Index - Shiptest 13
Shiptest 13 - Modules - Types

Shiptest 13

Modules

Types

  • (global)
  • area - A grouping of tiles into a logical space, mostly used by map editors
    • overmap
    • ruin/rockplanet - Rock Planet Areas
    • ship
      • bridge - Command
      • cargo - Cargo Bay
      • crew - Crew Quarters
      • engineering - Engineering
      • external - External Areas
      • hallway - Hallways
      • hangar - Hangars
      • maintenance - Maintenance Areas
      • medical - Medical Bay
      • science - Science Lab
      • security - Security
      • storage - Storage Areas
    • space
    • survivalpod - Survival Pod
  • atom - The base type for nearly all physical objects in SS13
    • movable
      • emissive_blocker - Internal atom that copies an appearance on to the blocker plane
      • flick_visual - Helper atom that copies an appearance and exists for a period
      • lighting_object
      • screen
        • admin_popup - The UI element for admin popups
        • alert
          • give
          • status_effect - Alert base type for status effect alerts
            • drunk - Status effect for being fully drunk (not tipsy).
            • wound - WOUNDS
          • succumb - Gives the player the option to succumb while in critical condition
        • 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.
        • map_view - A screen object, which acts as a container for turfs and other things you want to show on the map, which you usually attach to "vis_contents".
        • plane_master
          • emissive - Things placed on this mask the lighting plane. Doesn't render directly.
          • emissive_blocker - Things placed on this layer mask the emissive layer. Doesn't render directly
          • emissive_unblockable - Things placed on this always mask the lighting plane. Doesn't render directly.
          • floor - Contains just the floor
          • game_world - Contains most things in the game world
          • lighting - Contains all lighting objects
          • openspace - Things rendered on "openspace"; holes in multi-z
          • parallax - Contains space parallax
        • text/screen_text
  • client
  • datum - The absolute base class for everything
    • AI_Module - The base module type, which holds info about each ability.
      • 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.
        • 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.
      • utility - Modules with stealthy and utility uses
        • break_air_alarms - Air Alarm Safety Override: Unlocks the ability to enable flooding 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.
    • abductor_gear
    • achievement_data - Datum that handles
    • action
      • attachment
      • changeling
        • suit
          • armor - *
            |ARMOR| *
          • organic_space_suit -
            |SPACE SUIT + HELMET
            | *
            *
        • weapon
          • arm_blade - *
            |ARM BLADE| *
          • shield -
            |SHIELD
            | *
      • cooldown
        • coffer - This action creates trash, money, dirt, and cheese.
        • riot - This action checks all nearby mice, and converts them into hostile rats. If no mice are nearby, creates a new one.
      • innate
        • ai - The malf AI action subtype. All malf actions are subtypes of this.
          • ranged - Framework for ranged abilities that can have different effects by left-clicking stuff.
        • mecha
          • mech_defense_mode - Specific Ability Actions
          • mech_overload_mode - Signal sent to the mech, to be handed to the shield. See durand.dm for more details
        • megafauna_attack/swift_dash - LOOT END
        • teleport_in
        • teleport_self
      • item_action
      • ship_owner
      • vehicle/ridden/scooter/skateboard/ollie
      • vote - Datum action given to mobs that allows players to vote on the current vote.
    • admins
    • 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
      • basic_ranged_attack
      • battle_screech
      • deliver_item - This behavior involves dropping off a carried item to a specified person (or place)
      • eat_snack - This behavior involves either eating a snack we can reach, or begging someone holding a snack
      • fetch - Fetching makes the pawn chase after whatever it's targeting and pick it up when it's in range, with the dog_equip behavior
      • find_and_set - *find and set
        • in_list - Variant of find and set that takes a list of things to find.
      • find_hunt_target - Finds a specific atom type to hunt.
      • find_potential_targets
      • follow - This behavior involves attacking a target.
      • harass - This behavior involves either eating a snack we can reach, or begging someone holding a snack
      • hunt_target - Hunts down a specific atom type.
      • interact_with_target - behavior for general interactions with any targets
      • monkey_attack_mob
      • move_to_target - Moves to target then finishes
      • play_dead - This behavior involves either eating a snack we can reach, or begging someone holding a snack
      • relay_message - behavior that allow us to go communicate with other hivebots
      • simple_equip
      • 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
      • tipped_reaction - type of tipped reaction that is akin to puppy dog eyes
      • use_in_hand - Use in hand the currently held item
      • use_on_object - Use the currently held item, or unarmed, on an object in the world
    • ai_controller
      • basic_controller/mouse - The mouse AI controller
        • nocable
        • rat - AI controller for rats, slightly more complex than mice becuase they attack people
      • dog
      • monkey - OOK OOK OOK
    • ai_laws
    • ai_movement - This datum is an abstract class that can be overriden for different types of movement
      • basic_avoidance - Uses Byond's basic obstacle avoidance mvovement
      • dumb - The most braindead type of movement, bee-line to the target with no concern of whats infront of us.
      • jps - This movement datum represents smart-pathing
    • 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
      • 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
      • climb_trees
      • 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.
      • find_food - similar to finding a target but looks for food types in the // the what?
      • hive_communicate
      • random_speech
      • target_retaliate - Sets the BB target to a mob which you can see and who has recently attacked you
      • tip_reaction - used by cows
    • antagonist
    • asset/simple - If you don't need anything complicated.
      • 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.css with asset blah.png will get loaded as namespaces/a3d..14f/f12..d3c.css and namespaces/a3d..14f/blah.png. allowing the css file to load blah.png by 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)
    • 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.
    • autowiki - A representation of an automated wiki page.
    • award
      • achievement - Achievements are one-off awards for usually doing cool things.
      • score - Scores are for leaderboarded things, such as killcount of a specific boss
    • beam
    • biome
    • bitfield - Specifies a bitfield for smarter debugging
    • blackmarket_item
      • weapon
        • guncase - for guns that should spawn in guncases
        • mecha_syringe_gun - mecha equipment
    • blackmarket_market
    • blackmarket_purchase
    • blood_type
    • bodypart_aid
    • brain_trauma
      • mild/phobia - Commented out until I make it a status effect (probably next week)
      • severe/split_personality/brainwashing - BRAINWASHING
    • 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
    • callback_select - Helper datum for the select callbacks proc
    • cameranet
    • cargo_market
    • centcom_podlauncher
    • Chat Message Overlay - Datum for generating a message overlay on the map
    • chemical_reaction
      • acetone - Other goon stuff
      • ammonia - Cleaning and hydroponics
      • atropine - crit chems
      • chitosan - Blood chems
      • goldschlager - COCKTAILS
      • oculine - Organ chems
      • potass_iodide - radiation chems
      • rezadone - things im not going to organize right now (This means they should be in another file)
      • sbiten - DRINKS THAT REQUIRED IMPROVED SPRITES BELOW:: -Agouri
      • spaceacillin - status chems
      • surfactant - foam and foam precursor
      • synthflesh - Multi-damage chems
      • tofu - FOOD MIXTURES
      • tramal - pain chems
      • virus_food - VIROLOGY
      • yuck - EXPANDED MUTATION TOXINS
    • client_colour - Client Colour Priority System By RemieRichards (then refactored by another contributor) A System that gives finer control over which client.colour value to display on screen so that the "highest priority" one is always displayed as opposed to the default of "whichever was set last is displayed".
    • cogbar
    • Component - The component datum
      • 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
      • aggro_speech - A component for ai-controlled atoms which makes them speak if they target a living atom
      • ammo_hud
      • appearance_on_aggro - Changes visuals of the attached mob while it has a target
      • aquarium_content - Allows movables to be inserted/displayed in aquariums.
      • attachment
      • attachment_holder
      • bakeable - This component indicates this object can be baked in an oven.
      • bloodysoles
      • butchering
        • recycler - Special snowflake component only used for the recycler.
      • caltrop
      • cell
      • chasm
      • 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 an hitbox, but it helps catch clicks, and I don't want to give it a loooong name like openspace_item_click_handler
      • 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.
      • 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_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 seperate 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 seperate listener. Good for components, though it carries some overhead. Can't be an element as that may lead to bugs.
      • construction/mecha - Construction datums
      • creamed - Creamed component
      • Custom Atom Component - When added to an atom, item ingredients can be put into that. The sprite is updated and reagents are transfered.
      • deployable - Deployable - Bring your big guns with you, and smack em' down where you want.
      • edible
      • embedded
      • 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.
      • fishing_spot
      • 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.
      • footstep - Footstep component. Plays footsteps at parents location when it is appropriate.
      • fov_handler - Component which handles Field of View masking for clients. FoV attributes are at /mob/living
      • 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
      • gunpoint
      • jetpack
      • jousting - ##jousting
      • label - The label component.
      • largetransparency - Makes large icons partially see through if high priority atoms are behind them.
      • light_on_aggro - Creates a light when the source has a target
      • material_container
      • mission_important - Shows examine hints on how it relates to a mission
      • mood
      • movable_physics - Stores information related to the movable's physics and keeping track of relevant signals to trigger movement
      • nanites
      • overlay_lighting - Movable atom overlay-based lighting component.
      • pellet_cloud
      • personal_crafting
      • plumbing
        • acclimator
        • filter - The magical plumbing component used by the chemical filters. The different supply connects behave differently depending on the filters set on the chemical filter
        • simple_demand - has one pipe input that only takes, example is manual output pipe
        • 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
      • ranged_attacks - Configurable ranged attack for basic mobs.
      • riding
        • human - Yes, I said humans. No, this won't end well...
      • shielded - The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded vests.
      • slippery
      • spinny - spinny.dm
      • squashable - This component allows something to be when crossed, for example for cockroaches.
      • squeak
      • storage
      • tackler - For when you want to throw a person at something and have fun stuff happen
      • tactical - for telling HOW big of a mess we just made
      • tameable - This component lets you make specific mobs tameable by feeding them
      • tippable - Tippable component. For making mobs able to be tipped, like cows and medibots.
      • transforming
      • tree_climber
      • two_handed - Two Handed Component
      • udder - Udder component; for farm animals to generate milk.
      • uplink - Uplinks
      • wearertargeting
      • weather_announcer - Component which makes you yell about what the weather is
      • writing
    • computer_file/program
    • config_entry
      • flag
        • default_no_vote - If disabled, no-voters will automatically have their votes added to certain vote options (For eample: restart votes will default to "no restart", map votes will default to their preferred map / default map)
        • enable_mob_layershifting - Allows clients to shift the visual layer of the mob they are controlling
        • 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.
      • number/outdated_movedelay - Outdated move delay
      • 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
    • controller
    • crafting_recipe
      • food
        • burrito - Tortilla
        • candiedapple - Candied Food
        • carrotcake - CAKE
        • flavorless_sc - SNOW CONES
        • omelette - EGG RECIPE's
        • orange_popsicle - POPSICLES
      • lizardwine - Booze & Bottles
      • smallcarton - Non-alcoholic recipes
    • data/vending record datum - A datum that represents a product that is vendable
    • datacore
    • debugger
    • design
      • RPED - Stock Parts
      • advmop - Janitor Designs
      • alienscalpel - Alien Surgical Tools
      • alienwrench - Alien Tools
      • basic_cell - Power
      • beacon - Bluespace
      • board - Computer Boards
        • aicore - AI Module Disks
        • ripley_main - Mecha Module Disks
        • shuttle
          • engine/plasma - Shuttle Boards
          • shuttle_helm - Shuttle Computers
        • smes - MISC Boards
        • subspace_receiver - Subspace Telecomms
      • borg_upgrade_rename - Borg Upgrades
      • bucket - Autolathe Designs
      • c38/sec - Weapons
      • cargo_express - Mining
      • cyberimp_welding - Cybernetic Implants
      • design_disk - Disk Construction Disks
      • disk/normal - Computer Parts
      • electric_tape - Tape
      • fishing_rod_tech - Fishing Equipment
      • health_hud - HUDs
      • healthanalyzer - Medical Tools
      • holosign - Holobarriers
      • implanter - Regular Implants
      • intellicard - Non-Board Computer Stuff
      • large_welding_tool - Tools
      • leftarm - Limb Grower Designs
      • mech_scattershot - Mecha Equpment
      • milk - Biogenerator Designs
      • nanite_remote - Nanite Devices
      • nanites
        • flesh_eating - WEAPONIZED NANITES
        • glitch - DEFECTIVE NANITES
        • kickstart - NANITE PROTOCOLS
        • metabolic_synthesis - UTILITY NANITES
        • nervous - AUGMENTATION NANITES
        • regenerative - MEDICAL NANITES
        • sensor_health - SENSOR NANITES
        • shock - SUPPRESSION NANITES
      • plasteel_alloy - SMELTABLE ALLOYS
      • reactive_armour - Armour
      • seclite - Security
      • surgery - Surgery Designs
      • tackle_dolphin - Tackle Gloves
      • welding_goggles - Misc
    • discord_link_record - Represents a record from the discord link table in a nicer format
    • disease/asthma_attack
    • disease_ability/symptom
      • medium/shedding - MEDIUM
      • mild - BASE SYMPTOM TYPES
        • cough - MILD
      • powerful
        • fire - POWERFUL
        • heal/starlight - HEALING SUBTYPE
    • dna - DNA DATUM
    • docking_ticket
    • donator
    • ductnet - We handle the unity part of plumbing. We track who is connected to who.
    • dummy_space_reservation - Datum used for safeguarding a reservation in case of asynchronous operations
    • dynamic_ruleset
    • effect_system
      • smoke_spread/chem
      • 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!
    • element - A holder for simple behaviour that can be attached to many different types
      • 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.
      • 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 - Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage Leaving something at 0 means it's off - has no maximum. This damage is taken when atmos doesn't fit all the requirements above.
      • basic_body_temp_sensetive - When attached to a basic mob, it gives it the ability to be hurt by cold body temperatures
      • basic_eating
      • 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.
      • climbable
      • 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.
      • death_drops
      • decal
      • directional_attack
      • dryable
      • embed
      • eyestab - An element that lets you stab people in the eyes when targeting them
      • firestacker - Can be applied to /atom/movable subtypes to make them apply fire stacks to things they hit
      • food_trash
      • give_turf_traits - A bespoke element that adds a set of traits to the turf while occupied by at least one attached movabled.
      • 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
      • kneecapping - Kneecapping element replaces the item's disarm attack with an aimed attack at the kneecaps under certain circumstances.
      • light_blocking - Attached to movable atoms with opacity. Listens to them move and updates their old and new turf loc's opacity accordingly.
      • movetype_handler - An element that enables and disables movetype bitflags as movetype traits are added and 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 include it when manipulating those traits on non-living movables.
      • 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.
      • 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
      • processable
      • 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.
      • robotic_heal
      • shatters_when_thrown - When attached to something, will make that thing shatter into shards on throw impact or z level falling
      • squish.dm
      • swimming_tile - A tile which drains stamina of people crossing it and deals oxygen damage to people who are prone inside of it
      • tool_bang - Tool bang bespoke element
      • tool_flash - Tool flash bespoke element
      • turf_z_transparency
      • undertile - Add to an object if you want to be able to be hidden under tiles
      • watery_tile
      • world_icon - WORLD ICON ELEMENT DIRECTORY
    • elevator_master
    • emote
    • ert
    • 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.
      • input_number
      • listed_options - A very common pattern is picking from a tgui list input, so this does that. Supply a list in get_list and prompt admins will have the admin pick from it or cancel.
      • minimum_candidate_requirement - For events that mandate a set number of candidates to function
      • multiple_choice
      • question - For events that require a true/false question
      • set_location
      • 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.
    • export
    • faction
    • fantasy_affix
      • bane - Good suffixes
      • fool - Bad suffixes
    • fax_panel_interface - Admin Fax Panel. Tool for sending fax messages faster.
    • 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
    • fishing_challenge
    • fishing_trait
    • floor - Keeping a reference to master makes cleanup easier.
    • food_processor_process
    • game_mode
    • gas
    • gas_mixture
    • gateway_destination - Corresponds to single entry in gateway control.
    • gear
    • guestbook - THE GUESTBOOK DATUM // ripped straight from mojave.
    • hangar_shaft - Rudimentary data structure used by outposts to organize their hangars.
    • holiday
      • garbageday - Garbage DAYYYYY Huh?.... NOOOO GUNSHOT AHHHGHHHHHHH
    • holocall
    • http_request
    • hud
    • idle_behavior
    • 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.*
    • 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.
    • job
    • 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
    • keybinding/human/quick_equip_belt
    • language - Datum based languages. Easily editable and modular.
    • language_holder
    • looping_sound
    • map_generator - Management class used to handle successive calls used to generate a list of turfs.
    • map_preloader - Preloader datum
    • map_report - An error report generated by [parsed_map/check_for_errors].
    • map_template
      • ruin
        • battlefield - dummy file in case anyone wants to make ruins/punchcards for this
        • desert - dummy file in case anyone wants to make ruins/punchcards for this
        • shrouded - dummy file in case anyone wants to make ruins/punchcards for this
        • water - dummy file in case anyone wants to make ruins/punchcards for this
        • whitesands/survivors/saloon - OUTSIDE SETTLEMENTS/RUINS
      • shuttle
        • ruin - Shuttles to be loaded in ruins
        • shiptest - Shiptest-specific main maps. Do not make subtypes! Make a json in /_maps/configs/ instead.
    • map_zone
    • martial_art
    • material
      • biomass - Force decrease and mushy sound effect. (Not yet implemented)
      • bluespace - Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
      • 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 it's owner, and is all kinds of fucked up
      • 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.
      • titanium - Mediocre force increase
      • uranium - Is slightly radioactive
    • mind
    • mission
    • mod_theme - MODsuit theme, instanced once and then used by MODsuits to grab various statistics.
    • module_picker - The datum and interface for the malf unlock menu, which lets them choose actions to unlock.
    • mood_event
    • movement_detector - A datum to handle the busywork of registering signals to handle in depth tracking of a movable
    • movespeed_modifier
      • swimming_deep - Slowdown for swimming on deep water tiles
      • wading - Slowdown for wading through water
    • mutation/human
      • blind - Blind makes you blind. Who knew?
      • extrastun
      • laser_eyes - Laser Eyes lets you shoot lasers from your eyes!
      • 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
        • x_ray - X-ray Vision lets you see through walls.
    • nanite_program
      • protocol - A nanite program containing a behaviour protocol. Only one protocol of each class can be active at once.
    • object_window_info - Datum that holds and tracks info about a client's object window Really only exists because I want to be able to do logic with signals And need a safe place to do the registration
    • objective/hijack
    • orbit_menu
    • 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.
      • job
        • inteq
          • assistant - assistants
          • captain - captains
          • ce - Chief Engineer
          • engineer - engineers
          • paramedic - paramedic
          • security - Security Officers
    • Overmap objects - Everything visible on the overmap: stations, ships, ruins, events, and more.
      • Dynamic Overmap Encounters - These overmap objects can be docked with and will create a dynamically generated area of many different types depending on the planet variable. When undocked with, it checks if there's anyone left on the planet, and if not, will move to another random location and wait to create a new encounter.
      • Overmap Events - These are events that have some sort of effect on overmap ships that are on the same tile.
        • electric - ELECTRICAL STORM - explodes your computer and IPCs
        • emp - Electromagnetic - explodes your IPCs
        • flare - SOLAR FLARE - Explodes your organics and IPCs
        • meteor - METEOR STORMS - explodes your ship if you go too fast
          • debris - METEOR STORMS - explodes your ship if you go too fast
        • rad - RADIATION STORM - explodes your organics
        • wormhole
      • Fluff Object - These overmap objects for decoration, unlike /datum/overmap/customizable_object these are premade, and as such are prefered over those for use in static sectors.
      • Jump points - These overmap objects can be interacted with and will send you to another sector. These will then dump you onto another jump point post jump. Useful for events or punchcards!
      • Fluff Object - These overmap objects for decoration, unlike /datum/overmap/customizable_object these are premade, and as such are prefered over those for use in static sectors.
      • outpost
      • Overmap ships - Basically, any overmap object that is capable of moving by itself. //wouldnt it make more sense for this to be named /datum/overmap/movable
      • star
      • Static Overmap Encounters - These overmap objects can be docked with and will load a premapped "planet". Think of these like gateways. When undocked with, it checks if there's anyone left on the planet, and if not, will delete themseles.
    • overmap_datum_token_manager - Datum for the overmap datum token manager.
    • overmap_star_system - STAR SYSTEM DATUM
    • paper_field - A reference to some data that replaces a modifiable input field at some given index in paper raw input parsing.
    • paper_graphic - A single instance of a saved graphic on paper.
    • paper_input - A single instance of a saved raw input onto paper.
    • parsed_map
    • pathfind - The datum used to handle the JPS pathfinding, completely self-contained
    • pipeline
    • planet_type
    • plant_gene
      • trait
        • 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)
        • backfire - Traits for plants with backfire effects. These are negative effects that occur when a plant is handled without gloves/unsafely.
          • 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
        • fire_resistance - Makes the plant and its seeds fireproof. From lavaland plants.
        • invasive - Invasive spreading lets the plant jump to other trays, and the spreading plant won't replace plants of the same type.
        • maxchem - A plant trait that causes the plant's capacity to double.
        • 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.
          • weed_hardy - Weeds don't get annoyed by weeds in their tray.
        • 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.
        • sticky - Makes the plant embed on thrown impact.
    • player_details
    • 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.
    • 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
    • preferences
    • progressbar
    • 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.
    • qdel_item - Qdel Item: Holds statistics on each type that passes thru qdel Holds the type as a string for this type Total number of times it's passed thru qdel. Total amount of milliseconds spent processing this type's Destroy() Times it was queued for soft deletion but failed to soft delete. Different from failures because it also includes QDEL_HINT_HARDDEL deletions Total amount of milliseconds spent hard deleting this type. Highest time spent hard_deleting this in ms. Number of times hard deletes took longer than the configured threshold The highest amount of refs its had after failing to qdel Number of times it's not respected force=TRUE Number of times it's not even bother to give a qdel hint Number of times it's slept in its destroy Flags related to this type's trip thru qdel.
    • quirk
    • radial_menu
    • radial_menu_choice - Can be provided to choices in radial menus if you want to provide more information
    • radiation_wave
    • reagent - A single reagent
      • ash
      • colorful_reagent
        • powder - Colorful Powder
      • consumable
        • entpoly - Lavaland Flora Reagents
        • ethanol/trickwine/hearth_wine
        • nutriment
        • orangejuice - DRINKS BELOW, Beer is up there though, along with cola. Cap'n Pete's Cuban Spiced Rum
      • determination
      • lube
      • medicine
        • anti_rad - RADIATION REAGENTS
        • calomel - TOXIN REAGENTS
        • chitosan
        • dexalin - OXYGEN REAGENTS
        • epinephrine - CRIT REAGENTS
        • indomide - BRUTE CHEMS
        • leporazine - BURN REAGENTS
        • polypyr
        • salbutamol
        • synthflesh - MULTI-DAMAGE REAGENTS
      • metalgen
      • plantnutriment - Hydroponics stuff
      • toxin - Poison stuff (Toxins & Acids)
      • uranium/radium - refining the uranium halves its volume, for reasons
      • yuck - Improvised reagent that induces vomiting. Created by dipping a dead mouse in welder fluid.
    • reagents - Holder for a bunch of /datum/reagent
    • religion_rites
      • synthconversion - Technophiles
      • transmute_brass - Clockwork
    • 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.
    • 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.
    • round_event
      • ship/stray_cargo - Spawns a cargo pod containing a random cargo supply pack on a random area of the station
    • round_event_control
      • ship/stray_cargo - Spawns a cargo pod containing a random cargo supply pack on a random area of the station
      • wizard/madness - Should point to a central mapzone.weather_controller, one doesn't exist in shiptest
    • secrets_menu
    • select_equipment
    • ship_application
    • signal/subspace - Here is the big, bad function that broadcasts a message given the appropriate parameters.
    • simple_beam
    • skill
    • Song datum - These are the actual backend behind instruments. They attach to an atom and provide the editor + playback functionality.
    • sortInstance
    • space_level - Physical level datum
    • species datum - Datum that handles different species in the game.
      • ipc
      • kepori
      • lizard
      • monkey - DO NOT USE set_species(/datum/species/monkey) USE monkeyize() INSTEAD
      • zombie
    • sprite_accessory/body
    • 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.
    • 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.
      • dazzled - Dazzled. Used when we need to blind someone for entering an area, but only temporarily.
      • dizziness
      • fire_handler
      • grouped - Status effect from multiple sources, when all sources are removed, so is the effect Adds itself to sources and destroys itself if one exists already, there are never multiple
      • ice_block_talisman
      • 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.
      • jitter
      • limp
      • lung_inflammation
      • offering
      • speech
      • 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.
      • trickwine/debuff/ice
      • watery_tile_wetness - Added by the watery_tile element. Keep adding wet stacks over time until removed from the watery turf.
      • wound
    • supply_order
    • supply_pack
      • sec_supply - commented out until we figure out what we're doing with modsuits
    • surgery
      • debride - BURN FIXING SURGERIES////// Debride burnt flesh
      • healing/brute - BRUTE
      • repair_hairline_fracture - Operations
      • repair_puncture - Repair puncture wounds
    • surgery_step
      • debride - Debride
      • dress - Dressing burns
      • expand_windpipe
      • filter_blood
      • gastrectomy - Gastrectomy, because we truly needed a way to repair stomachs.
      • heal
      • hepatectomy - hepatectomy, removes damaged parts of the liver so that the liver may regenerate properly
      • repair_hairline_fracture - Steps
      • repair_innards - realign the blood vessels so we can reweld them
      • replace_limb - AUGMENTATION SURGERIES
      • seal_veins - Sealing the vessels back together
    • symptom
    • targetting_datum - Datum for basic mobs to define what they can attack.
      • 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
        • ignore_faction - Subtype which doesn't care about faction Mobs which retaliate but don't otherwise target seek should just attack anything which annoys them
    • team
      • borer - ACTUAL ANTAG DATUM THINGS (Translation: Big Scary Magic Things)
      • xeno
    • techweb_node
      • adv_mecha - mech technology
      • alientech - /Nanites/ Alien technology
      • basic_mining - Tools
      • basic_plasma - plasma tech
      • basic_shuttle_tech - shuttle tech
      • biotech - Biotech
      • bluespace_basic - Bluespace tech
      • comptech - Computer tech
      • cryotech - Medical
      • datatheory - data theory tech
      • emp_basic - EMP tech
      • engineering - engineering tech
      • imp_wt_surgery - Advanced Surgery
      • ipc_organs - IPC Parts
      • robotics - robotics tech
      • weaponry - weaponry tech
    • tgs_api/v5
    • tgs_chat_channel - Represents a connected chat channel.
    • tgs_chat_command - User definable chat command. This abstract version MUST be overridden to be used.
    • tgs_chat_embed
      • field - See https://discord.com/developers/docs/resources/message#embed-object-embed-field-structure for details.
      • footer - See https://discord.com/developers/docs/resources/message#embed-object-embed-footer-structure for details.
      • media - Common datum for similar Discord embed medias.
      • provider - See https://discord.com/developers/docs/resources/message#embed-object-embed-provider-structure for details.
        • author - See https://discord.com/developers/docs/resources/message#embed-object-embed-author-structure for details. Must have name set in New().
      • structure - User definable chat embed. Currently mirrors Discord chat embeds. See https://discord.com/developers/docs/resources/message#embed-object for details.
    • tgs_chat_user
    • tgs_event_handler - User definable handler for TGS events This abstract version SHOULD be overridden to be used.
    • tgs_http_handler - User definable handler for HTTP calls. This abstract version MUST be overridden to be used.
    • tgs_http_result - Result of a /datum/tgs_http_handler call. MUST NOT be overridden.
    • tgs_message_content - User definable chat message. MUST NOT be overridden.
    • tgs_revision_information - Represents git revision information.
      • test_merge - Represents a merge of a GitHub pull request.
    • tgs_version - Represents a version.
    • tgui - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
    • tgui_input_number - Datum used for instantiating and using a TGUI-controlled numbox that prompts the user with a message and has an input for text entry.
      • async tgui_input_number - An asynchronous version of tgui_input_number to be used with callbacks instead of waiting on user responses.
    • tgui_input_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
      • async tgui_list_input - An asynchronous version of tgui_list_input to be used with callbacks instead of waiting on user responses.
    • tgui_modal - Datum used for instantiating and using a TGUI-controlled modal that prompts the user with a message and has buttons for responses.
      • async tgui_modal - An asynchronous version of tgui_modal to be used with callbacks instead of waiting on user responses.
    • tgui_panel - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
    • tgui_window - Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
    • thrownthing
    • Timed Event - This is the actual timer, it contains the callback and necessary data to maintain the timer.
    • ui_state
    • unit_test
    • uplink_item - Uplink Items
    • viewData - Container for client viewsize
    • virtual_level
    • Vote Singleton - A singleton datum that represents a type of vote for the voting subsystem.
    • 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
      • ash_storm - Think of some good solution of how weather should affect monsters and how they should be resistant to things like this
      • nuclear_fallout - Think of some good solution of how weather should affect monsters and how they should be resistant to things like this
      • snow_storm - Think of some good solution of how weather should affect monsters and how they should be resistant to things like this
    • weather_controller
    • wires
    • world_progressbar
    • wound
    • 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.
  • image
  • mob - The mob, usually meant to be a creature of some type
    • dead/new_player
    • 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.
      • brain
      • carbon
        • Alien - The base subtype of all aliens. Used to establish the basic mechanics (such as organs) they use.
          • humanoid
            • Alien Hunter - A fast-moving caste of alien capable of pouncing on prey, stunning them for a decent amount of time. They are, however, the squishiest caste as well.
            • Alien Royal - A subtype of alien which is used for the larger alien castes (queen and praetorian)
              • Alien Praetorian - A larget, tankier alien who wields an impressive amount of health at the cost of speed and ventcrawling.
              • Alien Queen - The most important alien caste, the queen is the only reproductive member of the set.
            • Alien Sentinel - A slightly more durable but less mobile xeno caste. Utilizes neurotoxin to bring down prey, and has a unique cloaking ability.
        • human
      • silicon
        • ai
        • robot
          • nocell - This is the subtype that gets created by robot suits. It's needed so that those kind of borgs don't have a useless cell in them
      • simple_animal
        • bot
        • Maintenance Drone - Small player controlled fixer-upper
        • hologram
        • hostile
          • asteroid
            • antlion
            • basilisk/whitesands - New whitesands varient
            • brimdemon
            • 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 it's health is below half, tendrils will spawn randomly around it. When it is below a quarter of health, this effect is doubled. It's attacks are as follows:
              • Herald - A slow-moving projectile user with a few tricks up it's sleeve. Less unga-bunga than Colossus, with more cleverness in it's fighting style. As it's health gets lower, the amount of projectiles fired per-attack increases. It's attacks are as follows:
              • Legionnaire - A towering skeleton, embodying the power of Legion. As it's health gets lower, the head does more damage. It's 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 it's health gets lower, the time between it's attacks decrease. It's attacks are as follows:
            • ice_demon
            • ice_whelp
            • lobstrosity - Lobstrosities, the poster boy of charging AI mobs. Drops crab meat and bones. Outside of charging, it's intended behavior is that it is generally slow moving, but makes up for that with a knockdown attack to score additional hits.
            • old_demon
            • wolf
          • Facehugger - A simplemob used by aliens to reproduce. Will attempt to impregnate humans on its own, but can also be picked up and thrown for more efficiency.
            • Toy Facehugger - A toy breed of facehugger which is sterile and can be purchased from the mining vendor.
          • human
            • ramzi
              • civilian - Misc
              • mecha_pilot - dont use these, they are super broken
              • melee - Melee
              • ranged - Guns
          • illusion/escape - Actual Types
          • megafauna
          • poison
          • regalrat
          • retaliate/goose/vomit
          • Space Dragon - A space-faring leviathan-esque monster which breathes fire and summons carp. Spawned during its respective midround antagonist event.
          • venus_human_trap - Venus Human Trap
        • pet/cat
        • slaughter - The Monster
        • slime
  • obj
    • docking_port
    • 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
        • chasm_storage - An abstract object which is basically just a bag that the chasm puts people inside
        • 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
        • turf_fire
          • magical - All the subtypes are for adminbussery and or mapping
      • anomaly
        • bluespace
        • grav
          • high/big - Bigger, meaner, immortal gravity anomaly. although this is just the super grav anomaly but bigger and shattering move force
        • hallucination
        • tvstatic
      • beam/i_beam - IBeam
      • decal/cleanable/blood
      • ebeam - var/Angle = round(get_angle(origin,target))
      • fishing_lure - The visual that appears over the fishing spot
      • greeble_spawner
      • landmark
      • light_emitter - Light
        • red_energy_sword - Base mob
      • mapping_helpers
      • mob_spawn
        • drone
        • human
          • bridgeofficer - Officers+Makosso-Warra Security
          • corpse/assistant - Civilians
          • skeleton - Spooky Undead
      • overlay/vis
      • particle_effect/smoke - SMOKE SYSTEMS
      • proc_holder
      • projectile/tracer/legion - Used for the legion turret beam.
        • tracer - Used for the legion turret tracer.
      • radiation
      • spawner
      • turf_decal
        • syndicateemblem/bottom/left - SYNDICATE EMBLEM
        • warra - MAKOSSO-WARRA
    • item
      • aiModule
        • core - Full Core Boards
          • freeformcore - Freeform Core
          • full
            • antimov - Antimov
            • asimov - Asimov
            • asimovpp - Asimov++
            • balance - Guardian of Balance
            • corp - Corporate
            • custom - Custom
            • drone - Mother Drone
            • hippocratic - Robodoctor
            • hulkamania - H.O.G.A.N.
            • liveandletlive - Live And Let Live
            • overlord - Overlord
            • paladin - P.A.L.A.D.I.N. 3.5e
            • paladin_devotion - P.A.L.A.D.I.N. 5e
            • reporter - Reporter
            • robocop - Robocop
            • thermurderdynamic - Thermodynamic
            • tyrant - T.Y.R.A.N.T.
        • remove - Law Removal
        • reset - Reset
          • purge - Purge
        • supplied - Modules
          • freeform - New Freeform
          • oxygen - OxygenIsToxicToHumans
          • protectStation - ProtectStation
          • quarantine - Quarantine
          • safeguard - Safeguard
        • syndicate - Hacked AI Module
        • toyAI - Ion Module
        • zeroth/oneHuman - OneHuman
      • airlock_painter
      • ammo_box
        • magazine
          • ammo_stack - The ammo stack object itself, making this a magazine was the easiest way to handle it Practically every casing type needs an associated ammo stack type, because that was the easiest way for me to handle it.
      • ammo_casing
      • antag_spawner
        • contract - WIZARD
        • nuke_ops - BORGS AND OPERATIVES
          • borg_tele - SYNDICATE BORG
        • slaughter_demon - SLAUGHTER DEMON
      • assembly
        • flash
        • prox_sensor
        • signaler/anomaly - Base anomaly signaller
          • bluespace - Bluespace Anomaly
          • grav - Gravity Anomaly
          • hallucination - Hallucination Anomaly
          • heartbeat - Heartbeat Anomaly
          • melter - Melter Anomaly
          • phantom - Phantom Anomaly
          • plasmasoul - Plasmasoul Anomaly
          • pulsar - Pulsar Anomaly
          • pyro - Pyroclastic Anomaly
          • sparkler - Sparkler Anomaly
          • transfusion - Transfusion Anomaly
          • tvstatic - Static Anomaly
          • veins - Veins Anomaly
          • vortex - Vortex Anomaly
      • assembly_holder
      • attachment - Most of the logic of attachments is held within the component which allows you to add other items as attachments in theory
      • bait_can
      • barcode
      • bikehorn
      • blackmarket_uplink
      • blood_filter
      • bodypart
        • head
          • abductor - ABDUCTCOR
          • fly - FLY
          • skeleton - SKELETON
          • slime - SLIME
          • snail - SNAIL
          • zombie - ZOMBIE
        • l_arm
        • leg
        • r_arm
      • bombcore - Bomb Cores
        • training - Bomb Core Subtypes
      • book
        • fish_catalog - Book detailing where to get the fish and their properties.
        • granter - books that teach things (intrinsic actions like bar flinging, spells like fireball or smoke, or martial arts)
          • action - ACTION BUTTONS
          • martial - MARTIAL ARTS
          • spell - SPELLS
        • manual - MANUALS (BOOKS)
        • random
      • borg - Cyborg Spec Items
      • candle
      • cardboard_cutout
      • chisel
      • circlegame
      • circuitboard/mecha - Circuitboards
      • clipboard - Clipboard
      • clothing
        • glasses/hud
        • gloves
        • head
        • mask
        • shoes
        • suit
          • hooded/explorer - Explorer's Suit and Mask
          • space
            • hardsuit/shielded - SHIELDED
              • ctf - Capture the Flag
              • swat - SWAT version
              • syndi - Syndicate Version
            • space_ninja
        • under/legislature - ianthewanderer
      • coin - Coin
      • computer_hardware
        • ai_slot
        • battery
        • hard_drive/small/nukeops - For tablets given to nuke ops
        • recharger/cyborg - This recharger exists only in borg built-in tablets. I would have tied it to the borg's cell but the program that displays laws should always be usable, and the exceptions were starting to pile.
      • construction
      • cutting_board
      • dice - Dice
      • disk/design_disk/limbs - Design disks and designs - for adding limbs and organs to the limbgrower.
      • door_seal
      • dyespray
      • electronics/airlock
      • extinguisher
      • fish
      • fish_feed - Fish feed can
      • fishing_line
      • fishing_rod
      • flashlight
      • 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
        • bait
          • doughball/synthetic - These are generated by tech fishing rod
        • bread
        • cake
        • candy - SNACKS FROM VENDING MACHINES
        • chewable
        • deadmouse - Mice turn into food when they die
        • donut
          • jelly - JELLY DONUTS
            • slimejelly - SLIME DONUTS
        • grown
        • meat
        • pancakes
        • patty/plain - Exists purely for the crafting recipe (because itll take subtypes)
        • pie
        • pizza
        • popsicle
        • salad - SALAD
        • shoalpocket/warm
        • tofu - MEATS AND ALIKE
      • gear_handle/anglegrinder
      • grenade
      • 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
            • assault/e40
            • hmg
            • marksman/vickland - snipers
            • pistol/candor - pistols
            • powered/gauss
              • claris - Rifles
              • modelh - SOLAR ARMORIES Pistols
            • smg/firestorm - SMG
          • revolver
            • montagne - Hunters Pride Weapons Revolvers
          • rifle
            • illestren - Rifles
            • solgov - Sniper
          • rocketlauncher
          • shotgun
            • doublebarrel - Shotguns
        • energy
          • laser/bluetag - Laser Tag
          • lasercannon - Laser Cannon
        • medbeam
          • mech - Mech Version
      • gun_maint_kit
      • hardened_spike
      • hivelordstabilizer - Hivelord stabilizer
      • implant/tracking
      • inhaler
      • instrument
      • kinetic_crusher - Mining Hammer
      • kisser
      • lazarus_injector - Lazarus Injector
      • malf_upgrade - AI Upgrades
      • match
      • mecha_parts - Mecha Parts
        • chassis
          • durand - Durand
          • firefighter - Firefighter
          • gygax - Gygax
          • odysseus - Odysseus
          • phazon - Phazon
          • ripley - Ripley
        • mecha_equipment
          • anticcw_armor_booster - ARMOR BOOSTER MODULES
          • drill
          • generator - GENERATOR
          • gravcatapult - GRAVITATIONAL CATAPULT
          • medical
            • mechmedbeam - Medical Beam
            • syringe_gun - Syringe Gun
          • repair_droid - REPAIR DROID
          • teleporter - TELEPORTER
          • tesla_energy_relay - TESLA ENERGY RELAY
          • thrusters - THRUSTERS
          • weapon/ballistic
          • wormhole_generator - WORMHOLE GENERATOR
        • mecha_tracking
      • melee
      • mine
        • directional - Once deployed, keeps an eye on a line of turfs in the faced direction. If something moves in them, explode.
        • pressure - PRESSURE BASED MINE: Mine that explodes when stepped on.
        • proximity - Mines that explode when someone moves nearby. Simpler, because I don't have to worry about saving step info or disarming logic
          • explosive/sting - like all real 'less' than lethal crowd control options this is, in fact, not very good at being nonlethal
      • mine_bot_upgrade - Minebot Upgrades
      • mining_scanner - Mining Scanners
      • mining_voucher - Mining Equipment Voucher
      • mmi
      • mod - MODsuits, trade-off between armor and utility
        • control
        • core
        • module - MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.
          • adrenaline_boost - Adrenaline Boost - Stops all stuns the ninja is affected with, increases his speed.
          • anomaly_locked - Anomaly Locked - Causes the module to not function without an anomaly.
            • antigrav - Anti-Gravity - Makes the user weightless.
            • teleporter - Teleporter - Lets the user teleport to a nearby location.
          • armor_booster - Armor Booster - Grants your suit more armor and speed in exchange for EVA protection. Also acts as a welding screen.
          • balloon - Balloon Blower - Blows a balloon.
          • chameleon - Chameleon - lets the suit disguise as any item that would fit on that slot.
          • clamp - Hydraulic Clamp - Lets you pick up and drop crates.
          • dispenser - Dispenser - Dispenses an item after a time passes.
          • 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.
          • flamethrower - Flamethrower - Launches fire across the area.
          • flashlight - Flashlight - Gives the suit a customizable flashlight.
          • 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.
          • 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.
          • injector - Injector - Gives the suit an extendable large-capacity piercing syringe.
          • insignia - Insignia - Gives you a skin specific stripe.
          • jetpack - Ion Jetpack - Lets the user fly freely through space using battery charge.
          • 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.
          • 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.
          • paper_dispenser - Paper Dispenser - Dispenses (sometimes burning) paper sheets.
          • 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.
          • quick_carry - Quick Carry - Lets the user carry bodies quicker.
          • reagent_scanner - Reagent Scanner - Lets the user scan reagents.
          • springlock - Springlock Mechanism - allows your modsuit to activate faster, but reagents are very dangerous.
          • 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.
          • stealth - Cloaking - Lowers the user's visibility, can be interrupted by being touched or attacked.
          • t_ray - T-Ray Scan - Scans the terrain for undertile objects.
          • 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.
          • visor - Base Visor - Adds a specific HUD and traits 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.
      • modular_computer
        • tablet
      • mop/advanced
      • mortal_shell
      • multitool - Multitool -- A multitool is used for hacking electronic devices.
      • necromantic_stone - Necromantic Stone
      • noogie
      • organ
      • overmap_punchcard_spawner
        • dynamic
          • position - What coords do we want to spawn this encounter in? if null we spawn it randomly
        • static_overmap
          • position - What coords do we want to spawn this encounter in? if null we spawn it randomly
      • oxygen_candle
      • paper - Paper also scraps of paper
        • crumpled
          • bloody/fluff/ruin/space/ramzistation/toilet - Ruins
          • ruins
            • bigderelict1/manifest - bigderelict1 items
            • snowdin/foreshadowing - papers
        • fluff
          • ruins
            • hydroponicslab/botanist - hydroponicslab items
            • thederelict/equipment - thederelict items
          • stations
            • centcom/disk_memo - CentCom
            • lavaland/orm_notice - Lavaland
        • guides/jobs/hydroponics - Job guides n' fluff
      • pickaxe - Pickaxes & Drills & Shovels
      • pinpointer
      • plaque
      • plasmacutter
      • plate
      • plate_shard
      • pressure_plate
      • price_tagger
      • pushbroom
      • radio
        • borg - Borg Radios
        • intercom
        • weather_monitor - Portable mining radio purchasable by miners
      • rcl
      • reagent_containers
        • chemtank
        • condiment - Condiments
          • pack
            • creamer - Technically condiment packs but they are non transparent
        • food - Food.
          • drinks - Drinks.
            • bottle - Alchohol bottles! -Agouri
              • dotusira - Teceti Drinks
              • orangejuice - JUICES AND STUFF
              • pruno
            • coffee - Drinks
            • colocup
            • modglass
            • molotov - MOLOTOV
            • shaker - drinkingglass and shaker
            • soda_cans - soda_cans
            • trophy - Drinks. END
        • glass
        • hypospray
        • inhaler_canister
        • pill
          • happinesspsych - Psychologist inventory pills
          • zoom - drugs
        • syringe
      • relic - SPECIAL ITEMS
      • research_notes
      • resonator - Resonator
      • restraints/legcuffs/bola
      • robot_module
      • robot_suit
      • rsf
      • sales_tagger
      • scrying - Scrying
      • seeds
      • 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.
      • shield
      • sign
      • skateboard
      • slapper
      • sparkler
      • stack
      • storage
        • backpack/duffelbag
          • mining_conscript - Conscript kit
          • syndie/sabotage - Subtype for the sabotage bundle. Contains three C4, two X4 and 6 signalers
        • bag/money - Money bag
        • box
        • fancy
        • firstaid
        • fish_case - Stasis fish case container for moving fish between aquariums safely.
        • guncase
          • inherit - Need to double check this in a seperate pr that adds this to a few ships Eats the items on its tile
          • pistol/inherit - Need to double check this in a seperate pr that adds this to a few ships Eats the items on its tile
        • pill_bottle/dice - Dice Bags
        • pod
        • portable_chem_mixer
      • survey_handheld
      • syndicatedetonator - Syndicate Detonator (aka the big red button)
      • target
      • towel
      • toy
      • 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.
      • 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 - Used by gutlunches, and generates healing reagents instead of milk on eating gibs instead of a process. Starts empty! Female gutlunches (ahem, guthens if you will) make babies when their udder is full under processing, instead of milk generation
      • veilrender - Veil Render
      • virgin_mary
      • weldingtool
      • wormhole_jaunter - Jaunter
    • machinery
    • mecha
    • merge_conflict_marker - How many mats have we found? You can only be affected by two material datums by default How much of each material is in it? Used to determine if the glass should break The glass shard that is spawned into the source item victim's chest (for cavity implanting the item)
    • overmap
    • projectile - AIMING BEAM BEHAVIOR
    • singularity
      • boh_tear - BoH tear The BoH tear is a stationary singularity with a really high gravitational pull, which collapses briefly after being created The BoH isn't deleted for 10 minutes (only moved to nullspace) so that admins may retrieve the things back in case of a grief
      • wizard - TEAR IN REALITY
    • structure
    • vehicle/ridden
  • particles/slime - Slime particles.
    • rainbow - Rainbow slime particles.
  • procpath - Represents a proc or verb path.
  • sound - Default override for echo
  • turf
    • closed
      • mineral - Mineral deposits
      • wall
        • mineral
          • plastitanium - Plastitanium walls
          • titanium - Titanium walls
        • r_wall
    • open
      • chasm
      • floor
        • carpet/lone - Carpet variant for mapping aid, functionally the same as parent after smoothing.
        • concrete
          • pavement/lava - Ruin Turfs (to-do, move all ruin turfs into their own bespoke files)
          • rockplanet - concrete
          • wasteplanet - cement turfs
        • engine/hull/rockplanet - reinforced floors
        • light
          • colour_cycle - he's dead, jim
        • mineral/titanium/tiled/rockplanet - titanium
        • plasteel/stairs/rockplanet - floor tiles
        • plating
          • asteroid - Asteroid
            • basalt - baseturf
              • whitesands - basalt
            • dirt - Generic dirt/grass turfs, use these.
              • grass/lavaland - Grass
            • purple - Sand
            • sand - it's all sand....
            • snow/lit
              • rockplanet - snow
              • whitesands - the singular snow tile:
            • wasteplanet - base turf
            • whitesands - sand (but not like the other sand that's also called sand)
              • grass - grass
          • catwalk_floor
          • moss - The Moss
          • rockplanet - plating
          • wasteplanet - plating turfs
      • lava - LAVA
      • openspace
      • overmap
      • space
      • water
        • waste - liquids
  • world - If this is uncommented, Autowiki will generate edits and shut down the server. Prefer the autowiki build target instead.