation, has a chance to instantiate as a special subtype
- goliath - Spawns random goliath variants during map generation
- legion - Spawns random legion variants during map generation
- watcher - Spawns random watcher variants during map generation
- maintenance
- no_decals - A subtype of maintenance loot spawner that does not spawn any decals, for when you want to place them on chasm turfs and such decals such as ashes will cause NeverShouldHaveComeHere() to fail on such turfs, which creates annoying rng based CI failures
- maintsrooms
- mining_loot - For spawning loot from necropolis chests or other sources, this randomly chooses one of the following entries to spawn.
- pka_mod - For spawning a rare PKA modkit
- structure/twelve_percent_spirit_board - 12% chance to spawn a ouija board, or a potted plant. Btw, Wawastation has a guaranteed board.
- trash
- vending
- structure
- flipped_table - flipped tables
- window
- surgery_tray
- xmastree
- spectre_of_resurrection - A ghostly image of a mob showing where and what is going to respawn
- human - A ressurection spectre with extra behaviour for humans
- step_trigger
- swarm_rocket_tracker
- temp_visual - temporary visual effects
- brim_burst - Show a funny animation before doing an explosion
- circle_wave - Visual effect spawned when the bioscrambler scrambles your bio
- syndi_teleporter - Visual effect spawned when teleporting
- tree - effects we give our tree abilities depending on their type
- dagger_crystal
- decoy/twitch_afterimage
- delayed_mob_portal - Spawns a mob when it expires
- despawn_effect - Plays a dispersing animation on hivelord and legion minions so they don't just vanish
- drawing_heretic_rune
- dust_animation_filter - Holds the dust animation filter effect, so we can animate it
- effect_trail - An invisible effect which chases a target, spawning spikes every so often.
- burrowed_tentacle - An invisible effect which chases a target, spawning tentacles every so often.
- spike_chaser - An invisible effect which chases a target, spawning spikes every so often.
- emerging_ground_spike - A spike comes out of the ground, dealing damage after a short delay
- falling_rocket
- flying_rune - Visual feedback small rune pops where the spin happens.
- hivebrood_spawn - Fast animation to show a worm spawning
- immortality_blast - Visual flair on the wizard when cast
- immortality_pulse - Visual flair on living creatures who have become immortal
- legion_brood_indicator - A skull is going to be here! Oh no!
- legion_skull_depart - Animation for launching a skull
- legion_skull_land - Animation for landing a skull
- lesser_carp_rift - If you touch the entrance you are teleported to the exit, exit doesn't do anything
- entrance - If you touch this you are taken to the exit
- exit - Doesn't actually do anything, just a visual marker
- lesser_carp_rift_dissipating - Just an animation
- lightning_strike
- meteor_heart_death - Dramatic death animation for the meteor heart mob
- mining_overlay
- morgue_content - Used to mimic the appearance of an object sliding into a morgue tray.
- portal_animation - Animation used for transitioning atoms which are teleporting somewhere via a portal
- resonance
- runic_spin - visual feedback on ability use. Supposedly a glint of the sword's metal.
- slippery_ice
- sonar_ping
- swarm_rocket_rise
- telegraphing/exclamation/following
- teleport_flux - Temp visual displayed on both sides of a teleport rod teleport
- teleporting_tornado - Teleporting tornado, spawned by warp whistle, teleports the user if they manage to pick them up.
- thrusting_spines
- wizard_rune - Abstract holder for shared animation behaviour
- drawing - Animates drawing a cool rune
- cheese - Cheese drawing
- failed - Displayed if you stop drawing it
- cheese - Cheese fail
- drawing - Animates drawing a cool rune
- thing_acid
- timestop
- channelled - indefinite version, but only if no immune atoms move.
- trading_card_panel - A display panel that renders a set of icons (in this case mana crystals), this is generated by /obj/machinery/trading_card_button and can be manipulated by the button which generates it.
- health - A variant of the display panel for life shards, this one is set up to display two columns.
- turf_decal
- board_number/one - ALPHANUMERIC DECALS (SO FAR ONLY FOR CHESS ALGEBRAIC NOTATION)
- nova_decals
- departments/bridge - Departments
- ds2/left - DS-2 Sign
- enclave - ENCLAVE EMBLEM
- misc/handicapped - Misc
- syndicate/bottom/left - SYNDICATE EMBLEM
- raven_ship_sign - NTSS RAVEN EMERGENCY SHUTTLE LOGO
- syndicateemblem/bottom/left - SYNDICATE EMBLEM
- tile
- bar - Bar tiles
- blue - Blue tiles
- brown - Brown tiles
- dark - Dark tiles
- dark_blue - Dark blue tiles
- dark_green - Dark green tiles
- dark_red - Dark red tiles
- green - Green tiles
- holiday - Date-specific tiles
- rainbow - Pattern tiles
- neutral - Neutral tiles
- purple - Purple tiles
- red - Red tiles
- yellow - Yellow tiles
- trimline - Trimlines
- blue - Blue trimlines
- brown - Brown trimlines
- dark - Dark trimlines
- dark_blue - Dark blue trimlines
- dark_green - Dark green Trimlines
- dark_red - Dark red trimlines
- green - Green trimlines
- neutral - Neutral trimlines
- purple - Purple trimlines
- red - Red trimlines
- tram - Tram trimlines
- white - White trimlines
- yellow - Yellow trimlines
- watcher_orbiter - Orbiting visual which shoots at mining mobs
- weakpoint
- wisp_food - we only exist to be eaten by wisps for food 😔👊
- wisp_mobile - Mini car where people drive around in in their mangled corpse to heal a bit before they get dumped back on station
- wizard_magnetism
- wizard_tentacle - Different enough from the goliath tentacle to just be its own subtype
- suicide - This one kills you
- abstract - The abstract effect ignores even more effects and is often typechecked for atoms that should truly not be fucked with.
- energy_ball - The Tesla engine
- golfcart_rear
- item - Anything you can pick up and hold.
- abductor/alien_omnitool
- access_key
- ai_module
- core
- full/cybersun - AI Laws
- round_default_fallback - When the default lawset spawner cannot find a module object to spawn, it will spawn this, and this sets itself to the round default. This is so /datum/lawsets can be picked even if they have no module for themselves.
- malf - Makes the AI Malf, as well as give it syndicate laws.
- core
- aicard
- syndie - One use AI card which downloads a ghost as a syndicate AI to put in your MODsuit
- air_sensor - A portable version of the /obj/machinery/air_sensor Wrenching it & turning it on will convert it back to /obj/machinery/air_sensor Unwelding /obj/machinery/air_sensor will turn it back to /obj/item/air_sensor The logic is same as meters
- airbag
- airlock_painter
- aiupgrade - AI Upgrades
- ammo_box
- magazine
- ammo_stack - Object for holding stacks of loose ammo as a handful of shells
- internal/cylinder
- pulse
- recharge/plasma_battery
- magazine
- ammo_casing
- arrow - base arrow
- ashen - Ashen arrows
- holy - holy arrows
- blazing - special pyre sect arrow
- plastic - plastic arrows
- poison - poison arrows
- sticky - sticky arrows
- c160smart
- c38
- energy
- laser/hellfire/blueshield - Blueshield's Custom Hellfire
- foam_dart
- laser - not exactly an energy ammo casing, but it's used by the laser gatling.
- pea
- pulse
- rebar/healium
- strilka310/lionhunter
- arrow - base arrow
- ammo_workbench_module
- analyzer
- anesthetic_machine_kit - A boxed version of the Anesthetic Machine. This is what is printed from the medical prolathe.
- anomaly_neutralizer
- anomaly_releaser - Use on an anomaly core to "awake" the anomaly and stabilize it
- antag_granter
- antag_spawner
- bitrunning_help
- contract - WIZARD
- loadout - A subtype meant for 'normal' antag spawner items so as to reduce the amount of required hardcoding.
- nuke_ops - BORGS AND OPERATIVES
Device to request reinforcments from ghost pop
- borg_tele - SYNDICATE BORG
- clown - CLOWN OP
- slaughter_demon - SLAUGHTER DEMON
- aquarium_upgrade - Aquarium upgrades, can be applied to a basic aquarium to upgrade it into an advanced subtype.
- armament_points_card - Armament points card
- arrow_spawner
- ash_seed
- ash_staff
- assembly
- control
- flash
- infra
- mousetrap
- prox_sensor
- signaler
- anomaly/weather
- trapdoor
- voice
- Assembly Shell - An assembly that triggers and can be triggered by wires.
- assembly_holder
- attachable_soulcatcher
- autosurgeon
- bait_can
- banner
- barcode
- barcodescanner
- bdsm_candle
- bedsheet
- bee_smoker
- bikehorn
- biopsy_tool - Tool capable of taking biological samples from mobs
- blood_filter
- blood_scanner - Pricks people with a big needle and gives the user a bunch of info about bloodtype, tox damage, other such stuff. if you fuck up it stabs the guy a bit.
- bloodcrawl - Bloodcrawl "hands", prevent the user from holding items in bloodcrawl
- blowing_horn - Blowing horn item variant (carried by players)
- blueprints - Blueprints
Used to see the wires of machines on the station, the roundstart layout of pipes/cables/tubes,
as well as allowing you to rename existing areas and create new ones.
Used by the station, cyborgs, and golems.
- cyborg - Cyborg blueprints - The same as regular but with a different fluff text.
- golem - Golem blueprints - Used to make golem areas that won't give the hazardous area debuffs.
- slime - Slime blueprints - Makes areas colored and compatible with xenobiology camera consoles, one time use.
- bluespace_finger - Point at a target and teleport somewhere vaguely close to it
- bodybag
- bodypart
- arm - Parent Type for arms, should not appear in game.
- chest
- head
- abductor - ABDUCTOR
- dullahan - Dullahan head preserves organs inside it
- fly - FLY
- jelly - JELLY
- luminescent - LUMINESCENT
- slime - SLIME
- mushroom - MUSHROOM
- mutant - General mutant bodyparts. Used in most mutant species.
- pod - PODPEOPLE
- robot/android - This is ultra stupid, but essentially androids use robotic limb subtypes that are NOT immune to being replaced on species change. Yes, that is the entire reason these exist.
- shadow - SHADOW
- skeleton - SKELETON
- nonfunctional - Degloved bone "limbs"
- snail - SNAIL
- zombie - ZOMBIE
- leg - Parent Type for legs, should not appear in game. What is our normal limb ID? used for squashing legs.
- bombcore - Bomb Cores
- chemical
- syndicate - Bomb Core Subtypes/// Subtype for the bomb cores found inside syndicate bombs, which will not detonate due to explosion/burning.
- bong
- book
- bible
- granter - Books that teach things.
- action
- spell
- mime/mimery
- mindswap
- random - Simple granter that's replaced with a random spell granter on Initialize.
- true_random - A more volatile granter that can potentially have any spell within. Use wisely.
- spell
- chuunibyou - Turns the user into a chuunibyou.
- crafting_recipe
- martial
- sign_language - Sign language book adds the sign language component to the reading Human. Grants reader the ability to toggle sign language using a HUD button.
- action
- manual - MANUALS (BOOKS)
- ancient_parchment - Fluff book to hint at the cheesy grand ritual.
- fish_catalog - Book detailing where to get the fish and their properties.
- wiki
- random
- borer_egg
- borg
- apparatus
- beaker/drink - Used by the service borg drink apparatus upgrade, holds drink-related items
- engineering - Apparatus allowing Engineer/Sabo borgs to manipulate circuit boards and more
- organ_storage - allows medical cyborgs to manipulate organs without hands
- sheet_manipulator - Apparatus to allow Engineering/Sabo borgs to manipulate any material sheets.
- charger
- cyborg_omnitool
- cyborghug
- hydraulic_clamp - THE CLAMPS!!
- better - Better Clamp
- lollipop
- paperplane_crossbow
- projectile_dampen
- sight
- stun
- upgrade
- affectionmodule - Quadborg time
- borg_shapeshifter - ShapeShifter
- defib/backpack - A version of the above that also acts as a holder of an actual defibrillator item used in place of the upgrade chip.
- dominatrixmodule - Dominatrix time
- modkit/cooldown/aoe
- selfrepair
- snack_dispenser
- surgerytools - Use this file to add UPGRADES to borgs, the standard items will go in the modular robot_items.dm Advanced Surgery Tools
- transform/syndicatejack - Syndijack
- welder - Welder
- apparatus
- borg_restart_board - This isn't an upgrade or part of the same path, but I'm gonna just stick it here because it's a tool used on cyborgs.
- borg_shapeshifter - Shapeshifter
- borg_snack_dispenser
- bot_assembly
- boulder - The objects that ore vents produce, which is refined into minerals.
- artifact - Boulders with special artificats that can give higher mining points
- gulag - Boulders usually spawned in lavaland labour camp area
- gulag_expanded - Boulders usually spawned in lavaland labour camp area but with bluespace material
- shabby - lowgrade boulder, Exists as an admin spawn for testing
- boulder_beacon - Beacon to launch a new mining setup when activated. For testing and speed!
- lrm - Beacon to launch a new mining setup when activated. For testing and speed!
- bounty_cube - Upon completion of a civilian bounty, one of these is created. It is sold to cargo to give the cargo budget bounty money, and the person who completed it cash.
- bounty_voucher - Debug item because it took less time to code this than it did to roll ONE toolbox bounty.
- stationwide - As above, but it spawns a global bounty for testing.
- boxcutter
- broadcast_camera
- broken_bottle
- burner
- cain_and_abel
- camera
- flash - A camera disguised as a flash
- siliconcam
- canvas
- capturedevice
- card
- cardboard - A fake ID card any silly-willy can craft with wirecutters, cardboard and a writing utensil Beside the gimmick of changing the visible name when worn, they do nothing. They cannot have an account. They don't fit in PDAs nor wallets, They have no access. They won't trick securitrons. They won't work with chameleon masks. Etcetera etcetera. Furthermore, talking, or getting examined on will pretty much give it away.
- emag/battlecruiser
- emagfake
- id - "Retro" ID card that renders itself as the icon state with no overlays.
Request Emergency Temporary Access - ID Card Extensions
code\modules\reta\reta_system.dm
- advanced
- cargo_gorilla - Cargorilla's ID card
- chameleon
- elite - Upgraded variant of agent id, can hold unlimited amount of accesses.
- heretic - An ID card capable of shapeshifting to other IDs given by the Key Keepers Burden knowledge
- plainclothes - An ID that you can flip with attack_self_secondary, overriding the appearance of the ID (useful for plainclothes detectives for example).
- prisoner
- advanced
- mining_point_card
- cardboard_cutout
- cardpack
- cargo_teleporter
- carried_repairbot
- cautery
- ceremonial_blade - ritual weapons. they're really bad, but they become normal weapons when sparring.
- chainsaw
- doomslayer - Handles adding components to the chainsaw. Added in Initialize()
- chameleon_scanner - Small handheld chameleon item that allows a user to mimic the outfit of another person quickly.
- changeling/id
- chisel - Other Stuff
- choice_beacon
- unholy - This is essentially just a copy paste of the holy beacon, but with all options unlocked regardless of the global religion
- chromosome
- cigarette
- Integrated Circuit Component - A component that performs a function when given an input
- advanced_camera - Advanced camera component
- advanced_camera_intercept - Advanced camera target intercept component
- air_alarm_general
- air_alarm_scrubbers
- air_alarm_vents
- airlock
- airlock_access_event
- Arctangent 2 function - A variant of arctan. When given a deltaX and deltaY, returns the angle. I will blow you out of the sky
- Arithmetic Component - General arithmetic unit with add/sub/mult/divide capabilities This one only works with numbers.
- arrest_console_arrest
- arrest_console_data - Security circuit component
- Assoc List Literal Component - Return an associative list literal.
- atmos_meter
- atmos_pump
- atmos_temperature_pump - USB wiremod interface for temperature pumps
- atmos_volume_pump
- bci_core
- begin_animation
- Binary Conversion Component - Return an array of binary digits from a number input.
- bot
- bot_circuit
- camera
- Cell Charge Component - Allows for reading of the max/current charge of the cell in an integrated circuit.
- Clock Component - Fires every tick of the circuit timer SS
- compact_remote
- Compare Component - Abstract component to build conditional components
- access
- Comparison Component - Compares two objects
- String Contains Component - Checks if a string contains a word/letter
- Compare Health State Component - Returns true when state matches entity.
- Logic Component - General logic unit with AND OR capabilities
- Toggle Component - Does a toggle between true and false on trigger
- Typecheck Component - Checks the type of a value
- Concatenate Component - General string concatenation component. Puts strings together.
- Concat List Component - Concatenates a list with a separator
- controller
- conveyor_switch
- Counter Overlay Component - Shows an counter overlay. Requires a BCI shell.
- Decimal Conversion Component - Return a number from an array of binary inputs.
- Delay Component - Delays a signal by a specified duration.
- digital_valve
- Direction Component - Return the direction of a mob relative to the component
- dispenser_bot
- emitter - USB wiremod interface for emitter machines
- equipment_action
- For Each Component - Filters
- firealarm
- For Each Component - Sends a signal for each item in a list
- Format List Component - Formats lists by replacing %n in format string with nth parameter.
Alternative to the Concatenate component.
- Format Associative List Component - Formats lists by replacing %n in format string with nth parameter. Alternative to the Concatenate component.
- Get Column Component - Gets the column of a table and returns it as a regular list.
- Get Variable Component - A component that gets a variable on an object
- GPS Component - Return the location of this
- Get Health Component - Return the health of a mob
- Hear Component - Listens for messages. Requires a shell.
- hydroponics - The usb port circuit
- id_access_reader
- id_getter
- id_info_reader
- implant_core
- Index Component - Return the index of a list
- Index Table Component - Gets the row of a table as an associative list using the index inputted. Will return no value if the index is invalid or a proper table is not returned.
- Input Request Component - Requests an input from someone.
- Install Detector Component - Detects when a BCI, implant, or similar such circuit is installed/removed. Requires a shell that gets inserted into a mob, such as a BCI or implant.
- Item Interact Component - Allows for interaction with an item. Drone shell only.
- keyboard_shell
- laser pointer Component - Points a laser at a tile or mob
- Length Component - Return the length of an input
- Light Component - Emits a light of a specific brightness and colour. Requires a shell.
- light_switch
- List Literal Component - Return a list literal.
- NFC Transmitter List Literal Component - Create a list literal and send a data package through NFC
- NTNet Transmitter List Literal Component - Create a list literal and send a data package through NTNet
- wirenet_send
- List pick component - Allows user to select 1 entry from a list
- associative List pick component - Allows user to select 1 entry from a list For actuel code refer to code\modules\wiremod\components\list\list_pick.dm
- List Find Component - Finds an element in a list and returns the index.
- Material Scanner - Returns the materials of an atom
- medical_console_data
- Mining Component - Allows for mining of mineral walls (walls with ores). Requires a shell.
- Man-Machine Interface Component - Allows an MMI to be inserted into a shell, allowing it to be linked up. Requires a shell.
- mod_adapter_core
- mod_program - Circuit components of modular programs are special.
They're added to the unremovable components of the shell when the prog is installed and deleted if uninstalled.
This means they don't work like normal unremovable comps that live and die along with their shell.
- borg_monitor
- camera
- messenger
- modsuit_control
- notepad
- nt_pay
- ntnetmonitor
- radar - Base circuit for the radar program. The abstract radar doesn't have this, nor this one is associated to it, so make sure to specify the associate_program and circuit_comp_type of subtypes,
- signaler
- spectre_meter
- status
- modpc - A simple circuit component compatible with stationary consoles, laptops and PDAs, independent from programs.
- Module Component - A component that has an input, output
- module_input
- module_output
- money_bot
- money_dispenser
- NFC Receiver Component - Sends a data package through NFC directly to a shell if we ever get more shells like BCI's that are nested, keep in mind this may not work correctly unless adjusted
- NFC Transmitter Component - Sends a data package through NFC Only the targeted shell will receive the message
- Logic Component - General logic unit with AND OR capabilities
- NTNet Receiver Component - Receives data through NTNet.
- NTNet Transmitter Component - Sends a data package through NTNet
- object_overlay
- Bar Overlay Component - Basically an advanced verion of object overlay component that shows a horizontal/vertical bar. Requires a BCI shell.
- Pathfinding component - Calcualtes a path, returns a list of entities. Each entity is the next step in the path. Can be used with the direction component to move.
- Proximity Pinpointer Component - Return the location of its input.
- Pressure Sensor - Returns the pressure of the tile
- Proc Call Component - A component that calls a proc on an object and outputs the return value
- Pull Component - Tells the shell to start pulling on a designated atom. Only works on movable shells.
- Radio Component - Listens out for signals on the designated frequencies and sends signals on designated frequencies
- Random Component - Generates a random number between specific values
- Reagent Injector Component - Injects reagents into the user. Requires a shell that can be inserted into a mob that reagents can be injected into.
- Reagents Scanner - Returns the reagentss of an atom
- reflector
- Remote Camera Component - Attaches a camera for surveillance-on-the-go.
- Router Component - Writes one of multiple inputs to one of multiple outputs.
- Save Shell Component - A component that saves and loads a shell for the integrated circuit.
- scanner_gate
- SDQL Component - A component that performs an sdql operation
- Select Component - Selects a list from a list of lists by a specific column. Used only by USBs for communications to and from computers with lists of varying sizes.
- Self Component - Return the current shell.
- Set Variable Component - A component that sets a variable on an object
- Signal Handler Component - A component that registers signals on events and listens for them.
- slime_processor
- Sound Emitter Component - A component that emits a sound when it receives an input.
- Spawn Atom Component - Spawns an atom.
- Get Species Component - Return the species of a mob
- Speech Component - Sends a message. Requires a shell.
- Split component - Splits a string
- synth
- Target Intercept Component - When activated intercepts next click and outputs clicked atom. Requires a BCI shell.
- Target Scanner Component - Allows for creating a list of atoms within a range of 1.
- Temperature Sensor - Returns the temperature of the tile
- Text Component - Either makes the text upper case or lower case.
- thermomachine - USB wiremod interface for temperature control unit machines
- Thought Listener Component - Allows user to input a string. Requires a BCI shell.
- Timepiece Component - returns the current station time.
- To Type Component - Converts a string into a typepath. Useful for adding components.
- tonumber - #To Number Component
- To String Component - Converts any value into a string
- Trigonometric Component - General trigonometric unit with sine, cosine, tangent and their inverse functions. This one only works with numbers.
- Typecast Component - A component that casts a value to a type if it matches or outputs null.
- Variable Component - Abstract component for handling variables
- assoc_list
- Associative List Remove Component - Removes an element from an assoc list.
- Assoc List Set Component - Sets a string value on an assoc list.
- Getter Component - Gets the current value from a variable.
- list
- List Add Component - Adds an element to a list.
- List Clear Component - Clears an element to a list.
- List Remove Component - Removes an element to a list.
- Setter Component - Stores the current input when triggered into a variable.
- assoc_list
- vendor_component
- View Sensor - Returns all movable objects in view.
- vim
- vitals_monitor
- VOX Announcement Component - These play a VOX announcement with inputed words from either a string or a list. Requires a BCI shell.
- wiremod_gun
- wiremod_scanner
- wirenet_receive
- wirenet_send
- circuitboard
- computer
- ghostpad - Computer for activating the bounty pad
- slot_machine
- syndicate_shuttle
- white_ship/ruin - ruined whiteship
- machine
- ghostpad - Pad for the Syndicate Bounty Control.
- rdserver/tarkon - Now we make the physical server
- restaurant_portal
- stasis
- vendor
- mecha - Circuitboards
- computer
- circular_saw
- civ_bounty_beacon - Beacon to launch a new bounty setup when activated.
- clay_pot
- claymore
- cutlass/luna - LUNA
- dragonslayer
- climbing_hook
- clipboard - Clipboard
- clockwork
- clothing
- accessory - Clothing accessories.
- anti_sec_pin - Self-identify as a dangerous subversive
- debt_payer_pin - Awarded for being dutiful and extinguishing the debt from the "Indebted" quirk.
- dogtag
- green_pin
- kheiral_cuffs - Kheiral Cuffs Acts as a GPS beacon & connects to station crew monitors from lavaland
- medal
- silver/emergency_services
- nova/solfedribbon - SolFed Accessories
- press_badge
- spy_bug
- ears/dorms_headphones
- erp_leash
- glasses
- biker - GOGGLES
- changeling - NO NEW ICON Clothing that do not require a new icon to function correctly, think, big jackets.
- clockwork
- eyepatch/medical/chuuni - wizard version
- hud
- hypno
- meson/engine
- nightmare_vision
- salesman
- sunglasses/solfed - SolFed Goggles
- winter - Goggles
- trickblindfold/obsolete - BLINDFOLD HUD (Used with NIF upgrade)
- welding/steampunk_goggles
- gloves
- ball_mittens
- paw_mittens - Paw mittens; which vary only in looks from ball mittens
- boxing
- cargo_gauntlet
- divine_archer - gloves
- fishing - A pair of gloves that both allow the user to fish without the need of a held fishing rod and provides athletics experience.
- long_gloves - Long (Formerly Latex) Gloves
- shibari_hands
- tackler
- ball_mittens
- head
- beanie/black/dboy
- costume
- foilhat
- irs - NONE(Squash) Clothing that does not have a digitigrade version, and thus will squash legs to fit.
- sombrero - INVENTORY FLAGS While not strictly a variation override, this applies to showing mutant ears or snouts.
- ushanka
- whoopee - Whoopee cushion for the april fools mail pool
I fear what would happen if this were to be released outside of april fools but there's a
check_holidays()in there just in case
- cowboy
- black/syndicate - More likely to intercept bullets, since you're likely to not be wearing your modsuit with this on
- bounty - Bounty hunter's hat, very likely to intercept bullets
- deprivation_helmet
- fedora
- det_hat
- inspector_hat - Detectives Fedora, but like Inspector Gadget. Not a subtype to not inherit candy corn stuff
- hair_tie
- hats - NONE(Squash) Clothing that does not have a digitigrade version, and thus will squash legs to fit.
- helmet
- changeling_hivehead
- cin_surplus_helmet
- monkey_sentience
- perceptomatrix - Helmet which can turn you into a BEAST!! once an anomaly core is inserted
- sf_sacrificial
- skull/cosmic - Gives someone the stable voided trauma and then self destructs
- solfed
- mk2/corpsman - Solfed Helmets
- space
- toggleable/justice
- hooded
- berserker
- chaplain_hood/divine_archer - hood
- wolf_coat_hoodie - The hoodie, made by the cloak, which gives the action button (making it required to wear the hoodie to use it)
- soft
- utility
- wizard
- mask
- animal
- frog - frog mask - reeee!!
- breath
- anesthetic - This a special version of the breath mask used for the anesthetic machine.
- fakemoustache - NO NEW ICON Clothing that do not require a new icon to function correctly. Masks that don't actually cover the snout, or large masks that already cover it by default
- gas - INVENTORY/VISOR FLAGS
While not strictly a variation override, this applies to showing mutant ears or snouts.
- bdsm_mask
- monkeymask - NONE(Squash) Clothing that does not have species or snout variation, and doesn't quite cover the snout either. Instead, it will 'squash' the face, hiding the snout.
- nightlight - CALIGRA DONATIONS
- Ninja Mask - Space ninja's mask. Other than looking cool, doesn't do anything.
- psycho_malice
- sechailer
- leatherwhip
- madness_mask
- muzzle/tape
- paper
- animal
- neck
- cloak
- inferno - LEGACY REWARDS
- wolf_coat
- collar
- collar_bomb - Special neckwear that kills its wearer if triggered, by either its specific remote or assemblies.
- eldritch_amulet
- heretic_focus
- inferno_collar
- link_scryer
- loaded/nifsoft
- mind_collar
- necklace
- dope/merchant
- translator
- padded
- security_cape
- size_collar
- tie
- cloak
- sextoy
- shoes
- ballet_heels - Sprite doesn't visually represent the verticality correctly but the description at time of rewrite implied this was the 'intended' item?? idk. just going with it
- changeling - NO NEW ICON Clothing that do not require a new icon to function correctly, think, big jackets.
- clown_shoes
- combat - SUBTYPE WITH NEW ICON Clothing that has a digitigrade version, but its parent was set to something else earlier in this file or elsewhere entirely.
- cowboy
- black/syndicate - Shoes for the nuke-ops cowboy fit
- divine_archer - boots
- galoshes
- gunboots
- jackboots/dagger - Jackboots with a dagger embedded into them - changes your kicks to be stab attacks, potetnially causing bleeding
- magboots
- shibari_legs
- wheelys
- strapon
- suit
- armor
- abductor
- astrum - Armour
- vest
- changeling - NONE(Squash) Clothing that does not have a digitigrade version, and thus will squash legs to fit.
- reactive
- riot/skinsuit_armor
- vest
- cin_surplus_vest
- ctf
- sol/marine
- desert - Marine vest
- mk2/desert - Marine vest
- abductor
- bio_suit/plaguedoctorsuit - NO NEW ICON Clothing that do not require a new icon to function correctly, think, big jackets.
- clockwork/cloak
- corset
- costume
- hooded - Subtype with support for hoods
You no longer actually need to extend this and can just add the component yourself without a lot of this boilerplate code
- chaplain_hoodie/divine_archer - suit
- cloak/godslayer
- cultrobes - Base cult armor
Has decent defense stats, protects against temperature changes.
Currently a drop on Lavaland, hence the lack of cool stuff.
- alt - "Alt" robes
Given by Arming Aura blood magic.
Essentially the base armor, but with a different sprite.
No idea why this exists tbh.
- ghost - 'Ghost' subtype, given to cultists spawned by Spirit Realm. Can't be dropped.
- cult_shield - Shielded armor Was removed from the game, but returns as an exclusive to deathmatch Gives the user a shield that can protect from a certain amount of damage before needing to recharge.
- eldritch
- hardened - 'Hardened' cultist armor. Given by the daemon forge, is the main armor cultists have access to. Good defense stats, protects against space and temperature, has effects on non-cultists whom use it.
- void
- alt - "Alt" robes
Given by Arming Aura blood magic.
Essentially the base armor, but with a different sprite.
No idea why this exists tbh.
- explorer - Explorer's Suit and Mask
- wintercoat
- colourable - NOVA SECTOR REWARDS
- jacket
- det_suit/noir/heister
- ryddid - CKEY EXCLUSIVES
- nova/furred_trenchcoat - Placed in here for now until a better solution is found.
- space
- straight_jacket/shackles/reinforced - Reinforced Version
- toggle
- wizrobe
- magusblue - SUBTYPE WITH NEW ICON Clothing that has a digitigrade version, but its parent was set to something else earlier in this file or elsewhere entirely.
- armor
- under
- akula_wetsuit
- color - GAGS below here
- costume/gladiator/ash_walker - NO NEW ICON Clothing that do not require a new icon to function correctly, think, big jackets.
- ethereal_tunic - SUBTYPE WITH MASK ICON Clothing that needs the leg part of the sprite to be auto-generated using GAGS, but its parent was set to something else earlier.
- misc/bouncer - SUBTYPE WITH NEW ICON Clothing that has a digitigrade version, but its parent was set to something else earlier in this file.
- plasmaman
- black - Black Envirosuit, renamed Chaplain suit
- clown/magic - Enchanted plasmaman clown suit
- khaki - Khaki Envirosuit, renamed Miner suit
- prototype - Prototype Envirosuit, renamed Curator suit
- white - White Envirosuit, renamed Chef suit
- rank
- civilian
- chaplain/divine_archer - undersuit
- clown/magic - Enchanted clown suit
- prisoner/protcust - PRISONER
- station_trait - Outfits limited to station trait jobs
- civilian
- shibari
- skinsuit - A space-worthy skinsuit to be combined with the skinsuit armor
- solfed/marines/winter - Multi-Cam pattern
- suit/henchmen - NONE(Squash) Clothing that does not have a digitigrade version, and thus will squash legs to fit.
- syndicate/rus_army/cin_surplus/random_color
- accessory - Clothing accessories.
- codeword_granter
- codex_cicatrix
- coin - Coin
- eldritch
- silver/doubloon - Coins used in the dutchmen money bag.
- collar_bomb_button - The button that detonates the collar.
- Compact Remote - A handheld device with one big button.
- condom_pack - CONDOM
- construction
- plumbing - The plumbing RCD. All the blueprints are located in _globalvars > lists > construction.dm
- rcd
- borg
- internal - Base console's internal RCD. Has a large material capacity and a fast buildspeed.
- rld
- rtd - An tool used to create, destroy, and copy & clear decals of floor tiles Great for janitor but can be made only in engineering Supports silo link upgrade and refill with glass, plasteel & iron
- construction_kit - The item used as the basis for construction kits for organic interface
- Compact Remote - A handheld device with several buttons. In game, this translates to having different signals for normal usage, alt-clicking, and ctrl-clicking when in your hand.
- conveyor_sorter
- cortical_cage
- coupon
- crafting_conversion_kit
- crowbar
- cyborg/power - Engineering Modules
- power
- crusher_conversion_kit - Kinetic Crusher Conversion Kit
- crusher_trophy
- bileworm_spewlet
- brimdemon_fang
- broodmother_tongue
- flesh_glob
- goliath_tentacle
- ice_demon_cube
- legionnaire_spine
- retool_kit - Unlockable (or forced) skins
- ctf_flag - A flag used for the CTF minigame.
- cult_shift
- cutting_board
- cybernetic_repair_paste
- defibrillator
- delivery
- Wrapped up crates and lockers - too big to carry. - Some override that didn't belong anywhere else.
- Wrapped up items small enough to carry.
- dest_tagger
- desynchronizer
- detective_scanner
- device
- dice - this is a prototype for dice, for a real d6 use "/obj/item/dice/d6"
- d20/fate
- disk
- bitrunning - Bitrunning tech disks which let you load items or programs into the vdom on first avatar generation.
For the record: Balance shouldn't be a primary concern.
You can make the custom cheese spells you've always wanted.
Just make it fun and engaging, it's PvE content.
- ability
- tier1 - Tier 1 programs. Simple, funny, or helpful.
- tier2 - Tier 2 programs. More complex, powerful, or useful.
- tier3 - Tier 3 abilities. Very powerful, game breaking.
- gimmick - Bitrunning tech disks which let you load full loadouts into the vdom on first avatar generation.
- dungeon - Bitrunning gimmick loadouts themed around dungeon crawling. Mostly for fun, have niche but not insignificant advantages.
- sports - Bitrunning gimmick loadouts themed around sports. Mostly for fun, have niche or little advantages.
- item
- pka_mods - proto-kinetic accelerator mods, to be applied to pka's given inside domains
- pkc_mods - proto-kinetic crusher trophies, to be applied to pkc's given inside domains
- tier1 - Tier 1 items. Simple, funny, or helpful.
- tier2 - Tier 2 items. More complex, powerful, or useful.
- tier3 - Tier 3 items. Very powerful, game breaking.
- ability
- computer
- command - Command
- engineering - Engineering
- maintenance
- arcade - A version of the arcade program with less HP/MP for the enemy and more for the player
- camera - Camera app, forced to always have largest image size
- modsuit_control - MODsuit UI, in your PDA!
- scanner - Medical health analyzer app
- spectre_meter - Returns A 'spookiness' value based on the number of ghastly creature and hauntium and their distance from the PC.
- medical - Medical
- ordnance - Science
- quartermaster - Supply
- security - Security
- syndie_ai_upgrade - Upgrade disk used to increase the range of a syndicate AI
- virus - Virus disk
Can't hold apps, instead does unique actions.
- clown - Clown virus Makes people's PDA honk Can also be used on open panel airlocks to make them honk on opening.
- detomatix - Detomatix virus Sends a false message, and blows the PDA up if the target responds to it (or opens their messenger before a timer)
- frame - Frame cartridge Creates and opens a false uplink on someone's PDA Can be loaded with TC to show up on the false uplink.
- mime - Mime virus Makes PDA's silent, removing their ringtone.
- design_disk
- bepis
- remove_tech - Subtype of Bepis tech disk Removes the tech disk that's held on it from the experimental node list, making them not show up in future disks.
- cleric_mace - cleric's den items.
- knight_gear - Wizard tower item
- limbs - Design disks and designs - for adding limbs and organs to the limbgrower.
- bepis
- holodisk/ruin/waystation - Syndicate Holodisk
- neuroware - Data chip which contextualizes drugs as "software" for synthetic brains.
Like pills, but doesn't directly contain reagents, instead adds them manually.
- maintenance - Neuroware which spawns in maintenance and have random reagent contents
- nifsoft_uploader - A disk that can upload NIFSofts to a recpient with a NIFSoft installed.
- dorms/contract
- nuclear
- surgery
- forgottenship - forgottenship items
- irs - Surgery disk for the space IRS (I don't know where to dump them anywhere else)
- bitrunning - Bitrunning tech disks which let you load items or programs into the vdom on first avatar generation.
For the record: Balance shouldn't be a primary concern.
You can make the custom cheese spells you've always wanted.
Just make it fun and engaging, it's PvE content.
- disk_stack
- dna_probe - DNA Probe
- carp_scanner - Used for scanning carps, and then turning yourself into one.
- dnainjector/acidflesh - DNA INJECTORS
- secret documents - Indestructible antag objective that can be photocopied.
- nanotrasen - Nanotrasen documents
- secret documents (photocopy) - Outcome of photocopying documents. Can be copied, and can have a blue/red seal forged.
- syndicate - Syndicate documents
- blue - Syndicate documents with a blue seal
- mining - Syndicate mining documents
- red - Syndicate documents with a red seal
- dog_bone - A dog bone fully heals a dog, and befriends it if it's not your friend.
- door_remote
- door_seal
- dragnet_beacon
- dualsaber
- dullahan_relay
- dyespray - Applies a gradient and a gradient color to a mob OR changes their hair color, depending on what they choose.
- earthcracker - The E-2 Earthcracker, a traitor device that creates intentional weakpoints on the station after use, which can be triggered via explosions.
See weakpoint.dm for more specifics on their effects.
- small - Small subtype for shenanigans.
- ectoplasm
- construct - Construct ectoplasm. Largely a placeholder, since the death drop element needs a unique list.
- revenant
- eldritch_potion
- electronics/airlock
- encryptionkey
- Energy Katana - The space ninja's katana.
- exodrone - Exploration drone
- Experi-Scanner - Handheld scanning unit to perform scanning experiments
- extinguisher
- extraction_pack
- eyesnatcher
- fake_identity_kit
- fireaxe
- firelance - Two handed fire lance. Melts wall after short windup.
- fireproof_spray
- firing_pin
- fish
- babbelfish
- baby_carp
- chasm_crab - Commonly found on the mining fishing spots. Can be grown into lobstrosities
- dolphish
- emulsijack - Contains fish that can be found in the syndicate fishing portal setting as well as the ominous fish case.
- fryish
- lavaloop
- mastodon - From oil puddles from the elephant graveyard. Also an evolution of the "unmarine bonemass"
- moonfish
- sacabambaspis - Memetic fish from a paleontologically inaccurate, goofy replica of a specimen. Sells decently for its size.
- skin_crab - From the cursed spring
- soul - From the cursed spring
- starfish
- tadpole
- testdummy - dummy fish item used for the tests, as well with related subtypes and datums.
- fish_analyzer - An item that can be used to gather information on the fish, such as but not limited to: health, hunger and traits.
- fish_gene - The injector for the fish trait. Can be used on its own without a fish gene-gun as well.
- fish_genegun - An item that allows the user to add and remove traits from a fish at their own discretion.
- fish_tank
- lawyer - The lawyer's own pet goldfish's fish tank. It used to be an aquarium, but now it can be held and carried around.
- fishing_hook
- fishing_line
- auto_reel - A special line reel that let you skip the biting phase of the minigame, netting you a completion bonus, and thrown hooked items at you, so you can rapidly catch them from afar. It may also work on mobs if the right hook is attached.
- fishing_lure
- fishing_rod
- mob_fisher
- athletic - The internal fishing rod of the athletic fishing gloves. The more athletic you're, the easier the minigame will be.
- dragon - The internal fishing rod of our space dragon
- rescue - From the mining order console, meant to help miners rescue their fallen brethren
- telescopic
- unslotted - Found in the fishing toolbox (the hook and line are separate items)
- mob_fisher
- flamethrower
- flashlight
- emp
- flare
- flashdark
- glowstick
- lamp/space_bubble
- preactivated - Pre-core activated one for admin spawning.
- pen/paramedic
- sky_lantern
- spotlight
- flatpack
- flatpacked_machine
- flesh_shears - Allows for the restyling of visual organs to other styles within the same pool (if not forbidden)
- folder
- food - Abstract class to allow us to easily create all the generic "normal" food without too much copy pasta of adding more components
- badrecipe
- baguette
- combat - Deadly bread used by a mime
- bait
- doughball/synthetic - The abstract synthetic doughball type.
- super - Found in the can of omni-baits, only available from the super fishing toolbox, from the fishing mystery box.
- unconsumable - Bound to the tech fishing rod, from which cannot be removed, Bait-related preferences and traits, both negative and positive, should be ignored by this bait. Otherwise it'd be hard/impossible to cath some fish with it, making that rod a shoddy choice in the long run.
- doughball/synthetic - The abstract synthetic doughball type.
- bread - Abstract parent object for bread items. Should not be made obtainable in game.
- bubblegum/bubblegum
- cake
- candy - SNACKS FROM VENDING MACHINES
- canned/envirochow
- Abstract cheese class - Everything that is a subclass of this counts as cheese for regal rats.
- chocolateegg - EGGS
- clothing
- cookie - OTHER
- cubancarp - FISH
- deadmouse - Mice turn into food when they die
- donkpocket - DONK POCKETS
- donut
- jelly - JELLY DONUTS
- slimejelly - SLIME DONUTS
- jelly - JELLY DONUTS
- egg
- raptor_egg
- watcher - Egg which hatches into a helpful pet. Or you can eat it if you want.
- raptor - A raptor egg that piggy backs on the watcher podometer and uses a spawn for
- fishmeat
- carp
- no_tox - carp fillet, but without the toxin. Used by baby carps (fish item), which have a trait that handles the toxin already.
- donkfish - donkfish fillets. The yuck reagent is now added by the fish trait of the same name.
- gunner_jellyfish/supply - Premade gunner jellyfish fillets from supply orders. Contains the halluginogen that'd be normally from the fish trait.
- carp
- golem_food - Abstract food item used to feed golems
- grown
- icecream
- ink_sac - Extracted from squids, or any fish with the ink fish trait.
- kebab - KEBABS AND OTHER SKEWERS
- meat
- monkeycube
- muffin - MUFFINS
- nugget
- fish - subtype harvested from fish caught from, you guess it, the deepfryer
- pancakes
- patty/plain - Exists purely for the crafting recipe (because it'll take subtypes)
- pie
- cream/magical - This creates an extremely messy cream pie which your audience will love
- pizza
- rationpack
- ready_donk
- salad - SALAD
- sandwich/death
- spaghetti - spaghetti prototype used by all subtypes
- tempeh - MEATS AND ALIKE
- vendor_tray_meal
- waffles - WAFFLES
- watermelonslice - OTHER
- forcefield_projector
- forensics_spoofer
- forging
- frog_contract
- frog_statue
- fuel_pellet
- fugu_gland - Item you use on a mob to make it bigger and stronger
- gas_filter
- gibtonite
- gibtonite_hand - Lets you hold a gibtonite ore in one hand and shoot it like a gun
- gift - Gifts to give to players, will contain a nice toy or other fun item for them to play with.
- anything - Gifts that typically only very OP stuff or admins or Santa Claus himself should be giving out, as they contain ANY valid subtype of
/obj/item, including stuff like instagib rifles. Wow!
- anything - Gifts that typically only very OP stuff or admins or Santa Claus himself should be giving out, as they contain ANY valid subtype of
- glassblowing
- golem_shell
- servant - made with xenobiology, the golem obeys its creator
- goliath_infuser_hammer
- goliath_saddle - Use this to ride a goliath
- goodycase_holder
- gps
- computer/beacon
- graft - A new subsystem for hydroponics, as a way to share specific traits into plants, as a way to phase out the DNA manipulator.
- grapple_gun
- gravity_harness
- greentext
- grenade - Base class for all grenades.
- c4
- Spider Charge - A unique version of c4 possessed only by the space ninja. Has a stronger blast radius. Can only be detonated by space ninjas with the bombing objective. Can only be set up where the objective says it can. When it primes, the space ninja responsible will have their objective set to complete.
- chem_grenade
- flashbang
- gas_crystal
- iedcasing
- mirage
- primer
- smokebomb - This is smoke bomb, mezum koman. It is a grenade subtype. All craftmanship is of the highest quality. It menaces with spikes of iron. On it is a depiction of an assistant. The assistant is bleeding. The assistant has a painful expression. The assistant is dead.
- c4
- grown
- guardian_creator - An item which grants you your very own soul buddy
- carp - Guardian creator only spawned by admins, which creates a holographic fish. You can have several of them.
- miner - Guardian creator available to miners from chests, very limited selection and randomly assigned.
- tech - Guardian creator available in the traitor uplink. All but dextrous are available, you can pick which you want, and changelings cannot use it.
- wizard - Guardian creator available in the wizard spellbook. All but support are available.
- gun
- ballistic - Subtype for any kind of ballistic gun
This has a shitload of vars on it, and I'm sorry for that, but it does make making new subtypes really easy
- automatic
- ar/modular/m44a
- battle_rifle
- m90
- mini_uzi/chimpgun - Weak uzi for syndicate chimps. It comes in a 4 TC kit. Roughly 9 damage per bullet every 0.2 seconds, equaling out to downing an opponent in a bit over a second, if they have no armor.
- pistol
- enforcer
- m1911/chimpgun - Weak 1911 for syndicate chimps. It comes in a 4 TC kit. 15 damage every.. second? 7 shots to kill. Not fast.
- smart_machine_gun
- smartgun
- sol_classic
- sol_grenade_launcher
- sol_pdw
- sol_rifle
- tommygun
- chimpgun - Weak tommygun for syndicate chimps. It comes in a 4 TC kit. Roughly 9 damage per bullet every 0.2 seconds, equaling out to downing an opponent in a bit over a second, if they have no armor.
- bow
- ashenbow - Ashen bow, crafted from watcher sinew and animal bones.
- clockwork
- divine - chaplain's divine archer bow
- longbow - basic bow, used for medieval sim
- shortbow - Shortbow, made via the crafting recipe
- pump_launcher
- revolver
- rifle
- boltaction/pipegun - PIPE GUNS
- enchanted - MAGICAL BOLT ACTIONS
- pulse_sniper
- rocketlauncher
- shotgun
- automatic
- blastcannon - A gun that consumes a TTV to shoot an projectile with equivalent power.
- energy
- alien/zeta - Weaponry
- cell_loaded
- alltypes - A cellgun used for debug, it is able to use any weaponcell.
- dueling
- e_gun/dragnet
- laser
- bluetag - Laser Tag
- chameleon
- xray - X-ray gun
- lasercannon - Laser Cannon
- marksman_revolver
- modular_laser_rifle
- recharge
- fisher - A silly gun that does literally zero damage, but disrupts electrical sources of light, like flashlights.
- kinetic_accelerator
- resonant_system - Yes. This is a lot of code frankensteining. I am not proud of my work but damned am i proud it works... Atleast if you're seeing this it works.
- tesla_cannon - -----------------Tesla Cannon--------------------------------
- Circuit Gun - A gun that lets you fire projectiles to enact circuitry.
- magic
- hook - Meat Hook
- debug - Debug hook for fun (AKA admin abuse). doesn't do any more damage or anything just lets you wildfire it.
- midas_hand
- staff
- animate - Brings objects to life
- babel - Scrambles languages
- change - Turns mobs into other mobs
- chaos - Does random shit when fired
- true_wabbajack - Staff of chaos given to the wizard upon completing a cheesy grand ritual. Is completely evil and if something breaks, it's completely intended. Fuck off. Also can be used by everyone, because why not.
- door - Creates and opens doors
- flying - Makes targets "fly" by throwing them away
- healing - Heals people and even raises the dead
- honk - Makes people slip really hard
- locker - Welds people into flying lockers
- necropotence - Deals damage to the target and recharges their spells if they have any
- shrink - Makes the target really small
- spellblade - Dismembers people, and is a passable melee weapon
- wipe - Asks a ghost to start playing as the poor victim
- wand
- animate - Wand of making objects alive
- babel - Scrambles the languages of someone you shoot.
- bald - Makes you bald, or emphasises your baldness
- booze - Wand which makes you drunk, self-explanatory As it applies a copious amount of alcohol it's actually surprisingly deadly, but not very fast at being deadly
- death - Wand which kills people and heals skeletons
- door - Wand of making doors
- fireball - Wand of blowing shit up
- freeze - Freezing wand places you in an ice cube and creates ice turfs
- hallucination - Hallucination wand looks exactly like a bolt of chaos except whatever happens isn't real One of the few times people might actually fall for hallucinations of being set on fire or turned into a xenomorph Even if they don't, several of these are minor stuns anyway
- levitate - Levitation wand applies anti-gravity to target.
- nothing - Wand of doing fuck all
- fake_resurrection - Also wand of doing fuck all
- pax - Pax wand is a minor heal which applies temporary pacifism, gives you time to talk it out?
- pizza - Turns things you hit into pizza.
- plague - Makes the target cough out frogs and locusts and such
- polymorph - Wand which turns mobs into other mobs
- prank - Prank wand knocks you over as if pied and surrounds you with space lube
- rebel - Detaches a limb and animates it, so that it attacks its former owner. Stop hitting yourself. Stop hitting yourself.
- repulse - Repulsion wand throws things backwards, might hurt them if they ram something
- resurrection - Wand which kills skeletons and heals people
- safety - Wand of go somewhere else which is safe-ish
- shrink - Wand of making things small
- swap - Swaps you with something you hit.
- teleport - Wand of go somewhere else
- tentacles - Immobilises people with tentacles. It's not a fetish.
- zap - It's just a classic taser
- hook - Meat Hook
- medbeam
- mech - Mech Version
- syringe
- ballistic - Subtype for any kind of ballistic gun
This has a shitload of vars on it, and I'm sorry for that, but it does make making new subtypes really easy
- gun_maintenance_supplies
- hairbrush
- hallucinated
- hand_item - For all of the items that are really just the user's hand used in different ways, mostly (all, really) from emotes
- circlegame
- coom
- kisser
- noogie
- self_grasp - an abstract item representing you holding your own limb to staunch the bleeding, see /mob/living/carbon/proc/grabbedby will probably need to find somewhere else to put this.
- slapper
- hand_labeler - A mini-tool used to apply label items onto something to modify its name.
- hand_tele
- handheld_soulcatcher
- hardened_spike
- harmalarm
- healthanalyzer
- hearthkin_ship_fragment_inactive
- hemostat
- heretic_labyrinth_handbook - A heretic item that spawns a barrier at the clicked turf, 3 uses
- hfr_box
- hierophant_club
- highfrequencyblade
- hivemind_keyboard
- holochip
- holocigarette
- holosign_creator
- holosynth_pen
- house_edge
- hypospray/mkii
- implant - Parent class for all implants
- abductor
- beacon - Essentially, just turns the implantee into a teleport beacon.
- chem
- deathrattle
- exile/noteleport - Used to help the staff of the space hotel resist the urge to use the space hotel's incredibly alluring roundstart teleporter to ignore their flavor/greeting text and come to the station.
- explosive
- battle_royale - Implant used by the traitor Battle Royale objective, is not active immediately
- deniability - Microbomb which prevents you from going into critical condition but also explodes after a timer when you reach critical condition in the first place.
- macro - Macrobomb has the strength and delay of 10 microbombs
- kaza_ruk
- mod
- sad_trombone - A passive implant that plays a funny noise (defaults to sound/misc/sadtrombone.ogg) when you deathgasp for any reason
- spell
- teleport_blocker - Blocks the implantee from being teleported
- tracking
- uplink
- implantcase - Item used to store implants. Can be renamed with a pen. Implants are moved between those and implanters when a mob uses an implanter on a case.
- sad_trombone - Implant case that spawns with a sad trombone implant, as well as an appropriate name and description
- tracking - An implant case that spawns with a tracking implant, as well as an appropriate name and description.
- weapons_auth - An implant case that spawns with a firearms authentication implant, as well as an appropriate name and description.
- implanter - Players can use this item to put obj/item/implant's in living mobs. Can be renamed with a pen.
- sad_trombone - Implanter that spawns with a sad trombone implant, as well as an appropriate name
- implantpad
- inducer
- inert_anomaly - Doesn't do anything, consolation prize if you neu
- inflatable
- inhaler
- inhand_desk_bell - Handheld bell
- N-spect scanner - Determines if an item or its contents are contraband.
- instrument
- piano_synth
- violin/festival
- Integrated Circuitboard - A circuitboard that holds components that work together
- loaded
- Hello World preset - Says "Hello World" when triggered. Needs to be wired up and connected first.
- Speech Relay preset - Acts like poly. Says whatever it hears.
- loaded
- jammer
- Janicart Upgrade - Functional upgrades that can be installed into a janicart.
- katana/weak/curator - obj/item/clothing/head/hats/sus_bowler/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) obj/item/clothing/head/hats/sus_bowler/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
- key/collar - This is a KEY moment of this code. You got it. Key. ... It's 2:56 of 08.04.2021, i want to sleep. Please laugh. // your suffering has been preserved for future generations
- key_card - Keycard that's meant to be able to open a /obj/machinery/door/airlock/keyed. Without it, the door will not open.
- kinetic_crusher - Kinetic Crusher
- kinky_shocker
- kirbyplants
- kitchen/tongs - Tongs, let you pick up and feed people food from further away.
- knife - Includes
- bloodletter
- hotknife
- kitchen/plasteel_chef - Plasteel Chef Event
- label - The label item applied when labelling something
- language_manual
- laser_pointer
- lazarus_injector - Players can revive simplemobs with this.
- light
- light_eater - An armblade that instantly snuffs out lights
- lighter
- lightreplacer
- lipstick
- luna_fragment - Upgrades
- blood_beam - Blood Beam
- energy_retrofit - Energy Retrofit Sets LUNA's stats to be on par with a standard energy blade - for better and worse.
- machine_remote
- mail - Mail is tamper-evident and unresealable, postmarked by CentCom for an individual recepient.
- market_uplink
- match
- mecha_ammo
- missiles_pep - PEP-6 Missile type - Used by Robotics
- missiles_srm - Missile Ammo SRM-8 Missile type - Used by Nuclear Operatives
- mecha_diagnostic
- mecha_parts - Mecha Parts
- chassis
- clarke - Clarke
- durand - Durand
- gygax - Gygax
- honker - HONK
- odysseus - Odysseus
- phazon - Phazon
- ripley - Ripley
- mecha_equipment - Mecha Equipment
All mech equippables are currently childs of this
- air_tank - Mech air tank module
- armor - ARMOR BOOSTER MODULES
- armor_plate - Abstract armor module used just to occupy a slot and show up in the UI
- concealed_weapon_bay - CONCEALED WEAPON BAY
- drill
- ejector
- extinguisher
- generator - GENERATOR
- gravcatapult
- hydraulic_clamp
- kinetic_dampener
- medical
- mechmedbeam - Medical Beam
- syringe_gun
- orebox_manager - Special equipment for the Clarke mech, handles moving ore without giving the mech a hydraulic clamp and cargo compartment.
- radio - Mech radio module
- rcd
- repair_droid - REPAIR DROID
- sleeper
- solfed_welder
- swarm_rocket_pod
- teleporter - TELEPORTER
- thrusters - THRUSTERS
- utility/fob_3d_printer
- weapon
- ballistic
- cannon
- launcher
- banana_mortar/bombanana - dark honk weapons
- punching_glove
- solfed_napalm
- solfed_teargas
- missile_rack - Missiles
SRM-8 Missile Rack - Used by Nuclear Operatives - Explodes when it hits anything
- breaching - PEP-6 Missile Rack - Used by Robotics - Explodes only when it hits dense objects like walls, borgs and mechs
- energy
- static_discharger
- thermal - Exosuit thermal guns
- paddy_claw - long claw of the law
- ballistic
- wormhole_generator - WORMHOLE GENERATOR
- mecha_tracking
- chassis
- mecha_summon_remote
- melee
- ashen_blade
- baseball_bat
- baton
- security
- cattleprod
- stunsword - Stun Sword
- telescopic
- security
- blood_magic/manipulator
- breaching_hammer
- cleaving_saw
- miner - A slightly nerfed saw as the normal one is much too murdery.
- cultblade
- energy
- flyswatter
- knuckleduster
- powerfist
- roastingstick
- rune_carver
- sabre
- sickly_blade
- skateboard
- touch_attack
- mending_globule - This item is what is embedded into the mob
- mentoring_book
- limited/preset_language - A mentoring book that comes pre-written with a specific language
- mind_controller
- minebot_remote_control
- minespawner
- mining_scanner - Mining Scanners
- mining_stabilizer - Stabilising serum prevents monster organs from decaying before you can use them.
- mining_voucher - Mining Equipment Voucher
- mjollnir - Mjollnir
- mmi
- mob_holder
- pet - This is a special subtype of mob_holder that spawns with a mob included instead of being created by scooping a mob. It can override the name & description of the included mob as well.
- purple_raptor
- snail - snail's custom holder object
- mod - MODsuits, trade-off between armor and utility
- control - Misc stuff to avoid having files with three lines in them.
- donor
- pre_equipped
- prototype/hauler - Prototype Hauler Suit
- responsory
- core
- module - MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.
- active_sonar - Active Sonar - Displays a hud circle on the turf of any living creatures in the given radius
- adrenaline_boost - Adrenaline Boost - Stops all stuns the ninja is affected with, increases his speed.
- anomaly_locked - Anomaly Locked - Mostly just a wrapper for modules that don't need to descend from any other module but need the anomaly_locked_module component
- antigrav - Anti-Gravity - Makes the user weightless.
- kinesis - Kinesis - Gives you the ability to move and launch objects.
- admin - Admin suit version of kinesis. Can grab anything at any range, may enable phasing through walls.
- teleporter - Teleporter - Lets the user teleport to a nearby location.
- anti_magic - Magic Nullifier - Protects you from magic.
- ash_accretion
- atrocinator - Atrocinator - Flips your gravity.
- auto_doc
- balloon - Balloon Blower - Blows a balloon.
- advanced - Advanced Balloon Blower - Blows a long balloon.
- baton_holster
- bikehorn - Bike Horn - Plays a bike horn sound.
- chameleon - Chameleon - lets the suit disguise as any item that would fit on that slot.
- circuit
- clamp - Hydraulic Clamp - Lets you pick up and drop crates.
- constructor - Constructor - Lets you build quicker and create RCD holograms.
- criminalcapture - Criminal Capture - Generates hardlight bags you can put people in and sinch.
- patienttransport - Patrient Transport - Generates hardlight bags you can put people in.
- defibrillator - Defibrillator - Gives the suit an extendable pair of shock paddles.
- dispenser - Dispenser - Dispenses an item after a time passes.
- mirage - Mirage grenade dispenser - Dispenses grenades that copy the user's appearance.
- dna_lock - DNA Lock - Prevents people without the set DNA from activating the suit.
- drill - Drill - Lets you dig through rock and basalt.
- emp_shield - EMP Shield - Protects the suit from EMPs.
- energy_net - Energy Net - Ensnares enemies in a net that prevents movement.
- energy_shield - Energy Shield - Gives you a rechargeable energy shield that nullifies attacks.
- eradication_lock - Eradication lock - Prevents people who aren't the owner of the suit from existing on the timeline via eradicating the suit with the intruder inside
- flamethrower - Flamethrower - Launches fire across the area.
- flashlight - Flashlight - Gives the suit a customizable flashlight.
- darkness - Like the flashlight module, except the light color is stuck to black and cannot be changed.
- gps - Internal GPS - Extends a GPS you can use.
- hacker - Hacker - This module hooks onto your right-clicks with empty hands and causes ninja actions.
- hat_stabilizer - Hat Stabilizer - Allows displaying a hat over the MOD-helmet, à la plasmamen helmets.
- headprotector - Safety-First Head Protection - Protects your brain matter from sudden impacts.
- health_analyzer - Health Analyzer - Gives the user a ranged health analyzer and their health status in the panel.
- holster - Holster - Instantly holsters any not huge gun.
- hydraulic
- infiltrator
- injector - Injector - Gives the suit an extendable large-capacity piercing syringe.
- insignia - Insignia - Gives you a skin specific stripe.
- jaeger_sprint
- jetpack - Ion Jetpack - Lets the user fly freely through space using battery charge.
- joint_torsion - A module that recharges the suit by an itsy tiny bit whenever the user takes a step. Originally called "magneto module" but the videogame reference sounds cooler.
- jump_jet - Jump Jet - Briefly removes the effect of gravity and pushes you up one z-level if possible.
- longfall - Longfall - Nullifies fall damage, removing charge instead.
- magboot - Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
- magnetic_harness - Magnetic Harness - Automatically puts guns in your suit storage when you drop them.
- medbeam - Medbeam - Medbeam but built into a modsuit
- megaphone - Megaphone - Lets you speak loud.
- microwave_beam - Microwave Beam - Microwaves items instantly.
- mister - Mister - Sprays water over an area.
- atmos - Resin Mister - Sprays resin over an area.
- mouthhole - Eating Apparatus - Lets the user eat/drink with the suit on.
- noslip - Anti Slip - Prevents you from slipping on water.
- orebag - Ore Bag - Lets you pick up ores and drop them from the suit.
- organizer - Organizer - Lets you shoot organs, immediately replacing them if the target has the organ manipulation surgery.
- paper_dispenser - Paper Dispenser - Dispenses (sometimes burning) paper sheets.
- pathfinder - Pathfinder - Can fly the suit from a long distance to an implant installed in someone.
- pepper_shoulders - Pepper Shoulders - When hit, reacts with a spray of pepper spray around the user.
- plasma_stabilizer - Plasma Stabilizer - Prevents plasmamen from igniting in the suit
- plate_compression - Plate Compression - Compresses the suit to normal size
- power_kick - Power kick - Lets the user launch themselves at someone to kick them.
- projectile_dampener - Projectile Dampener - Weakens projectiles in range.
- quick_carry - Quick Carry - Lets the user carry bodies quicker.
- rad_protection - Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
- reagent_scanner - Reagent Scanner - Lets the user scan reagents.
- recycler - Module that shoves garbage inside its material container when the user crosses it, and eject the recycled material with MMB.
- donk - A black market variant of the above that dispenses riot foam dart boxes
- rewinder - Rewinder - Activating saves a point in time, after 10 seconds you will jump back to that state.
- shooting_assistant - A module that enhances the user's ability with firearms, with a couple drawbacks: In 'Stormtrooper' mode, the user will be given faster firerate, but lower accuracy. In 'Sharpshooter' mode, the user will have better accuracy and ricochet to his shots, but slower movement speed. Both modes prevent the user from dual wielding guns.
- signlang_radio - Sign Language Translator - allows people to sign over comms using the modsuit's gloves.
- smartgun
- sphere_transform
- springlock - Springlock Mechanism - allows your modsuit to activate faster, but reagents are very dangerous.
- contractor/no_complexity - This exists for the adminbus contractor modsuit. Do not use otherwise
- stamp - Stamper - Extends a stamp that can switch between accept/deny modes.
- status_readout - Status Readout - Puts a lot of information including health, nutrition, fingerprints, temperature to the suit TGUI.
- ninja - Ninja Status Readout - Like the normal status display (see the base type), but with a clock.
- stealth - Cloaking - Lowers the user's visibility, can be interrupted by being touched or attacked.
- storage - Storage - Adds a storage component to the suit.
- surgical_processor - Surgical Processor - Lets you do advanced surgeries portably.
- t_ray - T-Ray Scan - Scans the terrain for undertile objects.
- tanner - Tanner - Tans you with spraytan.
- tem - TEM - Lets you eradicate people.
- tether - Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
- thermal_regulator - Thermal Regulator - Regulates the wearer's core temperature.
- thread_ripper - Thread Ripper - Temporarily rips apart clothing to make it not cover the body.
- timeline_jumper - Timeline Jumper - Infinite phasing. needs some special effects
- timestopper - Timestopper - Need I really explain? It's the wizard's time stop, but the user channels it by not moving instead of a duration.
- visor - Base Visor - Adds a specific HUD and traits to you.
- rave - Rave Visor - Gives you a rainbow visor and plays jukebox music to you.
- weapon_recall - Weapon Recall - Teleports your katana to you, prevents gun use.
- welding - Welding Protection - Makes the helmet protect from flashes and welding.
- camera_vision - Camera Vision - Prevents flashes, blocks tracking.
- syndicate
- control - Misc stuff to avoid having files with three lines in them.
- modular_computer
- debug - Debug ModPC Used to spawn all programs for Create and Destroy unit test.
- laptop
- pda
- assistant - No Department/Station Trait
- cargo - Supply
- clown
- contractor
- engineering - Engineering
- heads - Command
- janitor - Service
- medical - Medical
- nukeops - Nuclear PDA
- science - Science
- security - Security
- silicon - Silicon PDA
- syndicate - Non-roles
- synth - Custom computer for synth brains
- processor
- mop
- mounted_machine_gun_folded
- multitool - Multitool -- A multitool is used for hacking electronic devices.
- mutant_hand - Generic mutant hand type for use with the mutant hands component
(Technically speaking, the component doesn't require you use this type. But it's here for posterity)
- shattered_risen - The "hand" "weapon" used by shattered risen
- zombie
- nanite_leg_reinforcement
- necromantic_stone - Necromantic Stone
- newspaper - Newspapers A static version of the newscaster, that won't update as new stories are added. Can be scribbed upon to add extra text for future readers.
- nif_hud_adapter
- nif_repair_kit - NIF Repair Kit.
- nifsoft_remover - NIFSoft Remover. This is mostly here so that security and antags have a way to remove NIFSofts from someome
- nuclear_challenge
- literally_just_does_the_message - Subtype that does nothing but plays the war op message. Intended for debugging
- nullrod
- offhand - The offhand dummy item for two handed items
- ore_sensor - Ashwalker ore sensor crafted from brimdemon ash
- organ
- alien
- antennae - A moth's antennae
- appendix
- ashen_armblade
- body_egg
- alien_embryo
- changeling_egg - The actual organ that the changeling headslug implants into a dead host.
- spideregg_infection - the actual organ that exists when made by the reagent
- borer_body
- brain
- cyberimp
- ears
- babbelfish
- cat/cybernetic/blue - Cyber cat ears - Cosmetic types for augments only
- sensitive - Teshari ears, hold the teshari
- empowered_borer_egg
- eyes
- frills - The frills of a lizard (like weird fin ears)
- genital
- heart
- carp - makes you cold resistant, but heat-weak.
- corrupt - Occasionally bombards you with spooky hands and lets everyone hear your pulse.
- cybernetic
- demon - The loot from killing a slaughter demon - can be consumed to allow the user to blood crawl
- ethereal
- evolved - An improved version of the organic heart, with more health and more "keeping you alive" potential
- freedom
- gland
- goliath - goliath heart gives you the ability to survive ash storms.
- gondola - makes you a pacifist and turns most mobs neutral towards you
- hemophage
- nightmare
- rat - makes you smaller, walk over tables, and take 1.5x damage
- roach - Roach heart: Reduces damage taken from brute attacks from behind, but increases duration of knockdowns
- snail
- stoat
- horns - The horns of a lizard!
- legion_tumour - Left behind when a legion infects you, for medical enrichment
- liver
- bone - Bone liver
Gives the owner liverless metabolism, makes them vulnerable to bone hurting juice and
makes milk heal them through meme magic.
- plasmaman - Plasmaman liver Makes plasma and hot ice heal wounds, also makes gunpowder a hallucinogen.
- corrupt - Randomly secretes alcohol or hallucinogens when you're drinking something
- distillery - Convert all non-alcoholic drinks into alcohol
- fish - Organ from fish with the toxic trait. Allows the user to use tetrodotoxin as a healing chem instead of a toxin.
- golem - Golem liver Basically only exists to remove the nutriment factor from consumables, so golems can only consume minerals even when injecting reagents.
- gondola - Loving arms: your hands become unable to hold much of anything but your hugs now infuse the subject with pax.
- roach - Roach liver: Purges toxins at a higher threshold, but takes more damage from them if not purged
- bone - Bone liver
Gives the owner liverless metabolism, makes them vulnerable to bone hurting juice and
makes milk heal them through meme magic.
- lungs
- carp - Carp lungs! You can breathe in space! Oh... you can't breathe on the station, you need low oxygen environments. Inverts behavior of lungs. Bypasses suffocation due to space / lack of gas, but also allows Oxygen to suffocate.
- corrupt - Sometimes cough out some kind of dangerous gas
- ethereal
- fish - Lungs that replace the need of oxygen with water vapor or being wet
- amphibious - Subtype of gills that allow the mob to optionally breathe water.
- lavaland/goliath - goliath lungs! You can breathe lavaland air mix but can't breath pure O2 from a tank anymore.
- monster_core - Useful organs which drop as loot from a mining creature.
Generalised behaviour is that they will decay and become useless unless provided with serum.
These should usually do something both when used in-hand, or when implanted into someone.
- brimdust_sac - Gives you three stacks of Brimdust Coating, when you get hit by anything it will make a short ranged explosion. If this happens on the station it does much less damage, and slows down the bearer. If implanted, you can shake off a cloud of brimdust to give this buff to people around you.area It will also automatically grant you one stack every 30 seconds if you are on lavaland.
- regenerative_core - On use in hand, heals you over time and removes injury movement debuffs. Also makes you a bit sad.
On use when implanted, fully heals. Automatically fully heals if you would enter crit.
- legion - Different graphics/desc for the lavaland legion
- rush_gland - On use in hand, makes you run faster for a bit and ignore injury movement decrease. On use when implanted, run for longer and ignore all negative movement. Automatically triggers if health is low (to escape).
- mushroom_cap - A mushpersons mushroom cap organ
- pod_hair - The leafy hair of a podperson
- snout - Guess what part of the lizard this is?
- spines - A lizards spines (those things on their back), but also including tail spines (gasp)
- stomach
- alien - The stomach that lets aliens eat people/things
- corrupt - Rapidly become hungry if you are not digesting blood
- ethereal
- fish - Fish infuser organ, allows mobs to safely eat raw fish.
- golem
- rat - increases hunger, disgust recovers quicker, expands what is defined as "food"
- roach - Roach stomach: Makes disgust a non-issue, very slightly worse at passing off reagents Also makes you more hungry
- synth
- tail - Tail parent, it doesn't do very much.
- fish - Tail for fish DNA-infused spacemen. It provides a speed buff while in water. It's also needed for the crawl speed bonus once the threshold is reached.
- xeno_queen
- taur_body
- tongue
- carp - occasionally sheds carp teeth, stronger melee (bite) attacks, but you can't cover your mouth anymore.
- corrupt - Sometimes speak in incomprehensible tongues
- gondola - Zen (tounge): You can no longer speak, but get a powerful positive moodlet
- hemophage
- human - This "human" tongue is only used in Character Preferences / Augmentation menu. The base tongue class lacked a say_mod. With say_mod included it makes a non-Human user sound like a Human.
- inky - Organ from fish with the ink production trait. Doesn't count toward the organ set bonus but is buffed once it's active.
- rat - you occasionally squeak, and have some rat related verbal tics
- shadekin
- wings - Wing base type. doesn't really do anything
- functional - The true wings that you can use to fly and shit (you cant actually shit with them)
- angel - angel wings, which relate to humans. comes with holiness.
- dragon - dragon wings, which relate to lizards.
- fly - fly wings, which relate to flies.
- moth
- megamoth - megamoth wings, which relate to moths as an alternate choice. they're both pretty cool.
- mothra - mothra wings, which relate to moths.
- robotic - robotic wings, which relate to androids.
- skeleton - skeletal wings, which relate to skeletal races.
- slime - slime wings, which relate to slimes.
- moth - Moth wings! They can flutter in low-grav and burn off in heat
- functional - The true wings that you can use to fly and shit (you cant actually shit with them)
- orion_ship - A minibomb achieved from winning at emagged Orion.
- pai_cable
- pai_card
- paint
- paint_palette - Simple painting utility.
- paper - Paper
also scraps of paper
- crumpled
- bloody/ruins/lavaland/clown_planet/escape - lavaland clown planet papers
- ruins
- bigderelict1/manifest - bigderelict1 items
- derelict_sulaco/captain - derelictsulaco items
- originalcontent - originalcontent items
- fluff
- awaymissions/astrum - Fluff notes
- operative - instructions for nuclear operatives on how to use their medipen
- overwatch - One of the special items that spawns in the overwatch agent's room.
- radiation_nebula - Small explanation for engineering on how to set-up the radioactive nebula shielding
- radiation_nebula_virologist - Warns medical that they can't use radioactive resonance
- ruins
- asteroid4/extraction - asteroid4 items
- crashedclownship/true_nation - crashedclownship items
- dangerous_research
- armstrong_memo_1 - Armstrong Memos
- beaches_journal_1 - Dream-Of-Beaches Journal
- manifest - Paper Fluff Lore
- deepstorage/water_concern - deepstorage items
- djstation - djstation items
- forgottenship/password - forgottenship lore
- interdyne/reception - Research notes
- listeningstation/reports - Papers used in The Listening Station ruin.
- oldstation - Oldstation items
- protosupermatter - Supermatter crystal fluff paper used in Charlie station ruin
- spacehotel/notice - spacehotel items
- the_outlet/amos_note - lore papers
- thederelict/equipment - thederelict items
- waystation
- memo - Vault Paper
- menu - Dorms Room Papers
- sop - Cargo Bay Paper
- scrambled_pass
- spaceruins/lizardsgas/memorandum - Space Ruins
- stations
- centcom/disk_memo - CentCom
- lavaland
- orm_notice - Lavaland
- sloth/note - lavaland slot ruin items
- surface/henderson_report - lavaland surface papers
- guides/jobs
- engi/gravity_gen - Gravity generator instruction guide
- hydroponics - Job guides n' fluff
- joker
- medical_report
- monitorkey - Monitor decryption key paper
- paperslip
- corporate - More fancy and sturdy paper slip which is a "plastic card", used for things like spare ID safe code
- fishing_tip - Used to give the average player info about fishing stuff that's unknown to many.
- ration_ticket
- secretrecipe
- gorgium - Paper that spawns a recipe for the petrification serum
- metalgen - Recipe that always has metalgen
- work_contract
- crumpled
- paper_bin
- papercutter
- paperplane
- syndicate/hardlight - The fabled paper plane crossbow and its hardlight paper planes.
- Paperwork - Paperwork documents that can be stamped by their associated stamp to provide a bonus to cargo.
- pen
- perfume
- permanent_portal_anchor
- permanent_portal_creator - A simple one-use beacon to activate a two-way portal to the anchored receiver it's linked to.
- pet_carrier
- petri_dish - Holds a biological sample which can then be put into the growing vat
- random - Petri dish with random sample already in it.
- ph_booklet
- ph_meter
- ph_paper
- pickaxe - Pickaxes & Drills & Shovels
- drill/implant
- piggy_bank - Piggy banks. They store your hard-earned money until you or someone destroys it. If the persistence id is set, money will be carried between rounds until broken.
- pillow
- pinata - An item that when used inhand spawns an immovable pinata
- pinpointer
- pipe
- pipe_dispenser
- pitchfork - Pitchfork item
- pizzabox
- pizzavoucher
- plant_analyzer
- plaque
- plate
- plate_shard
- plunger - A wearable tool that lets you empty plumbing machinery and some other stuff
- reinforced - A faster reinforced plunger
- pneumatic_cannon
- poker_chip
- polymorph_belt - Belt which can turn you into a beast, once an anomaly core is inserted
- functioning - Pre-activated polymorph belt
- portable_wind_turbine
- poster - The rolled up item form of a poster
- powersink
- pressure_plate
- pushbroom
- quantum_keycard
- queen_bee
- radio
- rag
- raptor_dex
- Raw Anomaly Cores - The current precursor to anomaly cores, these are manufactured into 'finished' anomaly cores for use in research, items, and more.
- rcl
- reagent_containers
- applicator - Generic reagent applicator type for pills and patches
- pill
- happinesspsych - Psychologist inventory pills
- maintenance - Black and white pills that spawn in maintenance and have random reagent contents
- shadowtoxin - this pill is used only in a legion mob drop
- style/gummy - So turns out its looking for any pill type with the
/obj/item/reagent_containers/applicator/pill/styleso you can really go wild with custom pills, so consider this 'gummy' pill as the base for our nova module - zoom - drugs
- pill
- borghypo - Borg Hypospray
- borgshaker - Borg Shaker for the serviceborgs
- clown - Clownborg hypospray
- medical - Default Medborg Hypospray
- peace - Peacekeeper hypospray
- syndicate - Syndicate medborg hypospray
- chemtank
- condiment - Condiments
- cup
- beaker/organ_jar
- bottle/alchemist_random
- bowl
- soup - This subtype is only for easy mapping / spawning in specific types of soup. Do not use it anywhere else.
- fish_feed - Fish feed can
- glass - Drinks.
- bottle - Alchohol bottles! -Agouri
- coffee - Drinks
- colocup
- drinkingglass
- shaker - drinkingglass and shaker
- jerrycan - The jerrycan is not only a flavourful, setting appropriate way to store reagents, it offers several design benefits due to its unique combination of high roundstart capacity and bulky size.
- phylactery
- soda_cans
- soup_pot
- tube - Test tubes created by chem master and pandemic and placed in racks
- watering_can/advanced
- hypospray
- inhaler_canister
- spray
- waterflower/superlube - Subtype used for the lavaland clown ruin.
- syringe
- venom_milker
- applicator - Generic reagent applicator type for pills and patches
- relic
- research_notes
- resonator - Resonator
- respawn_implant
- Generic restraints - Parent class for handcuffs and handcuff accessories
- Handcuffs - Stuff that makes humans unable to use hands
- Alien handcuffs - Abductor reskin of the handcuffs.
- Cable restraints - Ghetto handcuffs. Removing those is faster.
- blue - Blue cable restraints
- cyan - Cyan cable restraints
- green - Green cable restraints
- orange - Orange (the color) cable restraints
- pink - Pink cable restraints
- red - Red cable restraints
- Sinew restraints - Primal ghetto handcuffs
- white - White cable restraints
- yellow - Yellow cable restraints
- Zipties - One-use handcuffs that take 45 seconds to resist out of instead of one minute. This turns into the used version when applied.
- Fake Zipties - One-use handcuffs that is very easy to break out of, meant as a one-use alternative to regular fake handcuffs.
- Used zipties - What zipties turn into when applied. These can't be used to cuff people.
- cult - handcuffs applied by cult magic and heretics sacrifice
- Fake handcuffs - Fake handcuffs that can be removed near-instantly.
- milker
- Generic leg cuffs - Parent class for everything that can legcuff carbons. Can't legcuff anything itself.
- Handcuffs - Stuff that makes humans unable to use hands
- resurrection_crystal
- retractor
- reverse_bear_trap
- ritual_totem
- rna_extractor
- robot_model - Definition of /obj/item/robot_model, which defines behavior for each model. Deals with the creation and deletion of modules (tools). Assigns modules and traits to a borg with a specific model selected.
- robot_suit
- royale_implanter - Quietly implants people with battle royale implants
- royale_remote - Activates implants implanted by linked royale implanter
- rpd_upgrade
- rsd_interface
- rsf
- runic_vendor_scepter
- rwd
- sales_tagger
- scalpel
- screwdriver
- scrying - Scrying
- secateurs
- seed_mesh
- seeds
- bamboo - and bamboo!
- poppy/geranium/fraxinella - Fraxinella seeds.
- replicapod - The actual replica pods themselves!
- star_cactus - Star Cactus seeds, mutation of lavaland cactus.
- watermelon/barrel - Barrel melon Seeds
- sequence_scanner
- serviette
- serviette_pack
- Whetstone - Items used for sharpening stuff
- Super whetstone - Extremely powerful admin-only whetstone
- Shell Item - Printed out by protolathes. Screwdriver to complete the shell.
- shield
- shockpaddles
- shovel/giant_wrench
- shuttle_curse
- shuttle_remote
- sign
- singularityhammer - Singularity Hammer
- skillchip
- acrobatics
- big_pointer - A skillchip that gives the user bigger arrows when pointing at things (like some id trims do). As a bonus, they can costumize the color of the arrow/pointer too.
- job/chef
- matrix_taunt
- sliced_pipe
- slime_extract - Slime Extracts
- slimecross - SLIME CROSSBREEDS
- burning/oil
- stabilized
- slimepotion - Slime-derived potions #Slime potions
- smelling_salts
- soap
- soil_sack - //////////////// Soil Sacks /////////////////////// Holder items that store the soils until deployed.
- solfed_reporter
- soulcatcher_holder - This is the object we use if we give a mob soulcatcher. Having the souls directly parented could cause issues.
- soulscythe
- soulstone
- space_crawl - Spacecrawl "hands", prevent the user from holding items in spacecrawl
- spanking_pad
- sparkler
- sparring_contract
- spear
- spellbook
- spess_knife
- stack
- cable_coil
- cannonball
- conveyor
- ducts
- license_plates/filled
- medical
- ore - Mineral ores
- pipe_cleaner_coil
- sheet
- shibari_rope
- tile - TILE STACKS
- sticker - What stickers can do?
- stock_block
- stock_parts
- capacitor
- Power store abstract type - Abstract type for a stock part that holds power.
- Power cell - Power cells, used primarily for handheld and portable things. Holds a reasonable amount of power.
- artifact_crap - Shitty cell used in artifact mechs
- crank
- infinite/nif_cell - This cell is only meant for use in items temporarily created by a NIF. Do not let players extract this from devices.
- self_charge
- Power cell - Power cells, used primarily for handheld and portable things. Holds a reasonable amount of power.
- storage
- backpack
- duffelbag
- syndie/sabotage - Subtype for the sabotage bundle. Contains three C4, two X4 and 6 signalers
- industrial/cin_surplus/random_color
- meat
- messenger - Messenger Bag Types
- snail
- duffelbag
- bag
- belt
- holster/energy
- machete
- military/cin_surplus/random_color
- wand_bandolier - Not a subtype of bandolier because it acts pretty differently
- wands/full
- discount - Filled with budget wands instead of cool ones
- box - The common cardboard box.
- donkpockets
- envirosuit - Orange
- black - Black
- khaki - Khaki
- prototype - Prototype
- security - Security
- slacks - Slacks
- white - White
- fish_revival_kit - From the fishing mystery box. It's basically a lazarus and a few bottles of strange reagents.
- foodpack
- gum
- holy
- monkeycubes
- papersack
- posterbox
- spaceman_ration
- stickers/skub - A box containing a skub, for easier carry because skub is a bulky item.
- survival
- syndicate - last audited december 2022
- syndie_kit
- poster_box
- sniper_surplus - Surplus Ammo Box
- vials - Boxes of empty hypovials, coming in every style.
- briefcase
- secure - Secure briefcase
Uses the lockable storage component to give it a lock.
- digital_storage - Base container used for gimmick disks.
- riches
- syndie - Syndie variant of Secure Briefcase. Contains space cash, slightly more robust.
- secure - Secure briefcase
Uses the lockable storage component to give it a lock.
- bubblegum_wrapper
- cans
- dice - holding bag for dice
- fancy
- fish_case - Stasis fish case container for moving fish between aquariums safely.
Their w_class scales with that of the fish inside it.
Most subtypes of this also start with a fish already inside.
- blackmarket - Subtype bought from the blackmarket at a gratuitously cheap price. The catch? The fish inside it is dead.
- hypospraykit
- cmo - Deluxe hypokit: more storage, but you can't pocket it.
- combat - Combat hypokit
- interdyne - Interdyne deluxe hypokits: mostly for style, but preloaded with goodies.
- preloaded - Preloaded version: this is what goes in the locker.
- interdyne - Interdyne hypokits: mostly for style, but preloaded with goodies.
- cmo - Deluxe hypokit: more storage, but you can't pocket it.
- inflatable - The box full of inflatables
- lockbox
- mail_counterfeit_device
- advanced - Unobtainable item mostly for (b)admin purposes.
- bluespace - Unobtainable item mostly for (b)admin purposes.
- medkit
- civil_defense/thunderdome
- organbox - A box which takes in coolant and uses it to preserve organs and body parts
- preloaded - A subtype of organ storage box which starts with a full coolant tank
- part_replacer - RPED. Allows installing & exchaging parts on machines
- pill_bottle
- happinesspsych - Psychologist inventory pillbottles
- portable_chem_mixer
- pouch - Base pouch type. Fits in pockets, as its main gimmick.
- medical - It's a pocket medkit. Use sparingly?
- firstaid - It's... not as egregious as a full pocket medkit.
- medical - It's a pocket medkit. Use sparingly?
- toolbox
- ammobox/full
- emergency/turret/mag_fed - Toolbox Handling
- colonist - Colonist Turret. Kinda just made to be a ghost-role friendly version of the outpost turret
- duster - Shotgun Turret. Surprisingly nothing new added as the firing proc will handle pellet clouds. Note however that shotgun rounds CANT smart-gun around allies.
- outpost - Outpost Turret, Will be used for space ruins.
- spider - Spider turret. Throw-deployable turret with actual ammunition.
- twin_fang - Twin-Fang turret. Spider Turret's nastier cousin. Slightly less durable but more vitriol. Chambered in .27-54
- toy - Define Killing.
- fishing
- guncase
- mechanical
- medical
- wallet
- money - Used by the toilet fish source.
- backpack
- strapon_dildo
- style_meter
- suit_sensor - The item representing suit sensors when removed from a suit or dress (obj/item/clothing/under)
- summon_beacon
- supplypod_beacon
- suppressor
- surgery_tray - Surgery Trays
A storage object that displays tools in its contents based on tier, better tools are more visible.
Can be folded up and carried. Click it to draw a random tool.
- full/advanced - Surgery tray with advanced tools for debug
- surgicaldrill
- survivalcapsule
- fishing - A modified mining capsule from the black market and sometimes random loot.
- suspiciousphone
- swab - Tool capable of taking biological samples from mobs
- swapper
- switchblade
- syndicate_contacts - Syndicate item that upgrades the flash protection of your eyes.
- syndicate_teleporter
- syndicatedetonator - Syndicate Detonator (aka the big red button)
- synth_powercord
- t_scanner
- table_clock
- Gas Tank - Handheld gas canisters Can rupture explosively if overpressurized
- tape
- captains_log - Captain's log Credits to goonstation13 for orginal SS13 lore https://wiki.ss13.co/Storyline https://www.youtube.com/watch?v=7M-JPH5SOmI (old video) https://www.youtube.com/watch?v=FHH1vfY6HTA (new video)
- ruins
- taperecorder
- target
- target_designator - Targeting Device handling
- tattoo_kit
- tcgcard
- tcgcard_deck - A stack item that's not actually a stack because ORDER MATTERS with a deck of cards! The "top" card of the deck will always be the bottom card in the stack for our purposes.
- teleport_rod - Totally NOT a Rod of Discord Teleports you to where you click!
- teleportation_scroll
- tether_anchor
- tgui_book - Base type for a book that opens a bespoke TUGI Does not inherit from /obj/item/book because the only similarities between the two are the concept of "being a book" When designing a UI book you can send a "play_flip_sound" act to play the page turn sound
- thermometer
- tk_grab
- towel
- toy
- balloon
- basketball
- captainsaid
- cards
- crayon
- eightball
- eldritch_book
- intento
- katana/nanite - A somehow wekaer version of the toy katana
- mecha
- plush
- singlecard
- spinningtoy
- sword
- xmas_cracker
- trade_chip - Supply pack unlocker chip
- training_toolbox - Device that simply counts the number of times you've hit a mob or target with. Looks like a toolbox but isn't.
- traitor_spraycan
- transfer_valve
- trapdoor_kit - trapdoor parts kit, allows trapdoors to be made by players
- trapdoor_remote
- preloaded - subtype with internals already included. If you're giving a department a roundstart trapdoor, this is what you want
- trash/bee
- tunneling_worm
- turbine_parts
- turret_assembly
- turret_control
- udder item - Abstract item that is held in nullspace and manages reagents. Created by udder component.
While perhaps reagents created by udder component COULD be managed in the mob, it would be somewhat finnicky and I actually like the abstract udders.
- gutlunch udder subtype
- universal_scanner
- uplink
- loneop - A subtype used for lone ops, with some of the stuff they shouldn't/can't access removed from purchase.
- usb_cable - A cable that can connect integrated circuits to anything with a USB port, such as computers and machines.
- v8_engine - File for the House Edge sword and the V8 Engine, obtained from the black market.
- vape
- veilrender - Veil Render
- vending_refill
- virgin_mary
- void_eater - An armblade that pops windows
- vorpalscythe
- wallframe
- camera - Camera assembly frame Putting this on a wall will put a deconstructed camera machine on the wall.
- clocktrap
- fish
- secure_safe
- wall_heater
- wargame_projector
- warp_whistle - Warp whistle, spawns a tornado that teleports you
- watcher_hatchling - A cute pet who will occasionally attack lavaland mobs for you
- weaponcell
- weaponcrafting/gunkit - These gun kits are printed from the security protolathe to then be used in making new weapons
- weldingtool
- wheelchair - Handheld wheelchair item
- gold - A reward item for obtaining 5K hardcore random points. Do not use for anything else
- wirebrush - The wirebrush is a tool whose sole purpose is to remove rust from anything that is rusty. Because of the inherent nature of hard countering rust heretics it does it very slowly.
- wirecutters
- Scanner - A handheld device that lets you flash it over people.
- wormhole_jaunter - Jaunter
- wrench/medical
- xenoarch
- anomaly_stabilizer
- broken_item - sediment encased items
- handheld_radar
- particles_battery
- searcher
- strange_rock
- wave_scanner_backpack
- xenoarch_utilizer
- lightning_thrower
- loop_spawner
- machinery - Machines in the world, such as computers, pipes, and airlocks.
- abductor
- ai_voicechanger
- air_sensor - Gas tank air sensor. These always hook to monitors, be mindful of them
- airalarm
- airlock_controller
- ammo_workbench
- anesthetic_machine
- announcement_system
- anomalous_crystal
- honk
- possessor
- theme_warp - Transforms the area to look like a new one
- arc_furnace
- armament_station - Armament Station
- artifact
- artifact_analyser
- atmos_shield_gen
- atmospherics
- components
- binary
- tank
- trinary
- unary
- airlock_pump - The pump looks up for the airlocks automatically based on airlock_pump_distance_limit and airlock_group_distance_limit values. When placed, the dir value (direction where the pipes are coming from) is considered as a direction towards the station (internal). The opposite direction is external. The airlock then tries to find airlocks or walls towards these directions until airlock_pump_distance_limit number of tiles reached. When it finds a valid object, then it tries to find airlocks, in directions perpendicular to the found tiles. And then adds them to the corresponding group (external/internal) until airlock_group_distance_limit number of tiles reached
- delam_scram - An atmos device that uses freezing cold air to attempt an emergency shutdown of the supermatter engine
- hypertorus - This file contain the eight parts surrounding the main core, those are: fuel input, moderator input, waste output, interface and the corners
The file also contain the guicode of the machine
- core - This section contain the hfr core with all the variables and the Initialize() and Destroy() procs
- outlet_injector
- portables_connector
- thermomachine
- vent_pump
- vent_scrubber
- miner
- pipe
- color_adapter
- layer_manifold
- multiz - This is an atmospherics pipe which can relay air up/down a deck.
- smart
- components
- auto_cloner
- autolathe
- automatic_respawner
- barsign
- big_manipulator
- biogenerator
- blackbox_recorder
- bluespace_miner
- bookbinder
- bouldertech
- refinery - Your new favorite industrial waste magnet!
Accepts boulders and produces sheets of non-metallic materials.
When upgraded, it can hold more boulders and process more at once.
- smelter - Your other new favorite industrial waste magnet! Accepts boulders and produces sheets of metallic materials. When upgraded, it can hold more boulders and process more at once.
- refinery - Your new favorite industrial waste magnet!
Accepts boulders and produces sheets of non-metallic materials.
When upgraded, it can hold more boulders and process more at once.
- brm
- bsa - BSA parts
- button
- delam_scram - A big red button you can smash to stop the supermatter engine, oh how tempting!
- door - MAPPING PRESETS
- indestructible/no_telekinesis
- showtime - A button that adds a camera network to the entertainment monitors
- transport/tram
- byteforge
- cafe_condo_teleporter - Essentially a rewritten version of Hilbert's Hotel that supports multiple map templates; and a reference to GMTower's beautiful condo system. You should play it's successor... :3
- camera
- all - All camera Has all upgrades by default, can't be disabled roundstart.
- autoname - Autonaming camera
Automatically names itself after the area it's in during post_machine_initialize,
good for mappers who don't want to manually name them all.
- deconstructed - Deconstructed Camera Used by wallmounted cameras, starts off deconstructed and requires building by a player.
- emp_proof - EMP Proof Starts off with the EMP protection upgrade, and can't start unactivated.
- exosuit - The internal camera object for exosuits, applied by the camera upgrade
- motion - Motion camera Starts off with the motion detector and can't be disablede on roundstart.
- preset/ordnance - Bomb preset Can't be disabled, sees further, doesn't cost power, can be seen by ordnance cameras, and is indestructible (so bomb-proof).
- silicon - Special type of camera installed into silicons (drones included) that gives an alert when someone is watching them through cameras.
- xray - X-Ray Cameras Starts off with x-ray, and can't start deactivated.
- cauldron
- cell_charger_multi
- chem_dispenser
- chem_heater
- chem_mass_spec
- chem_master
- chem_recipe_debug
- coffeemaker
- colony_recycler
- component_printer - Component printer, creates components for integrated circuits.
- computer
- aifixer
- apc_control
- arcade
- amputation
- festive - Dispenses wrapped gifts instead of arcade prizes, also known as the ancap christmas tree
- battle
- orion_trail
- amputation
- atmos_control - GENERAL AIR CONTROL (a.k.a atmos computer)
- fixed - Vegetable
- tarkon - Port Tarkon Atmost Control
- auxiliary_base
- bank_machine
- bsa_control - The control computer
- camera_advanced
- abductor
- base_construction - Camera console used to control a base building drone
- aux - base consturctino console subtype for the mining aux base
- centcom - admin-only base consturctino console subtype for building anywhere!
- shuttle_docker
- syndicate/hunter/psyker - Psyker-friendly shuttle gear!
- tarkon_cam - Security Cam + control
- xenobio
- tarkon - Xenobio Cam + control
- cargo
- centcom_announcement
- communications
- cryopod
- dna_console
- exodrone_control_console
- exoscanner_control
- experimental_cloner - Computer which starts the experimental cloning process
- holodeck
- libraryconsole
- mech_bay_power_console
- mechpad
- message_monitor
- modular_shield
- operating
- oldstation - Ancient computer that starts with dissection to tell players they have it.
- order_console
- pandemic
- Syndicate Pad & Pad Terminal - A citizen pad modified to accept goods and return money to a specified account
- pod
- prisoner
- quantum_console
- rdconsole
- rdservercontrol
- reality_simulation - These are for the medisim shuttle
- records - Records subtype for the shared functionality between medical/security/warrant consoles.
- security
- shuttle
- slot_machine
- station_alert
- telecomms
- teleporter
- terminal
- dangerous_research/front_desk - Lore Terminals
- derelict/bridge - The Derelict Terminals
- tram_controls
- turbine_computer
- vaultcontroller - Vault controller for use on the derelict/KS13.
- warrant
- conveyor
- conveyor_switch
- cryo_cell - Cryo cell
- cryopod
- prison - Special wall mounted cryopod for the prison, making it easier to autospawn.
- ctf - Base CTF machines, if spawned in creates a CTF game with the provided game_id unless one already exists. If one exists associates itself with it.
- control_point - Control point used for CTF for king of the hill or control point game modes. Teams need to maintain control of the point for a set time to win.
- spawner - A spawn point for CTF, ghosts can interact with this to vote for CTF or spawn in if a game is running.
- medisim - Variant of the CTF spawner used for the medieval simulation shuttle.
- debug_component_printer
- deepfryer
- defibrillator_mount
- mobile/immobile - For mapping
- deployable_turret - DEPLOYABLE TURRET (FORMERLY MANNED TURRET)
- Destructive scanner - Placed machine that handles destructive experiments (but can also do the normal ones)
- dish_drive
- disposal
- bin - Disposal bin
- delivery_chute - Delivery Chute
- dna_infuser
- door
- airlock
- firedoor
- password
- voice/sfc - forgottenship objects
- poddoor
- puzzle
- window
- brigdoor/tarkon - Tarkon Access Windoors Yes i know these aren't machines
- door_buttons/airlock_controller
- doppler_array
- drone_dispenser
- duct
- ecto_sniffer
- electrolyzer
- Elevator control panel - A wallmounted simple machine that controls elevators, allowing users to enter a UI to move it up or down
- exodrone_launcher - Exploration drone launcher
- exoscanner
- experimental_cloner - Machine which experimentally clones people you scanned with the experimental cloner scanner
- experimental_cloner_scanner - Machine that you put someone in to scan them for the experimental cloner
- fax
- field
- firealarm
- fishing_portal_generator
- flasher
- flatpacker
- Bounty Locator - Locates a random, living fugitive and reports their name/location on a 40 second cooldown.
- gateway
- gibber
- gravity_generator
- greenscreen_camera - A stationary object which "records" anyone who is in front of it and broadcasts them to all status displays
- griddle
- grill
- gulag_item_reclaimer
- gulag_teleporter
- health_station
- holopad
- hydroponics
- soil
- vermaculite - Advanced Soils
- soil
- hypertorus/interface
- hypnochair
- icecream_vat
- igniter
- incident_display
- inspector_mainframe
- iv_drip - Universal IV that can drain blood or feed reagents over a period of time from or to a replaceable container
- plumbing - modified IV that can be anchored and takes plumbing in- and output
- jukebox
- keycard_auth/wall_mounted - Subtype which is stuck to a wall
- launchpad
- libraryscanner
- lift_indicator - An indicator display aka an elevator hall lantern w/ floor number
- light
- light_switch - The light switch. Can have multiple per area.
- limbgrower - The limbgrower. Makes organd and limbs with synthflesh and chems. See [limbgrower_designs.dm] for everything we can make.
- loot_locator
- lrm
- ltsrbt
- mailsorter
- materials_market
- mech_bay_recharge_port
- mecha_part_fabricator
- mechpad
- medical_kiosk
- medipen_refiller
- meter
- microwave
- hell - Type of microwave that automatically turns it self on erratically. Probably don't use this outside of the holodeck program "Microwave Paradise". You could also live your life with a microwave that will continously run in the background of everything while also not having any power draw. I think the former makes more sense.
- mineral - Mineral processing unit console
- labor_claim_console - Prisoners' Console
- labor_points_checker - Point Lookup Console
- ore_redemption - Ore Redemption Unit (ORM)
- processing_unit - Mineral processing unit
- gulag - Only accepts ore, for the work camp
- processing_unit_console
- stacking_machine - Mineral stacking unit
- laborstacker - Prisoner Collection Unit
- stacking_unit_console - Mineral stacking unit console
- unloading_machine - Unloading unit
- mining_weather_monitor - Wall mounted mining weather tracker
- modular_computer
- modular_shield/module - The general code used for machines that want to connect to the network
- modular_shield_generator
- module_duplicator - Module duplicator, allows you to save and recreate module components.
- mounted_machine_gun
- navbeacon
- nebula_shielding - Machinery that block nebulas. This type is for convenience, you can set nebula shielding on other objects as well using add_to_nebula_shielding()
- emergency - Short-lived nebula shielding sent by centcom in-case there hasn't been shielding for a while
- radiation - Emergency shielding so people aren't permanently in a radstorm if shit goes very wrong in engineering
- radiation - We shield against the radioactive nebula and passively generate tritium
- emergency - Short-lived nebula shielding sent by centcom in-case there hasn't been shielding for a while
- netpod
- newscaster
- ntnet_relay
- nuclearbomb
- beer - A fake nuke that actually contains beer.
- ore_silo
- oven
- pdapainter - Basic machine used to paint PDAs and re-trim ID cards.
- engineering - Engineering departmental variant. Limited to PDAs defined in the SSid_access.sub_department_managers_tgui data structure.
- medbay - Medical departmental variant. Limited to PDAs defined in the SSid_access.sub_department_managers_tgui data structure.
- research - Science departmental variant. Limited to PDAs defined in the SSid_access.sub_department_managers_tgui data structure.
- security - Security departmental variant. Limited to PDAs defined in the SSid_access.sub_department_managers_tgui data structure.
- supply - Supply departmental variant. Limited to PDAs defined in the SSid_access.sub_department_managers_tgui data structure.
- photobooth - Photobooth
A machine used to change occupant's security record photos, working similarly to a
camera, but doesn't give any physical photo to the user.
Links to buttons for remote control.
- security - Security photobooth Adds a height chart in the background, used for people you want to evidently stick out as prisoners. Good for people you plan on putting in the permabrig.
- photocopier
- gratis - Subtype of photocopier that is free to use.
- pipedispenser
- piratepad
- civilian - Pad for the Civilian Bounty Control.
- plate_press
- plumbing - Basic plumbing object.
It doesn't really hold anything special, YET.
Objects that are plumbing but not a subtype are as of writing liquid pumps and the reagent_dispenser tank
Also please note that the plumbing component is toggled on and off by the component using a signal from default_unfasten_wrench, so dont worry about it
- acclimator
- bottler
- buffer
- disposer
- fermenter
- filter - chemical plumbing filter. If it's not filtered by left and right, it goes straight.
- floor_pump - Base class for underfloor plumbing machines that mess with floor liquids.
- grinder_chemical
- input - We can empty beakers in here and everything
- layer_manifold - Layer manifold machine that connects a bunch of layers
- liquid_pump - We pump liquids from activated(plungerated) geysers to a plumbing outlet. We need to be wired.
- output - We can fill beakers in here and everything. we dont inheret from input because it has nothing that we need
- tap - For pouring reagents from ducts directly into cups
- pill_press - We take a constant input of reagents, and produce a pill once a set volume is reached
- reaction_chamber
- chem - Chemistry version of reaction chamber that allows for acid and base buffers to be used while reacting
- receiver - A bluespace output pipe for plumbing. Supports multiple recipients. Must be constructed with a circuit board
- sender - A bluespace input pipe for plumbing
- splitter - it splits the reagents however you want. So you can "every 60 units, 45 goes left and 15 goes straight". The side direction is EAST, you can change this in the component
- synthesizer - A single machine that produces a single chem. Can be placed in unison with others through plumbing to create chemical factories
- tank - For storing large volume of reagents
- porta_turret
- porta_turret_cover - PORTABLE TURRET COVER
- portable_atmospherics
- posialert
- power
- apc
- worn_out - Used to change name for apcs on away missions
- colony_ore_thumper
- colony_wind_turbine
- crystal
- emitter
- energy_accumulator - Abstract type for generators that accumulate energy over time and slowly release it eg. radiation collectors, tesla coils
- floodlight
- manufacturing
- micro_reactor - Power related machines Primarily a replacement for Bluespace SMES/RTG spam into be something more realistic
- port_gen/pacman/solid_fuel
- portagrav
- rbmk2
- rtg
- shieldwallgen
- shuttle_engine
- singularity_beacon
- syndicate/no_escape
- smes
- battery_pack
- connector
- tarkon_backup - Smes for roundstart Tarkon + Ship
- solar
- solar_control
- stirling_generator
- supermatter_crystal
- engine - Normal SM designated as main engine.
- hugbox - Normal SM with it's processing disabled.
- shard - Shard SM.
- engine - Shard SM designated as the main engine.
- hugbox - Shard SM with it's processing disabled.
- small - Normal sm but small (sm sword recipe element) (wiz only) and adamantine pedestal for it
- thermoelectric_generator
- tracker
- turbine
- weather_tower
- apc
- powerator
- prisongate
- processor
- puzzle
- quantum_server - The base object for the quantum server
- radiocarbon_spectrometer
- rbmk2_sniffer
- reagentgrinder
- recharge_station
- recharger
- recycler
- requests_console
- research/Explosive compressor machines - The explosive compressor machine used in anomaly core production.
- restaurant_portal
- rnd
- destructive_analyzer
- experimentor
- production
- colony_lathe
- protolathe/offstation - Special subtype protolathe for offstation use. Has a more limited available design selection.
- server
- master - Master R&D server. As long as this still exists and still holds the HDD for the theft objective, research points generate at normal speed. Destroy it or an antag steals the HDD? Half research speed.
- roulette - Machine that lets you play roulette. Odds are pre-defined to be the same as European Roulette without the "En Prison" rule
- satellite
- scanner_gate
- seed_extractor
- self_actualization_device
- shieldwall - Containment Field START
- shower
- shuttle_scrambler
- skill_station
- sleeper
- party
- syndie - Syndicate version
Can be controlled from the inside and can be deconstructed.
- fullupgrade - Fully upgraded variant, the circuit using tier 4 parts.
- nt - Fully upgraded, not deconstructable, while using the normal sprite.
- fullupgrade - Fully upgraded variant, the circuit using tier 4 parts.
- smartfridge
- smesbank - The actual portable part of the portable SMES system. Pretty useless without an actual connector.
- smoke_machine
- space_heater
- improvised_chem_heater - For use with heating reagents in a ghetto way
- wall_mounted
- spaceship_navigation_beacon
- stasis
- status_display - Status display which can show images and scrolling text.
- ai - Pictograph display which the AI can use to emote.
- department_balance
- door_timer - Brig Door control displays.
- evac - Evac display which shows shuttle timer or message set by Command.
- random_message
- shuttle - General-purpose shuttle status display.
- supply - Supply display which shows the status of the supply shuttle.
- suit_storage_unit
- syndicatebomb
- training - Bomb Subtypes
- teambuilder - Simple admin tool that enables players to be assigned to a VERY SHITTY, very visually distinct team, quickly and affordably.
- telecomms - The basic telecomms machinery type, implementing all of the logic that's
shared between all of the telecomms machinery.
- allinone - Basically just an empty shell for receiving and broadcasting radio messages. Not very flexible, but it gets the job done.
- broadcaster - The broadcaster sends processed messages to all radio devices in the game. They do not have to be headsets; intercoms and station-bounced radios suffice.
- bus - The bus mainframe idles and waits for hubs to relay them signals. They act as junctions for the network.
- hub - The HUB idles until it receives information. It then passes on that information depending on where it came from.
- message_server - The equivalent of the server, for PDA and request console messages. Without it, PDA and request console messages cannot be transmitted. PDAs require the rest of the telecomms setup, but request consoles only require the message server.
- processor - The processor is a very simple machine that decompresses subspace signals and transfers them back to the original bus. It is essential in producing audible data.
- receiver - The receiver idles and receives messages from subspace-compatible radio equipment, primarily headsets. Then they just relay this information to all linked devices, which would usually be through the telecommunications hub.
- relay - The relay idles until it receives information. It then passes on that information depending on where it came from.
- server - The server logs all traffic and signal data. Once it records the signal, it sends it to the subspace broadcaster.
- ticket_machine
- trading_card_button - A button that generates a player manipulable bar of icons, in this case a mana bar.
- trading_card_holder
- transformer
- transformer_rp
- transport
- crossing_signal - Pedestrian crossing signal for tram
- destination_sign
- guideway_sensor
- power_rectifier
- tram_controller - The physical cabinet on the tram. Acts as the interface between players and the controller datum.
- tcomms - Controller that sits in the telecoms room
- trash_compactor
- turretid
- vatgrower - Used to make mobs from microbiological samples. Grow grow grow.
- vending machines - Captalism in the year 2525, everything in a vending machine, even love
- access - This vending machine supports a list of items that changes based on the user/card's access.
- debug - Debug version to verify access checking is working and functional
- autodrobe
- custom
- dorms
- hotdog - A special hotdog vending machine found in the cafeteria at the museum away mission, or during the hotdog holiday.
- runic_vendor
- subtype_vendor
- wardrobe/chap_wardrobe/unholy
- access - This vending machine supports a list of items that changes based on the user/card's access.
- vitals_reader - A wall mounted screen that showcases the vitals of a patient nearby.
- wall_healer - A wall mounted machine that heals chip damage for a price
- washing_machine
- xenoarch
- merge_conflict_marker
- modular_map_root
- djstation - djstation module roots
- generic - Generic maps with several available biomes.
- safehouse - Bitrunning safehouses. Typically 7x6 rooms with a single entrance.
- narsie - Nar'Sie, the God of the blood cultists
- projectile
- baby_watcher_blast - Beam fired by a baby watcher, doesn't actually do less damage than its parent
- basilisk_hot - Projectile basilisks use when hot
- beam
- blastwave - The projectile used by the blastcannon
- bullet
- a40mm
- arrow - base arrow projectile
- ashen - ashen arrow projectile
- holy - holy arrow projectile
- plastic - plastic arrow projectile
- poison - poison arrow projctile
- sticky - sticky arrow projectile
- ballista_spear - Mounted ballista projectile, not exactly a cannonball but it's close enough
- dragonator - An even bigger ballista projectile designed for taking down monsters
- prod - A "spear" that's not sharp but has a different surprise on the end
- c357/haywire
- c38/haywire
- c40sol/incendiary
- c585trappiste/incendiary
- c980grenade
- cannonball
- coin - Marksman Coin
- dart/syringe
- incendiary
- fire - Incendiary bullet that more closely resembles a real flamethrower sorta deal, no visible bullet, just flames.
- backblast - Used in the backblast element
- fire - Incendiary bullet that more closely resembles a real flamethrower sorta deal, no visible bullet, just flames.
- junk
- marksman - Marksman Shot
- p50
- p60strela
- pellet
- shotgun_buckshot/old - A slightly weaker version of the buckshot, available from the blackmarket. The casings they're in have a very small chance to misfire and will gradually damage the firearm, making it weaker.
- shotgun_rubbershot
- pulse
- rebar/healium
- rocket - PM9 standard HE rocket
- heap - PM9 HEAP rocket - the anti-anything missile you always craved.
- pep - PEP-6 Missile - Used by the PEP-6 Exosuit missile rack. Employed by Roboticists out of spite to put down enemy hereteks, mechanized nuclear operatives, the janitor's hot rod, the clown's 'taxi service', uppity borgs, vengeful ais, doors they don't like, the escape shuttle's hull, and more!
- srm - SRM-8 Missile - Used by the SRM-8 Exosuit missile rack. Employed by Nuclear Operatives Maulers and Nanotrasen Marauders and Seraphs to kill everything and anyone.
- weak - PM9 weak rocket - just kind of a failure
- shotgun_slug/hunter
- strilka310/lionhunter
- tank_cannon
- colossus/wendigo_shockwave
- curse_hand
- dagger
- destabilizer
- energy
- energy_net
- fishing_cast
- flaming_slash - Flaming slash for the special attack at max charges.
- floating_blade
- globule - This projectile embeds into mobs and heals them over time.
- guardian - The glass shards we throw as a guardian. They have low damage because you can fire them very very quickly.
- hallucination - Hallucinated projectiles.
- hook
- kiss
- magic
- animate - Makes objects come to life
- antimagic - Makes whatever it hits immune to magic, except for the magic that makes them immune to magic
- aoe - Gives magic projectiles an area of effect radius that will bump into any nearby mobs
- juggernaut - Delivers a powerful slap and converts turfs to cult turfs
- lightning - Arcs a chain of lightning from hit targets
- magic_missile - Slow moving, homing, stunning projectile
- arcane_barrage - Generic magic bullet
- babel - Scrambles the languages of the target
- bald - Embaldens people, or turns their bald spot into a reflective surface
- bounty - Marks you for death, rewards the caster if they kill you
- change - Turns mobs into other mobs, or plants into other plants
- death - Straight up kills you, unless you're undead
- door - Turns walls into doors, or opens doors
- fetch - Throws the target at the caster
- fireball - Classic exploding fireball
- flying - Throws the target far away
- freeze
- locker - Welds targets inside lockers, and throws the locker
- midas_round - Turns people into gold
- necropotence - Hurts the target and uses their life energy to recharge the spells they probably don't have
- nothing - Doesn't do anything
- plague - Makes the target sick with frogs
- rebellion
- resurrection - Brings you back from the dead or makes you back into the dead if you're undead
- safety - Teleports you somewhere on the station where the local conditions won't kill you
- shrink - a shrink ray that shrinks stuff, which grows back after a short while.
- spellblade - Slices you
- spellcard - Homing projectile
- star_ball
- teleport - Teleports you somewhere randomly within range
- tentacle - Grabs the target for a while in an unwanted hug
- wipe - Puts someone else in control of the target
- zap - A magic taser electrode
- meteor
- moon_parade
- organ
- soulscythe - Special projectile for the soulscythe.
- temp
- chill - Makes you cold
- earth_bolt - I don't know why an earth bolt freezes you but I guess it does
- watcher - Chilling projectile, hurts and slows you down
- ice_wing - Freezing projectile, freezes you
- magma_wing - Lava projectile, ignites you
- tentacle
- tether
- reality_tear - Tear in the Fabric of Reality
- singularity - The gravitational singularity
- dark_matter - This type of singularity cannot grow as big, but it constantly hunts down living targets.
- orion - Special singularity spawned by being sucked into a black hole during emagged orion trail.
- shuttle_event - Special singularity that spawns for shuttle events only
- structure - Inert structures, such as girders, machine frames, and crates/lockers.
- aggro_gate
- ai_core
- alien
- egg
- resin
- flower_bud - Kudzu Flower Bud
- membrane/creature - Used in the big derelict ruin exclusively.
- wall/immovable - meant for one lavaland ruin or anywhere that has simplemobs who can push aside structures
- weeds
- altar
- of_gods - This one actually has relevance to chaplains
- antfarm
- aquarium
- barricade
- security/ctf - A type of barricade that can be destroyed by CTF weapons and respawns at the end of CTF matches.
- wooden - BARRICADE TYPES
- snowed - stuff left over from the snowdin gateway that was too much of a pain to remove from the places where they are used.
- bed - Beds
- bedsheetbin
- blob
- bodycontainer
- bonfire
- bookcase
- Bot - Immobile (but not dense) shells that can interact with world.
- boulder
- broken_flooring
- cable
- multilayer - multilayer cable to connect different layers
- cannon
- mystery_box - A cannon found from the fishing mystery box.
- cargo_shelf
- Carp Rift - The portals Space Dragon summons to bring carp onto the station.
- carving_block
- cat_house
- chair
- bronze
- greyscale - Material chair
- milking_machine
- pew
- shibari_stand
- sofa/bench/color - RGB Benches
- x_stand
- checkoutmachine
- chem_separator
- chrono_field
- closet
- body_bag
- environmental - Environmental bags. They protect against bad weather.
- lost_crew/with_body - Filled with one body. If folded, gives the parent type so we dont make infinite corpses
- debug - Subtype for debugging damage types
- cardboard
- crate
- bin
- freezer
- grave - has no items inside unless you use the filled subtype
- mail - Crate for mail from CentCom.
- economy
- full - Crate for mail that automatically generates a lot of mail. Usually only normal mail, but on lowpop it may end up just being junk.
- mail_strike - Used in the mail strike shuttle loan event
- preopen - Opened mail crate
- market
- miningcar
- necropolis/tendril
- secure
- bitrunning
- decrypted - The bitrunner den - side of the bitrunning crate. Appears in the receive location.
- encrypted - The virtual domain - side of the bitrunning crate. Deliver to the send location.
- gondola - Very pushy gondolas, great for moving loot crates.
- loot
- owned
- syndicrate
- tradership_cargo_valuable
- bitrunning
- tradership_cargo
- decay - Magic locker which breaks itself open after a while
- eigenlinked
- secure_closet
- stasis
- supplypod
- transport - Quick setup for if you want a pod that transports a specific object somewhere and makes it look like it is flying away
- module_pathfinder - Special pod subtype we use just to make insertion check easy
- transport - Quick setup for if you want a pod that transports a specific object somewhere and makes it look like it is flying away
- wardrobe/miner - Miner Lockers
- body_bag
- constructshell - Transferring to constructs
- cursed_money - Prize given out by the cursed slot machine that will give the user one Die of Fate and then delete itself.
- cursed_slot_machine - Greed's slot machine: Used in the Greed ruin. Deals damage on each use, with a successful use giving a d20 of fate.
- curtain - Shower Curtains
- dead_gladiator
- deployable_barricade
- desk_bell
- destructible
- clockwork - The base clockwork structure. Can have an alternate desc and will show up in the list of clockwork objects.
- cult
- eldritch_crucible
- detectiveboard
- Dispenser - Immobile (but not dense) shell that can receive and dispense items.
- displaycase
- displaycase_chassis
- disposalholder
- disposaloutlet
- disposalpipe
- door_assembly
- elite_tumor
- emergency_shield
- cult/barrier
- modular
- regenerating - Subtype of shields that repair over time after sustaining integrity damage
- ethereal_crystal
- fake_stairs - Stairs but they are FAKE and dont have any of the Z-changing behavior. DO NOT MAP THESE NEXT TO REAL STAIRS
- falsewall/uranium
- fermenting_barrel
- gunpowder - Lil gunpowder barrel fer pirates since it's a nice reagent holder
- thermite - Medieval pirates can have a barrel as a treat
- filingcabinet
- fireaxecabinet
- firelock_frame
- fireplace
- fish_mount - A wallmounted structure on which a fish can be attached to be used as room decoration.
- flora
- ash/chilly - Snow flora to exist on icebox.
- bush - Bushes
- coconuts - Palm Trees
- grass - Grass
- rock - Rocks
- tree - Trees
- pine - Pine Trees
- Fluff structure - Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
- airlock_filler
- drake_statue - Ash drake status spawn on either side of the necropolis gate in lavaland.
- falling - A variety of statue in disrepair; parts are broken off and a gemstone is missing
- empty_cryostasis_sleeper - Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
- empty_sleeper - Empty sleepers are created by a good few ghost roles in lavaland.
- empty_terrarium - Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
- iced_abductor
- shower_drain - shower drain placed usually under showers just so it looks like something picks the water up.
- tram_rail
- foamedmetal - FOAM STRUCTURE. Formed by metal foams. Dense and opaque, but easy to break
- iron - A variant of metal foam walls with higher durability.
- resin - Atmos Backpack Resin, transparent, prevents atmos and filters the air
- frame
- gel_cocoon
- geyser - A lavaland geyser that spawns chems and can be mining scanned for points. Made to work with the plumbing pump to extract that sweet rare nectar
- ghost_portal
- girder
- cult - cult girder
- glowshroom
- single - Mapping object, a glowshroom that doesn't spread or die
- grille
- guardian_beacon - Structure which acts as the landing point for a support guardian's teleportation effects
- guillotine
- gulag_vent - A boulder-spawning structure superficially similar to an ore vent which doesnt share any of its behaviour Prisoners can haul boulders up out of it in case the actual mining area is totally spent
- guncase
- hedge - the structure placed by the shrubs
- opaque - useful for mazes and such
- hololadder
- holopay
- holosign/barrier
- hoop
- inflatable
- ladder
- large_mortar
- lattice/catwalk/boulder
- lavaland/ash_walker
- legionturret - A basic turret that shoots at nearby mobs. Intended to be used for the legion megafauna.
- life_candle
- light_construct
- light_puzzle
- liquid_pump
- lock_tear
- loom - This is a loom. It's usually made out of wood and used to weave fabric like durathread or cotton into their respective cloth types.
- mannequin - A mannequin! A structure that can display clothing on itself.
- operative_barracks
- loadout
- operative - Guaranteed mannequins
- wildcard/maid - Wildcard mannequins
- operative_barracks
- mark_turf
- meateor_fluff - Abstract holder object for shared behaviour
- mecha_wreckage - Mecha wreckage
- microscope
- millstone
- mineral_door
- mining_bomb
- mirror
- mob_spawner
- moisture_trap
- mold
- resin - Mold resin
- structure
- bulb - Bulbs
- conditioner - Conditioner
- core - The core
- fire - Preset types Useful for admins
- spawner - Hatchery
- wall - Wall
- Money Bot - Immobile (but not dense) shell that can receive and dispense money.
- mop_bucket
- mounted_gun
- musician
- mystery_box
- fishing - A fishing and pirate-themed mystery box, rarely found by fishing in the ocean, then another cannot be caught for the next 30 minutes.
- noticeboard
- ore_box - Ore box
- boulder_collector - Boulder Stabilizing Collector - Allows for ghost roles to have boulder-based ore vents without NT Yoinking them.
- ore_container - structure to contain ores
- food_trough
- material_stand - unique items that spawn at the mook village
- ore_vein
- ore_vent
- boss
- ghost_mining
- boss - Boss Vents. For the purpose of making bosses repeatable
- lavaland - Vent variants for ghost roles in future work
- starter - Starter vents. Change threats for appropriate roles
- outfit_wardrobe
- pinata - A pinata that has a chance to drop candy items when struck with a melee weapon that deals at least 10 damage
- pipe_cleaner
- plant_tank
- plaque
- plasticflaps
- platform - A raised platform you can stand on top of
- punching_bag
- punji_sticks
- puzzle_blockade - blockades destroy themselves if they receive COMSIG_GLOB_PUZZLE_COMPLETED with their ID
- rack/gunrack
- railing
- reagent_crafting_bench
- reagent_dispensers
- wall - Wall mounted dispeners, like pepper spray or virus food. Not a normal tank, and shouldn't be able to be turned into a plumbed stationary one.
- water_cooler
- directional/north - Directional Reagent Dispeners (Modular)
- fallen - Pre-tipped version for mapping.
- punch_cooler - Punch cooler. Starts full of healing juice. In case anyone wants to map one somewhere as a healing station.
- watertank - Chemical Tank Aesthetic Overrides
- reagent_forge
- reagent_water_basin
- reviving_ashwalker_egg
- safe
- vault - Special safe for the station's vault. Not explicitly required, but the piggy bank inside it is.
- secure_safe - Wall safes
Holds items and uses the lockable storage component
to allow people to lock items up.
- caps_spare - This safe is meant to be damn robust. To break in, you're supposed to get creative, or use acid or an explosion.
- serpentine_tail
- Server - Immobile (but not dense) shells that can interact with world.
- sign
- departments
- botany - SERVICE
- cargo - SUPPLY
- engineering - ENGINEERING
- med - MEDBAY
- restroom - MISC LOCATIONS
- science - SCIENCE
- security - SECURITY
- flag/pride
- painting
- picture_frame
- portrait - This used to be a plaque portrait of a monkey. Now it's been revamped into something more.
- plaques/kiddie/diorama - diorama plaques
- poster - The structure form of a poster. These are what get placed on maps as posters. They are also what gets created when a player places a poster on a wall. For the item form that can be spawned for players, see /obj/item/poster
- tram_plate
- warning - DANGEROUS THINGS
- pods - MISC LOCATIONS
- departments
- signboard
- signpost
- simple_farm
- simple_tree
- sink
- spacevine
- spawner
- spider
- eggcluster
- passage - Web 'door', blocks atmos but not movement
- spikes - Web caltrops
- stickyweb
- spirit_board
- stairs
- stairs_frame
- statue
- bananium - bananium
- bronze - bronze
- custom
- diamond - diamond
- drake - STATUES
- elder_atmosian - Elder Atmosian
- gold - gold
- goliath - Goliath
- hearthkin/frozenwake
- petrified
- plasma - plasma
- sandstone - sandstone
- silver - silver
- nova - Base statue, do not the statue please
- snow - snow
- uranium - uranium
- steam_vent - Spawns in maint shafts, and blocks lines of sight perodically when active.
- steps - Short stairs you can use to climb tables quickly
- stripper_pole
- table
- optable
- reinforced
- rolling - Table on wheels
- table_frame
- tank_holder - ?
- thing_boss_phase_depleter
- thing_boss_spike
- throwing_wheel
- toilet
- greyscale/flesh - A toilet made of meat that only drops remains when deconstructed, often unleashed unto this cursed plane of existence by hopeless people off'ing themselves with experi-scanners.
- museum - Do not place these beyond the cafeteria shutters, or you might lock people out of reaching it.
- toiletbong
- towel_bin
- trader_sign - Sale signs
- trading_card_summon
- training_machine - Machine that runs around wildly so people can practice clickin on things
- tram
- transport/linear - Base transport structure. A single tile that can form a modular set with neighbouring tiles This type holds elevators and trams
- trap
- ctf - A trap that when stepped on kills anyone who is not part of the associated CTF team.
- eldritch
- tray
- urinal
- void_conduit
- wall_torch
- war_horn - War horn structure variant (stationary object)
- wargame_hologram
- water_source
- weightmachine
- weightlifter - Weight lifter subtype
- windoor_assembly
- window
- fulltile/voidwalker
- reinforced/plasma
- worm_tunnel
- wormfarm
- wrestling_corner
- tear_in_reality - Tear in reality, spawned by the veil render
- vehicle
- ridden
- sealed
- car
- clowncar
- speedwagon - Big 3x3 car only available to admins which can run people over
- vim
- mecha - WELCOME TO MECHA.DM, ENJOY YOUR STAY
- clarke - Lavaproof, fireproof, fast mech with low armor and higher energy consumption and has an internal ore box.
- durand
- artifact - Riot durand with disablers.
- odysseus/artifact - Just an Odysseus. But hey! Free mech.
- reticence/artifact - Reticence with shit battery and rusted gun/rcd.
- ripley
- savannah_ivanov
- solfed/hermes
- car
- particles
- holosynth_phase - Spray of small particles fired from the middle of the window edge toward the mob during the phase do_after.
- musical_notes - musical notes! Try to use these sparingly, gents.
- slime - Slime particles.
- rainbow - Rainbow slime particles.
- teleport_flux - Particles for Teleport Flux and other similar effects
- procpath - Represents a proc or verb path.
- regex/Subtype of regex that holds context to /obj/item/circuit_component/format
- turf - Any floor or wall. What makes up the station and the rest of the map.
- closed
- indestructible/hoteldoor/fakedoor
- mineral - Mineral deposits
- ash_rock - Wall piece
- random
- snowmountain
- do_not_chasm - Near exact same subtype as parent, just used in ruins to prevent other ruins/chasms from spawning on top of it.
- icemoon/unscrapeable - This snowy mountain will never be scraped away for any reason what so ever.
- volcanic/lava_land_surface
- biome_replace - Rock type which replaces itself with whichever rock would've been generated by the biome underneath
- do_not_chasm - A turf that can't we can't build openspace chasms on or spawn ruins in.
- wall
- cordon - Turf type that appears to be a world border, completely impassable and non-interactable to all physical (alive) entities.
- secret - This type of cordon will block ghosts from passing through it. Useful for stuff like Away Missions, where you feasibly want to block ghosts from entering to keep a certain map section a secret.
- open
- chasm
- cliff - A cliff tile from where people can fall. Should generally fall downwards, but you can change it if you want
- snowrock - Snowy cliff!
- floor - Anything above a lattice should go here.
- genturf - This turf doesn't actually do anything beyond provide contrast for mappers and be very visible when stuff breaks in game. The actual areas are what drive cave generation.
- indestructible/hierophant
- lava
- mirage
- misc - Used as a parent type for types that want to allow construction, but do not want to be floors
I wish I could use components for turfs at scale
Please do not bloat this. Love you <3
- asteroid
- basalt
- lava_land_surface - Surface. The surface is warm, but survivable without a suit. Internals are required. The floors break to chasms, which drop you into the underground.
- biome_replace - Variant for ruins which replaces itself with the floor of a biome it generates in
- no_ruins - Used for the lavaland icemoon ruin.
- smooth
- lava_land_surface - Surface. The surface is warm, but survivable without a suit. Internals are required. The floors break to chasms, which drop you into the underground.
- forest
- snow/icemoon/do_not_chasm - Exact subtype as parent, just used in ruins to prevent other ruins/chasms from spawning on top of it.
- basalt
- beach/sand/safe_planet - Add atmos tiles here for planetside safety
- grass
- ice/icemoon/no_planet_atmos/holed - Ice turf with a fishing spot already dug
- asteroid
- openspace
- space
- water
- deep_beach - Deep water drains stamina and starts drowning you
- hot_spring - A special subtype of water with steam particles and a status effect similar to showers, that's however only applied if
the living mob inside the turf is actually immersed in it (eg. not flying, not floating).
- cursed - Turns whoever enters into a mob or random person
- overlay - Planetside water, indestructible.
- hotspring - Hotpsrings! They give a positive mood event.
- outdoors - Planetside water, indestructible.
- template_noop - See above explanation
- closed
- World - Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying. ~ Arthur C. Clarke