/tg/ Station 13 - Modules - TypesVar Details

global_vars

Vars

GPS_listGlobal GPS_list. All GPS components get saved in here for easy reference.
WALLITEMS_INTERIORChecks if that loc and dir has an item on the wall
abstract_mob_typesList of types of abstract mob which shouldn't usually exist in the world on its own if we're spawning random mobs
achievement_categoriesA list of the current achievement categories supported by the UI and checked by the achievement unit test
achievement_soundsA list of sounds that can be played when unlocking an achievement, set in the preferences.
active_jammersList of active radio jammers
adamantine_recipesOthers
admin_activitiesAll admin related log lines minus their categories
admin_statetgui state: admin_state
admin_trait_name_mapvalue -> trait name, generated as needed for adminning.
ai_controllers_by_statusbasic ai controllers based on status
ai_controllers_by_zlevelbasic ai controllers based on their z level
ai_employersemployers for malfunctioning ais. they do not have sides, unlike traitors.
ai_subtreesall basic ai subtrees
air_alarm_modesKeys are /datum/air_alarm_mode paths Values are their respective instances.
alive_player_listAll alive mobs with clients.
all_languagesList if all language typepaths learnable, IE, those with keys
all_loadout_categoriesGlobal list of all loadout categories Doesn't really NEED to be a global but we need to init this early for preferences, as the categories instantiate all the loadout datums
all_loadout_datumsGlobal list of ALL loadout datums instantiated. Loadout datums are created by loadout categories.
all_ongoing_hallucinationsA global list of all ongoing hallucinations, primarily for easy access to be able to stop (delete) hallucinations.
all_voice_of_god_triggersUsed to stop listeners with silly or clown-esque (first) names such as "Honk" or "Flip" from screwing up certain commands.
all_wound_pregen_dataA assoc list of (wound typepath -> wound_pregen_data instance). Every wound should have a pregen data.
allowed_moneyA static typecache of all the money-based items that can be actively used as currency.
always_statetgui state: always_state
animatable_blacklistMimics can't be made out of these objects
announcer_keysGlobal list of all of our announcer keys.
arcade_prize_poolList of all things that can be dispensed by an arcade cabinet and the weight of them being picked.
areasJust a list of all the area objects in the game Note, areas can have duplicate types
areas_by_typeAn association from typepath to area instance. Only includes areas with unique set.
armor_by_typeAssosciative list of type -> armor. Used to ensure we always hold a reference to default armor datums
base_starlight_colorThe base color of light space emits
basketball_bad_signuplist of ghosts who want to play basketball that have since disconnected. They are kept in the lobby, but not counted for starting a game.
basketball_gamethe current global basketball game running.
basketball_signuplist of ghosts who want to play basketball, every time someone enters the list it checks to see if enough are in
battle_royale_regionsGlobal list of areas which are considered to be inside the same department for our purposes
bio_state_anatomyA assoc list of BIO_ define to EXTERIOR/INTERIOR defines. This is where the interior/exterior state of a given biostate is set. Note that not all biostates are guaranteed to be one of these - and in fact, many are not IMPORTANT NOTE: All keys are stored as text and must be converted via text2num
bioscrambler_organs_blacklistBlacklist of organs which should not appear when bioscrambled. Either will look terrible outside of intended host, give you magical powers, are irreversible, or kill you
bioscrambler_parts_blacklistBlacklist of parts which should not appear when bioscrambled, largely because they will make you look totally fucked up
bioscrambler_valid_organsList of organs we can apply to people
bioscrambler_valid_partsList of body parts we can apply to people
biotypes_to_scar_fileAssoc list of biotype -> ideal scar file to be used and grab stuff from.
blacklisted_metalgen_typesTurfs metalgen can't touch
blob_telepathy_mobsAll living mobs which can hear blob telepathy
bluespace_sendersAll bluespace gas senders
bombersAll bomb related messages
bsa_unlockBSA unlocked by head ID swipes
cable_listList of all cables, so that powernets don't have to look through the entire world all the time
cached_mapsList of all the maps that have been cached for /proc/load_map
cached_storage_typecachesAlmost 100% of the time the lists passed into set_holdable are reused for each instance Just fucking cache it 4head Yes I could generalize this, but I don't want anyone else using it. in fact, DO NOT COPY THIS If you find yourself needing this pattern, you're likely better off using static typecaches I'm not because I do not trust implementers of the storage component to use them, BUT IF I FIND YOU USING THIS PATTERN IN YOUR CODE I WILL BREAK YOU ACROSS MY KNEES ~Lemon
can_pass_info_varsList of vars on /datum/can_pass_info to use when checking two instances for equality
carp_colorsWeighted list of colours a carp can be Weighted list of usual carp colors
cell_line_tablesThese global lists exist to allow our element to have weight tables without having to be separate instances. Assoc list of cell line define | assoc list of datum | cell_line
cell_virus_tablesAssoc list of cell virus define | assoc list of datum | cell_virus
chasm_detritus_typesList containing chasm detritus singletons.
chasm_fallen_mobsGlobal list needed to let fishermen with a rescue hook fish fallen mobs from any place
chemical_reactions_listlist of all /datum/chemical_reaction datums indexed by their typepath. Use this for general lookup stuff
chemical_reactions_list_product_indexlist of all /datum/chemical_reaction datums. Used for the reaction lookup UI. Indexed by PRODUCT type
chemical_reactions_list_reactant_indexlist of all /datum/chemical_reaction datums. Used during chemical reactions. Indexed by REACTANT types
chemical_reactions_results_lookup_listlist of all reactions with their associated product and result ids. Used for reaction lookups
chemical_reagents_listlist of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
chicken_countCounter for number of chicken mobs in the universe. Chickens will not lay fertile eggs if it exceeds the MAX_CHICKENS define.
chicks_from_eggsCounter for number of chicks hatched by throwing eggs, minecraft style. Chicks will not emerge from thrown eggs if this value exceeds the MAX_CHICKENS define.
clown_mask_optionsMap of names of clown mask types to clown mask icon states
conscious_statetgui state: conscious_state
contained_statetgui state: contained_state
cooking_recipesGlobal list of all cooking related crafting recipes.
cooking_recipes_atomsThis is a global list of typepaths, these typepaths are atoms or reagents that are associated with cooking recipes. This includes stuff like recipe components and results.
crafting_recipesGlobal list of all non-cooking related crafting recipes.
crafting_recipes_atomsThis is a global list of typepaths, these typepaths are atoms or reagents that are associated with crafting recipes. This includes stuff like recipe components and results.
ctf_gamesA list containing all loaded CTF games
cult_narsieThe global Nar'sie that the cult's summoned
current_anonymous_themeglobal reference to the current theme, if there is one.
current_living_antagsAll alive antags with clients.
current_observers_listAll observers with clients that joined as observers.
curtainsList of all curtains for button tracking
customized_petsPet customization settings saved for every client
dead_player_listAll dead mobs with clients. Does not include observers.
deep_inventory_statetgui state: deep_inventory_state
default_pda_themesList of PDA themes that are accessible to everyone by default.
default_statetgui state: default_state
deliverybeaconsList of all active delivery beacons
deliverybeacontagsList of all active delivery beacon locations
department_security_spawnslist of all department security spawns
drone_machine_blacklist_enabledIf drones are blacklisted from certain sensitive machines
dug_up_basaltUsed by ashstorms to replenish basalt tiles that have been dug up without going through all of them.
duplicate_forbidden_varsList of all vars that will not be copied over when using duplicate_object()
dynamic_forced_rulesetsRulesets which have been forcibly enabled or disabled
dynamic_human_appearancesGlobal list of all dynamically generated icons, for caching, so we don't have to generate multiple times.
dynamic_ruleset_categoriesBitflags used during init by Dynamic to determine which rulesets we're allowed to use, used by station traits for gamemode-esque experiences
dynamic_station_traitsModify the threat level for station traits before dynamic can be Initialized. List(instance = threat_reduction)
editable_sign_typesThis is a global list of all signs you can change an existing sign or new sign backing to, when using a pen on them.
em_block_colorA globally cached version of EM_BLOCK_COLOR for quick access.
em_mask_matrixA globally cached version of EM_MASK_MATRIX for quick access.
embed_by_typeAssosciative list of type -> embed data.
emissive_colorA globally cached version of EMISSIVE_COLOR for quick access.
exodrone_launchersAll exodrone launchers.
exodronesAll exodrones.
exoscanner_bandsList of scanned distances
exploration_sitesAll exploration site instances
explorer_drone_adventure_db_entriesAll possible adventures in raw form
fake_reagent_blacklistlist of all reagents that are parent types used to define a bunch of children - but aren't used themselves as anything.
features_block_lengthsThe same rules of the above also apply here, with the exception that this is for the unique_features string variable (commonly abbreviated with uf) and its blocks. Both ui and uf have a standard block length of 3 ASCII characters.
features_by_speciesAn assoc list of species types to their features (from get_features())
fileaccess_timerFor FTP requests. (i.e. downloading runtime logs.)
fire_appearancesGlobal list that containes cached fire overlays for mobs
fish_evolutionsA global list of fish evolutions, which are singletons.
fish_traitsA global list of singleton fish traits by their paths
fishes_by_fish_evolutionA list of fish evolution types, each having an associated list containing all fish types that have it.
floor_designsall designs supported by the RTD
floor_diseasesPossible diseases
focused_testsA list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.
food_buffsWeighted lists of crafted food buffs randomly given according to crafting_complexity unless the food has a specific buff
food_quality_descriptionLabels for food quality
food_quality_eventsMood events for food quality
fun_statetgui state: fun_state
gas_id_to_canisterList of all the gases, used in labelling the canisters
gas_recipe_metaGlobal list of recipes for atmospheric machines to use
gateway_destinationsList of possible gateway destinations.
generic_event_spawnsList of generic landmarks placed around the map where there are likely to be players and are identifiable at a glance - Such as public hallways, department rooms, head of staff offices, and non-generic maintenance locations
glass_style_singletonsGlobal list of all glass style singletons created. See /proc/create_glass_styles for list format.
glide_size_multiplierCompensating for time dilation
global_funny_embeddingset this to a new instance of a SUBTYPE of global_funny_embedding. The main type is a prototype and will runtime really hard
global_trait_name_mapvalue -> trait name, list of ALL traits that exist in the game, used for any type of accessing.
golem_stack_food_directoryAssociated list of stack types to a golem food
golem_stack_food_typesGolem food datum singletons
gravity_generatorsWe will keep track of this by adding new gravity generators to the list, and keying it with the z level.
greyscale_menu_statetgui state: greyscale menu
guardian_themesAssoc list of guardian theme singletons
gutlunch_countkeeps track of how many gutlunches are born
hands_statetgui state: hands_state
has_antagonist_hudsAll active /datum/atom_hud/alternate_appearance/basic/has_antagonist instances
heretic_sacrifice_landmarksA global assoc list of all landmarks that denote a heretic sacrifice location. [string heretic path] = [landmark].
heretic_start_knowledgeGlobal list of all heretic knowledge that have is_starting_knowledge = TRUE. List of PATHS.
hfr_fuels_listGlobal list of recipes for atmospheric machines to use
hijack_employersemployers who hire agents to do the hijack
holidaysHOLIDAYS
hostile_machinesList of objects that AIs will treat as targets
huds_by_categorygets filled by each /datum/atom_hud/New(). associative list of the form: list(hud category = list(all global atom huds that use that category))
human_adjacent_statetgui state: human_adjacent_state
human_heights_to_offsetsAssoc list of all heights, cast to strings, to """"tuples""""" The first """tuple""" index is the upper body offset The second """tuple""" index is the lower body offset
human_invader_antagonistsList of human antagonist types which don't spawn directly on the space station
ice_cream_flavoursICE CREAM FLAVOUR DATUM STUFF
icon_dimensionsCache of the width and height of icon files, to avoid repeating the same expensive operation
identity_block_lengthsSome identity blocks (basically pieces of the unique_identity string variable of the dna datum, commonly abbreviated with ui) may have a length that differ from standard length of 3 ASCII characters. This list is necessary for these non-standard blocks to work, as well as the entire unique identity string. Should you add a new ui block which size differ from the standard (again, 3 ASCII characters), like for example, a color, please do not forget to also include it in this list in the following format: "[dna block number]" = dna block size, Failure to do that may result in bugs. Thanks.
immerse_ignored_movableA list of movables that shouldn't be affected by the element, either because it'd look bad or barely perceptible
infuser_entriesA list of all infuser entries
integrated_circuitsA list of all integrated circuits
intento_playersAll people who have used an Intento this round along with their high scores.
intercoms_listlist of wallmounted intercom radios.
inventory_statetgui state: inventory_state
investigate_signalerInvestigate log for signaler usage, use the add_to_signaler_investigate_log proc
jobspawn_overridesAssoc list of "job titles" to "job landmarks" These will take precedence over normal job spawnpoints if created, essentially allowing a user to override generic job spawnpoints with a specific one
joinable_mobsList of all mobs with the "ghost_direct_control" component
landmarks_listlist of all landmarks created
language_datum_instancesList of language prototypes to reference, assoc [type] = prototype
language_menu_statetgui state: language_menu_state
lawchangesStores who uploaded laws to which silicon-based lifeform, and what the law was
layers_to_offsetUsed for human height overlay adjustments Certain standing overlay layers shouldn't have a filter applied and should instead just offset by a pixel y This list contains all the layers that must offset, with its value being whether it's a part of the upper half of the body (TRUE) or not (FALSE)
light_pirate_gangsglobal lists of all pirate gangs that can show up today. they will be taken out of the global lists as spawned so dupes cannot spawn.
light_typesGlobal list of all light template types
lighting_sheetsCached global list of generated lighting sheets. See: datum/light_source/proc/get_sheet()
lobby_station_traitsStation traits displayed in the lobby
log_directoryThe directory in which ALL log files should be stored
lost_crew_managerManager for the lost crew bodies, for spawning and granting rewards
mafia_bad_signuplist of ghosts who want to play mafia that have since disconnected. They are kept in the lobby, but not counted for starting a game.
mafia_early_voteslist of ghosts in mafia_signup who have voted to start early
mafia_gamethe current global mafia game running.
mafia_signuplist of ghosts who want to play mafia, every time someone enters the list it checks to see if enough are in
magicarp_spell_coloursAssociative list of magicarp spells to colours, expand this list if you expand the other lists
magicarp_spell_typesA list of spells magicarp can use and a corresponding name prefix to apply
map_incident_displaysList of incident displays on the map Required as persistence subsystem loads after the ones present at mapload, and to reset to 0 upon explosion.
map_loaded_sensorslist of all air sensor's created round start
map_reportsGlobal list of map report datums
map_writing_runningA guard variable to prevent more than one map export process from occurring at the same time.
marker_beacon_colorsMarker Beacons
mass_teachingA global singleton datum used to store a "summon things controller" for Mass Teaching, to grant a specific spellbook entry to stationgoers and latejoiners
mechas_listList of all mechs for hostile mob target tracking
megafauna_spawn_listGlobal list of megafauna spawns on cave gen
message_delayUsed to make sure restarting the recent_messages list is kept in sync.
message_modes_stat_limitsWhitelist of saymodes or radio extensions that can be spoken through even if not fully conscious. Associated values are their maximum allowed mob stats.
meteor_eyeballsList of all the meteor eyeballs so we can gib them upon meteor death
meteor_listList of all meteors.
mob_spawnersList of all instances of /obj/effect/mob_spawn/ghost_role in the game world
mod_link_idsGlobal list of all ids associated to a /datum/mod_link instance
mod_masksGlobal cache of mod skins to masks per different configuration of pulled out parts.
mod_module_overlaysGlobal cache of mod skins to deployed parts to module icon states
mod_themesGlobal list of all /datum/mod_theme
mook_commandscommands the chief can pick from
name2reagentMap of reagent names to its datum path
nanotrasen_employersemployers that are from Nanotrasen
narcd_underagesunderages who have been reported to security for trying to buy things they shouldn't, so they can't spam
navbeaconsList of all nav beacons indexed by stringified z level
nearsighted_glassesLists related to quirk selection Types of glasses that can be selected at character selection with the Nearsighted quirk
never_statetgui state: never_state
new_player_statetgui state: new_player_state
normal_employersemployers who hire agents to do a task and escape... or martyrdom. whatever
not_incapacitated_statetgui state: not_incapacitated_state
not_incapacitated_turf_statetgui state: not_incapacitated_turf_state
notcontained_statetgui state: notcontained_state
objective_machine_handlerDatum which manages references to things we are instructed to destroy
objects_by_id_tagA list of all /obj by their id_tag
observer_statetgui state: observer_state
oilfry_blacklisted_itemsGlobal typecache of things which should never be fried.
order_console_productsList of all items that can be found in the different types of order consoles, to purchase.
ore_silo_defaultThe global ore silo shared by all machines at round start
ore_vent_minerals_lavalandSets of global lists breaking down the base spawning distributions for various maps and stations.
ore_vent_sizesList of how many ore vents spawned, and of what size.
organ_choiceOptions for Prosthetic Organ
organ_process_orderDefines how a mob's organs_slot is ordered Exists so Life()'s organ process order is consistent
paper_blanksPaper blanks (form templates, basically). Loaded from config/blanks.json. If invalid or not found, set to null.
paraplegic_choiceParaplegic Quirk
parasitesList of all guardians currently extant
part_choice_transhumanTranshumanist quirk
pda_mafia_signuplist of PDAs who want to play mafia, every time someone enters the list it checks to see if enough are in
pda_messengersA list of all active and visible messengers
pda_name_to_themeList of PDA themes that are accessible to everyone by default.
petsplosion_candidatesCandidates for the petsplosion wizard event
phobia_typesPhobia types that can be pulled randomly for brain traumas. Also determines what phobias you can choose as your preference with the quirk.
physical_obscured_statetgui state: physical_obscured_state
physical_statetgui state: physical_state
picture_log_directoryPicture logging
pillars_by_zList of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space) The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1 They are created at transparent turf request, and deleted when no turfs remain
pinpointer_listlist of all pinpointers. Used to change stuff they are pointing to all at once.
pipe_color_nameNames shown in the examine for every colored atmos component
pipe_colors_orderedList that sorts the colors and is used for setting up the pipes layer so that they overlap correctly
pipe_paint_colorsAll colors available to pipes and atmos components
player_detailsassoc list of ckey -> /datum/player_details
plumbing_layer_namesReverse of plumbing_layers, as "[bitflag]" => name
plumbing_layersList of plumbing layers as name => bitflag
poll_optionsAll poll option datums of running polls
pollsAll currently running polls held as datums
portalsList of all portals
possible_alcoholic_addictionsOptions for the Alcoholic quirk to choose from
possible_junkie_addictionsOptions for the Junkie quirk to choose from
possible_smoker_addictionsOptions for the Smoker quirk to choose from
post_ore_manualList of how many minerals spawned randomly off of mining Z-levels, and at what quantity.
post_ore_randomList of how many minerals spawned based on proximity to an ore vent.
preference_entriesAn assoc list list of types to instantiated /datum/preference instances
preference_entries_by_keyAn assoc list of preference entries by their savefile_key
prisoner_crimesTypes of Crimes Prisoners will have on their record roundstart. (They also can choose Random, which picks from these options... randomly!)
prosthetic_limb_choiceOptions for the prosthetic limb quirk to choose from
prototype_language_holdersA global assoc list containing prototypes of all language holders [Language holder typepath] to [language holder instance] Used for easy reference of what can speak what without needing to constantly recreate language holders.
quirk_chipped_choicechipped Quirk
random_hallucination_weighted_listGlobal weighted list of all hallucinations that can show up randomly.
rcd_designsall stuff used by RCD for construction
rcd_listlist of Rapid Construction Devices.
reagent_containersList of containers the Chem Master machine can print
reality_smash_trackWe want reality_smash_tracker to exist only once and be accessible from anywhere.
recent_messagesGlobal list of recent messages broadcasted : used to circumvent massive radio spam
required_map_itemsGlobal assoc list of required mapping items, [item typepath] to [required item datum].
revenant_relay_mobsAll "living" (because revenants are in between mortal planes or whatever) mobs that can hear revenants
round_default_lawsetSee /proc/get_round_default_lawset, do not get directily. This is the default lawset for silicons.
roundstart_racesList of roundstart races' their species_id's
roundstart_station_borgcharger_areasList of area names of roundstart station cyborg rechargers, for the low charge/no charge cyborg screen alert tooltips.
roundstart_station_closetsA comprehensive list of all closets (NOT CRATES) in the game world
roundstart_station_mechcharger_areasList of area names of roundstart station mech rechargers, for the low charge/no charge mech screen alert tooltips.
rpgloot_controllerHolds the global datum for rpgloot, so anywhere may check for its existence (it signals into whatever it needs to modify, so it shouldn't require fetching)
rpgtitle_controllerHolds the global datum for rpgtitle, so anywhere may check for its existence (it signals into whatever it needs to modify, so it shouldn't require fetching)
rune_typesAssoc list of every rune that can be drawn by ritual daggers. [rune_name] = [typepath]
sacrificedlist of weakrefs to mobs OR minds that have been sacrificed
sacrifices_usedhow many sacrifices we have used, cultists get 1 free revive at the start
scan_conditionsScan condition instances
scanned_fish_by_techweba superlist containing typecaches shared between the several fish scanning experiments for each techweb.
scarred_eye_choiceScarred Eye Quirk
screentip_context_iconsStores the cursor hint icons for screentip context.
security_officer_distributionThe department distribution of the security officers.
see_through_mapsglobal statics for the see_through_component coordinate maps For ease of use, include a comment in the shape of the coordinate map, where O is nothing, X is a hidden tile and A is the object List-coordinate layout is list(relative_x, relative_y, relative_z) Turf finding algorithm needs the z and you can totally use it, but I can't think of any reason to ever do it Also it'd be really cool if you could keep the list-coordinates in here represent their actual relative coords, dont use tabs though since their spacing can differ
self_statetgui state: self_state
shuttle_caller_listList of all atoms that can call the shuttle, for automatic shuttle calls when there are none.
side_choice_hemiplegicHemiplegic Quirk
silo_access_logsList of logs shared by all silos
singularitiesList of all singularity components that exist
sm_delam_listPriority is top to bottom.
sm_gas_behaviorAssoc of sm_gas_behavior/datum/gas (path) = datum/sm_gas (instance)
sniffable_sheetslist of all sheets with sniffable = TRUE for the sniffer to locate
sortedAreasUsed by jump-to-area etc. Updated by area/updateName() If this is null, it needs to be recalculated. Use get_sorted_areas() as a getter please
spanname_to_formattingA giant associative list of span names, and the associated key to create the text span. Used for narrate verbs.
special_rolesThis defines the antagonists you can operate with in the settings. Keys are the antagonist, values are the number of days since the player's first connection in order to play.
species_listAn assoc list of species IDs to type paths
species_prototypesList of all species prototypes to reference, assoc [type] = prototype
specific_fish_iconsWhen adding new fishable rewards to a table/counts, you can specify an icon to show in place of the generic fish icon in the minigame UI should the user have the TRAIT_REVEAL_FISH trait, by adding it to this list.
splattablesplat subtype, handling signals and mood logic
spontaneous_fish_traitsA nested list of fish types and traits that they can spontaneously manifest with associated probabilities e.g. list(/obj/item/fish = list(/datum/fish_trait = 100), etc...)
standing_statetgui state: standing_state
starlight_colorThe color of light space is currently emitting
starlight_objectsList of plane offset + 1 -> object to display to use Fills with offsets as they are generated Holds a list of objects that represent starlight. The idea is to render_source them So modifying starlight requires touching only one place (NOTE: this doesn't work for the area overlays) In order to modify them you need to use set_starlight. Areas don't work with render sources it looks like
starlight_overlaysList of plane offset + 1 -> mutable appearance to use Fills with offsets as they are generated They mirror their appearance from the starlight objects, which lets us save time updating them
starlight_powerThe power of the light space is throwin out
starlight_rangeThe range of the light space is displaying
start_landmarks_listlist of all job spawn points created
station_nuke_sourceThe source of the last nuke that went off
station_was_nukedWhether the station has been nuked itself. TRUE only if the station was actually hit by the nuke, otherwise FALSE
stock_part_datumsMap of stock part type to their singleton
stock_part_datums_per_objectMap of physical stock part types to their /datum/stock_part
summon_gunsA global singleton datum used to store a "summon things controller" for Summon Guns, to grant random guns to stationgoers and latejoiners
summon_magicA global singleton datum used to store a "summon things controller" for Summon Magic, to grant random magical items to stationgoers and latejoiners
surgeries_listlist of all surgeries by name, associated with their path.
surgery_stepslist of all surgery steps, associated by their path.
syndicate_employersemployers that are from the syndicate
syndicate_shuttle_boardsList of all nukie shuttle boards, for forcing launch delay if they declare war
target_interested_atomsStatic typecache list of things we are interested in Consider this a union of the for loop and the hearers call from below Must be kept up to date with the contents of hostile_machines
tcgcard_health_bar_radial_choicesGlobal list containing all options used for the TGC health button.
tcgcard_mana_bar_radial_choicesGlobal list containing all options used for the TGC mana button.
telecomms_listA list of all of the /obj/machinery/telecomms (and subtypes) machines that exist in the world currently.
teleport_runesList of all teleport runes
teleportbeaconsList of all active teleport beacons
teleportlocsA list of teleport locations
the_gatewayStation home gateway
the_station_areasGlobal list of AREA TYPES that are associated with the station.
time_last_changed_positionThe time since the last job opening was created
timezoneOffsetThe difference betwen midnight (of the host computer) and 0 world.ticks.
tool_itemsList of all "tools" that can fit into belts or work from toolboxes
topdown_planesWhitelist of planes allowed to use TOPDOWN_LAYER
total_uf_len_by_blockDitto but for unique features. Used by the datum/dna/set_uni_feature_block and datum/dna/get_uni_feature_block procs.
total_ui_len_by_blockA list of numbers that keeps track of where ui blocks start in the unique_identity string variable of the dna datum. Commonly used by the datum/dna/set_uni_identity_block and datum/dna/get_uni_identity_block procs.
tracked_implantsList of all implants currently implanted into a mob
triple_ai_controllerglobal reference to the current theme, if there is one.
typecache_elevated_structuresA typecache listing structures that are considered to have surfaces that you can place items on that are higher than the floor. This, of course, should be restricted to /atom/movables. This is primarily used for food decomposition code.
typecache_general_bad_hostile_attack_targetsA typecache of objects that player controlled, easily accessible, hostile mobs should not be able to attack
typecache_general_bad_things_to_easily_moveA typecache of objects that player controlled, easily accessible, hostile mobs should not be able to move around easily
typecache_holodeck_linked_floorcheck_oktypecache for turfs that should be considered ok during floorchecks. A linked turf being anything not in this typecache will cause the holodeck to perform an emergency shutdown.
uncommon_roundstart_languagesList of all roundstart languages by path except common
unit_test_mapping_logsWhen unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.
unplanned_controllersbasic ai controllers that are currently performing idled behaviors
vampire_houseslist that stores a vampire house name for each department
vending_machines_to_restockList of vending machines that players can restock, so only vending machines that are on station or don't have a unique condition.
vine_mutations_listA list of the possible mutations for a vine
voice_of_god_commandsList of all voice of god commands
voidwalker_voidA global assoc list for the drop of point
wiremod_basic_typesThe basic player-facing types that don't have any super special behaviour.
wiremod_fundamental_typesThe fundamental datatypes of the byond game engine.
wizard_spellbook_purchases_by_keyGlobal assoc list. [ckey] = [spellbook entry type]
wound_series_collectionsA branching assoc list of (series -> list(severity -> list(typepath -> weight))). Allows you to say "I want a generic slash wound", then "Of severity 2", and get a wound of that description - via get_corresponding_wound_type() Series: A generic wound_series, such as WOUND_SERIES_BONE_BLUNT_BASIC Severity: Any wounds held within this will be of this severity. Typepath, Weight: Merely a pairing of a given typepath to its weight, held for convenience in pickweight.
wound_severities_chronologicalA "chronological" list of wound severities, starting at the least severe.
wounding_types_to_seriesA branching assoc list of (wounding_type -> list(wound_series)). Allows for determining of which wound series are caused by what.
xeno_sample_colorsList of all possible sample colors
xenobiology_magicarp_spell_typesA reduced list of spells for magicarp spawned in xenobiology, less disruptive
z_statetgui state: z_state
zombie_infection_listA list of all zombie_infection organs, for any mass "animation"

Var Details

GPS_list

Global GPS_list. All GPS components get saved in here for easy reference.

WALLITEMS_INTERIOR

Checks if that loc and dir has an item on the wall

abstract_mob_types

List of types of abstract mob which shouldn't usually exist in the world on its own if we're spawning random mobs

achievement_categories

A list of the current achievement categories supported by the UI and checked by the achievement unit test

achievement_sounds

A list of sounds that can be played when unlocking an achievement, set in the preferences.

active_jammers

List of active radio jammers

adamantine_recipes

Others

admin_activities

All admin related log lines minus their categories

admin_state

tgui state: admin_state

Checks that the user is an admin, end-of-story.

admin_trait_name_map

value -> trait name, generated as needed for adminning.

ai_controllers_by_status

basic ai controllers based on status

ai_controllers_by_zlevel

basic ai controllers based on their z level

ai_employers

employers for malfunctioning ais. they do not have sides, unlike traitors.

ai_subtrees

all basic ai subtrees

air_alarm_modes

Keys are /datum/air_alarm_mode paths Values are their respective instances.

alive_player_list

All alive mobs with clients.

all_languages

List if all language typepaths learnable, IE, those with keys

all_loadout_categories

Global list of all loadout categories Doesn't really NEED to be a global but we need to init this early for preferences, as the categories instantiate all the loadout datums

all_loadout_datums

Global list of ALL loadout datums instantiated. Loadout datums are created by loadout categories.

all_ongoing_hallucinations

A global list of all ongoing hallucinations, primarily for easy access to be able to stop (delete) hallucinations.

all_voice_of_god_triggers

Used to stop listeners with silly or clown-esque (first) names such as "Honk" or "Flip" from screwing up certain commands.

all_wound_pregen_data

A assoc list of (wound typepath -> wound_pregen_data instance). Every wound should have a pregen data.

allowed_money

A static typecache of all the money-based items that can be actively used as currency.

always_state

tgui state: always_state

Always grants the user UI_INTERACTIVE. Period.

animatable_blacklist

Mimics can't be made out of these objects

announcer_keys

Global list of all of our announcer keys.

arcade_prize_pool

List of all things that can be dispensed by an arcade cabinet and the weight of them being picked.

areas

Just a list of all the area objects in the game Note, areas can have duplicate types

areas_by_type

An association from typepath to area instance. Only includes areas with unique set.

armor_by_type

Assosciative list of type -> armor. Used to ensure we always hold a reference to default armor datums

base_starlight_color

The base color of light space emits

basketball_bad_signup

list of ghosts who want to play basketball that have since disconnected. They are kept in the lobby, but not counted for starting a game.

basketball_game

the current global basketball game running.

basketball_signup

list of ghosts who want to play basketball, every time someone enters the list it checks to see if enough are in

battle_royale_regions

Global list of areas which are considered to be inside the same department for our purposes

bio_state_anatomy

A assoc list of BIO_ define to EXTERIOR/INTERIOR defines. This is where the interior/exterior state of a given biostate is set. Note that not all biostates are guaranteed to be one of these - and in fact, many are not IMPORTANT NOTE: All keys are stored as text and must be converted via text2num

bioscrambler_organs_blacklist

Blacklist of organs which should not appear when bioscrambled. Either will look terrible outside of intended host, give you magical powers, are irreversible, or kill you

bioscrambler_parts_blacklist

Blacklist of parts which should not appear when bioscrambled, largely because they will make you look totally fucked up

bioscrambler_valid_organs

List of organs we can apply to people

bioscrambler_valid_parts

List of body parts we can apply to people

biotypes_to_scar_file

Assoc list of biotype -> ideal scar file to be used and grab stuff from.

blacklisted_metalgen_types

Turfs metalgen can't touch

blob_telepathy_mobs

All living mobs which can hear blob telepathy

bluespace_senders

All bluespace gas senders

bombers

All bomb related messages

bsa_unlock

BSA unlocked by head ID swipes

cable_list

List of all cables, so that powernets don't have to look through the entire world all the time

cached_maps

List of all the maps that have been cached for /proc/load_map

cached_storage_typecaches

Almost 100% of the time the lists passed into set_holdable are reused for each instance Just fucking cache it 4head Yes I could generalize this, but I don't want anyone else using it. in fact, DO NOT COPY THIS If you find yourself needing this pattern, you're likely better off using static typecaches I'm not because I do not trust implementers of the storage component to use them, BUT IF I FIND YOU USING THIS PATTERN IN YOUR CODE I WILL BREAK YOU ACROSS MY KNEES ~Lemon

can_pass_info_vars

List of vars on /datum/can_pass_info to use when checking two instances for equality

carp_colors

Weighted list of colours a carp can be Weighted list of usual carp colors

cell_line_tables

These global lists exist to allow our element to have weight tables without having to be separate instances. Assoc list of cell line define | assoc list of datum | cell_line

cell_virus_tables

Assoc list of cell virus define | assoc list of datum | cell_virus

chasm_detritus_types

List containing chasm detritus singletons.

chasm_fallen_mobs

Global list needed to let fishermen with a rescue hook fish fallen mobs from any place

chemical_reactions_list

list of all /datum/chemical_reaction datums indexed by their typepath. Use this for general lookup stuff

chemical_reactions_list_product_index

list of all /datum/chemical_reaction datums. Used for the reaction lookup UI. Indexed by PRODUCT type

chemical_reactions_list_reactant_index

list of all /datum/chemical_reaction datums. Used during chemical reactions. Indexed by REACTANT types

chemical_reactions_results_lookup_list

list of all reactions with their associated product and result ids. Used for reaction lookups

chemical_reagents_list

list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff

chicken_count

Counter for number of chicken mobs in the universe. Chickens will not lay fertile eggs if it exceeds the MAX_CHICKENS define.

chicks_from_eggs

Counter for number of chicks hatched by throwing eggs, minecraft style. Chicks will not emerge from thrown eggs if this value exceeds the MAX_CHICKENS define.

clown_mask_options

Map of names of clown mask types to clown mask icon states

conscious_state

tgui state: conscious_state

Only checks if the user is conscious.

contained_state

tgui state: contained_state

Checks that the user is inside the src_object.

cooking_recipes

Global list of all cooking related crafting recipes.

cooking_recipes_atoms

This is a global list of typepaths, these typepaths are atoms or reagents that are associated with cooking recipes. This includes stuff like recipe components and results.

crafting_recipes

Global list of all non-cooking related crafting recipes.

crafting_recipes_atoms

This is a global list of typepaths, these typepaths are atoms or reagents that are associated with crafting recipes. This includes stuff like recipe components and results.

ctf_games

A list containing all loaded CTF games

cult_narsie

The global Nar'sie that the cult's summoned

current_anonymous_theme

global reference to the current theme, if there is one.

current_living_antags

All alive antags with clients.

current_observers_list

All observers with clients that joined as observers.

curtains

List of all curtains for button tracking

customized_pets

Pet customization settings saved for every client

dead_player_list

All dead mobs with clients. Does not include observers.

deep_inventory_state

tgui state: deep_inventory_state

Checks that the src_object is in the user's deep (backpack, box, toolbox, etc) inventory.

default_pda_themes

List of PDA themes that are accessible to everyone by default.

default_state

tgui state: default_state

Checks a number of things -- mostly physical distance for humans and view for robots.

deliverybeacons

List of all active delivery beacons

deliverybeacontags

List of all active delivery beacon locations

department_security_spawns

list of all department security spawns

drone_machine_blacklist_enabled

If drones are blacklisted from certain sensitive machines

dug_up_basalt

Used by ashstorms to replenish basalt tiles that have been dug up without going through all of them.

duplicate_forbidden_vars

List of all vars that will not be copied over when using duplicate_object()

dynamic_forced_rulesets

Rulesets which have been forcibly enabled or disabled

dynamic_human_appearances

Global list of all dynamically generated icons, for caching, so we don't have to generate multiple times.

dynamic_ruleset_categories

Bitflags used during init by Dynamic to determine which rulesets we're allowed to use, used by station traits for gamemode-esque experiences

dynamic_station_traits

Modify the threat level for station traits before dynamic can be Initialized. List(instance = threat_reduction)

editable_sign_types

This is a global list of all signs you can change an existing sign or new sign backing to, when using a pen on them.

em_block_color

A globally cached version of EM_BLOCK_COLOR for quick access.

em_mask_matrix

A globally cached version of EM_MASK_MATRIX for quick access.

embed_by_type

Assosciative list of type -> embed data.

emissive_color

A globally cached version of EMISSIVE_COLOR for quick access.

exodrone_launchers

All exodrone launchers.

exodrones

All exodrones.

exoscanner_bands

List of scanned distances

exploration_sites

All exploration site instances

explorer_drone_adventure_db_entries

All possible adventures in raw form

fake_reagent_blacklist

list of all reagents that are parent types used to define a bunch of children - but aren't used themselves as anything.

features_block_lengths

The same rules of the above also apply here, with the exception that this is for the unique_features string variable (commonly abbreviated with uf) and its blocks. Both ui and uf have a standard block length of 3 ASCII characters.

features_by_species

An assoc list of species types to their features (from get_features())

fileaccess_timer

For FTP requests. (i.e. downloading runtime logs.)

However it'd be ok to use for accessing attack logs and such too, which are even laggier.

fire_appearances

Global list that containes cached fire overlays for mobs

fish_evolutions

A global list of fish evolutions, which are singletons.

fish_traits

A global list of singleton fish traits by their paths

fishes_by_fish_evolution

A list of fish evolution types, each having an associated list containing all fish types that have it.

floor_designs

all designs supported by the RTD

floor_diseases

Possible diseases

focused_tests

A list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.

food_buffs

Weighted lists of crafted food buffs randomly given according to crafting_complexity unless the food has a specific buff

food_quality_description

Labels for food quality

food_quality_events

Mood events for food quality

fun_state

tgui state: fun_state

Checks that the user has the fun privilige.

gas_id_to_canister

List of all the gases, used in labelling the canisters

gas_recipe_meta

Global list of recipes for atmospheric machines to use

gateway_destinations

List of possible gateway destinations.

generic_event_spawns

List of generic landmarks placed around the map where there are likely to be players and are identifiable at a glance - Such as public hallways, department rooms, head of staff offices, and non-generic maintenance locations

glass_style_singletons

Global list of all glass style singletons created. See /proc/create_glass_styles for list format.

glide_size_multiplier

Compensating for time dilation

global_funny_embedding

set this to a new instance of a SUBTYPE of global_funny_embedding. The main type is a prototype and will runtime really hard

global_trait_name_map

value -> trait name, list of ALL traits that exist in the game, used for any type of accessing.

golem_stack_food_directory

Associated list of stack types to a golem food

golem_stack_food_types

Golem food datum singletons

gravity_generators

We will keep track of this by adding new gravity generators to the list, and keying it with the z level.

greyscale_menu_state

tgui state: greyscale menu

Checks that the target var of the greyscale menu meets the default can_use_topic criteria

guardian_themes

Assoc list of guardian theme singletons

gutlunch_count

keeps track of how many gutlunches are born

hands_state

tgui state: hands_state

Checks that the src_object is in the user's hands.

has_antagonist_huds

All active /datum/atom_hud/alternate_appearance/basic/has_antagonist instances

heretic_sacrifice_landmarks

A global assoc list of all landmarks that denote a heretic sacrifice location. [string heretic path] = [landmark].

heretic_start_knowledge

Global list of all heretic knowledge that have is_starting_knowledge = TRUE. List of PATHS.

hfr_fuels_list

Global list of recipes for atmospheric machines to use

hijack_employers

employers who hire agents to do the hijack

holidays

HOLIDAYS

Uncommenting ALLOW_HOLIDAYS in config.txt will enable holidays

It's easy to add stuff. Just add a holiday datum in code/modules/holiday/holidays.dm You can then check if it's a special day in any code in the game by calling check_holidays("Groundhog Day")

You can also make holiday random events easily thanks to Pete/Gia's system. simply make a random event normally, then assign it a holidayID string which matches the holiday's name. Anything with a holidayID, which isn't in the holidays list, will never occur.

Please, Don't spam stuff up with stupid stuff (key example being april-fools Pooh/ERP/etc), and don't forget: CHECK YOUR CODE!!!! We don't want any zero-day bugs which happen only on holidays and never get found/fixed!

hostile_machines

List of objects that AIs will treat as targets

huds_by_category

gets filled by each /datum/atom_hud/New(). associative list of the form: list(hud category = list(all global atom huds that use that category))

human_adjacent_state

tgui state: human_adjacent_state

In addition to default checks, only allows interaction for a human adjacent user.

human_heights_to_offsets

Assoc list of all heights, cast to strings, to """"tuples""""" The first """tuple""" index is the upper body offset The second """tuple""" index is the lower body offset

human_invader_antagonists

List of human antagonist types which don't spawn directly on the space station

ice_cream_flavours

ICE CREAM FLAVOUR DATUM STUFF

icon_dimensions

Cache of the width and height of icon files, to avoid repeating the same expensive operation

identity_block_lengths

Some identity blocks (basically pieces of the unique_identity string variable of the dna datum, commonly abbreviated with ui) may have a length that differ from standard length of 3 ASCII characters. This list is necessary for these non-standard blocks to work, as well as the entire unique identity string. Should you add a new ui block which size differ from the standard (again, 3 ASCII characters), like for example, a color, please do not forget to also include it in this list in the following format: "[dna block number]" = dna block size, Failure to do that may result in bugs. Thanks.

immerse_ignored_movable

A list of movables that shouldn't be affected by the element, either because it'd look bad or barely perceptible

infuser_entries

A list of all infuser entries

integrated_circuits

A list of all integrated circuits

intento_players

All people who have used an Intento this round along with their high scores.

intercoms_list

list of wallmounted intercom radios.

inventory_state

tgui state: inventory_state

Checks that the src_object is in the user's top-level (hand, ear, pocket, belt, etc) inventory.

investigate_signaler

Investigate log for signaler usage, use the add_to_signaler_investigate_log proc

jobspawn_overrides

Assoc list of "job titles" to "job landmarks" These will take precedence over normal job spawnpoints if created, essentially allowing a user to override generic job spawnpoints with a specific one

joinable_mobs

List of all mobs with the "ghost_direct_control" component

landmarks_list

list of all landmarks created

language_datum_instances

List of language prototypes to reference, assoc [type] = prototype

language_menu_state

tgui state: language_menu_state

lawchanges

Stores who uploaded laws to which silicon-based lifeform, and what the law was

layers_to_offset

Used for human height overlay adjustments Certain standing overlay layers shouldn't have a filter applied and should instead just offset by a pixel y This list contains all the layers that must offset, with its value being whether it's a part of the upper half of the body (TRUE) or not (FALSE)

light_pirate_gangs

global lists of all pirate gangs that can show up today. they will be taken out of the global lists as spawned so dupes cannot spawn.

light_types

Global list of all light template types

lighting_sheets

Cached global list of generated lighting sheets. See: datum/light_source/proc/get_sheet()

lobby_station_traits

Station traits displayed in the lobby

log_directory

The directory in which ALL log files should be stored

lost_crew_manager

Manager for the lost crew bodies, for spawning and granting rewards

mafia_bad_signup

list of ghosts who want to play mafia that have since disconnected. They are kept in the lobby, but not counted for starting a game.

mafia_early_votes

list of ghosts in mafia_signup who have voted to start early

mafia_game

the current global mafia game running.

mafia_signup

list of ghosts who want to play mafia, every time someone enters the list it checks to see if enough are in

magicarp_spell_colours

Associative list of magicarp spells to colours, expand this list if you expand the other lists

magicarp_spell_types

A list of spells magicarp can use and a corresponding name prefix to apply

map_incident_displays

List of incident displays on the map Required as persistence subsystem loads after the ones present at mapload, and to reset to 0 upon explosion.

map_loaded_sensors

list of all air sensor's created round start

map_reports

Global list of map report datums

map_writing_running

A guard variable to prevent more than one map export process from occurring at the same time.

marker_beacon_colors

Marker Beacons

mass_teaching

A global singleton datum used to store a "summon things controller" for Mass Teaching, to grant a specific spellbook entry to stationgoers and latejoiners

mechas_list

List of all mechs for hostile mob target tracking

megafauna_spawn_list

Global list of megafauna spawns on cave gen

message_delay

Used to make sure restarting the recent_messages list is kept in sync.

message_modes_stat_limits

Whitelist of saymodes or radio extensions that can be spoken through even if not fully conscious. Associated values are their maximum allowed mob stats.

meteor_eyeballs

List of all the meteor eyeballs so we can gib them upon meteor death

meteor_list

List of all meteors.

mob_spawners

List of all instances of /obj/effect/mob_spawn/ghost_role in the game world

Global list of all ids associated to a /datum/mod_link instance

mod_masks

Global cache of mod skins to masks per different configuration of pulled out parts.

mod_module_overlays

Global cache of mod skins to deployed parts to module icon states

mod_themes

Global list of all /datum/mod_theme

mook_commands

commands the chief can pick from

name2reagent

Map of reagent names to its datum path

nanotrasen_employers

employers that are from Nanotrasen

narcd_underages

underages who have been reported to security for trying to buy things they shouldn't, so they can't spam

navbeacons

List of all nav beacons indexed by stringified z level

nearsighted_glasses

Lists related to quirk selection Types of glasses that can be selected at character selection with the Nearsighted quirk

never_state

tgui state: never_state

Always closes the UI, no matter what. See the ui_state in religious_tool.dm to see an example

new_player_state

tgui state: new_player_state

Checks that the user is a /mob/dead/new_player

normal_employers

employers who hire agents to do a task and escape... or martyrdom. whatever

not_incapacitated_state

tgui state: not_incapacitated_state

Checks that the user isn't incapacitated

not_incapacitated_turf_state

tgui state: not_incapacitated_turf_state

Checks that the user isn't incapacitated and that their loc is a turf

notcontained_state

tgui state: notcontained_state

Checks that the user is not inside src_object, and then makes the default checks.

objective_machine_handler

Datum which manages references to things we are instructed to destroy

objects_by_id_tag

A list of all /obj by their id_tag

observer_state

tgui state: observer_state

Checks that the user is an observer/ghost.

oilfry_blacklisted_items

Global typecache of things which should never be fried.

order_console_products

List of all items that can be found in the different types of order consoles, to purchase.

ore_silo_default

The global ore silo shared by all machines at round start

ore_vent_minerals_lavaland

Sets of global lists breaking down the base spawning distributions for various maps and stations.

Currently used for ore vents on roundstart when the map is generated. (See ore_vent.dm, seedRuins() and ore_generation.dm) Ore vent lists here are copied to ore_vent_minerals on ruin seeding, in order to dynamically adjust the spawn rates as materials are picked and set a global ore distribution from vents.

By default vents pull 4 unique materials each, but this can vary with subtypes.

ore_vent_sizes

List of how many ore vents spawned, and of what size.

organ_choice

Options for Prosthetic Organ

organ_process_order

Defines how a mob's organs_slot is ordered Exists so Life()'s organ process order is consistent

paper_blanks

Paper blanks (form templates, basically). Loaded from config/blanks.json. If invalid or not found, set to null.

paraplegic_choice

Paraplegic Quirk

parasites

List of all guardians currently extant

part_choice_transhuman

Transhumanist quirk

pda_mafia_signup

list of PDAs who want to play mafia, every time someone enters the list it checks to see if enough are in

pda_messengers

A list of all active and visible messengers

pda_name_to_theme

List of PDA themes that are accessible to everyone by default.

petsplosion_candidates

Candidates for the petsplosion wizard event

phobia_types

Phobia types that can be pulled randomly for brain traumas. Also determines what phobias you can choose as your preference with the quirk.

physical_obscured_state

tgui state: physical_obscured_state

Short-circuits the default state to only check physical distance, being in view doesn't matter

physical_state

tgui state: physical_state

Short-circuits the default state to only check physical distance.

picture_log_directory

Picture logging

pillars_by_z

List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space) The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1 They are created at transparent turf request, and deleted when no turfs remain

pinpointer_list

list of all pinpointers. Used to change stuff they are pointing to all at once.

pipe_color_name

Names shown in the examine for every colored atmos component

pipe_colors_ordered

List that sorts the colors and is used for setting up the pipes layer so that they overlap correctly

pipe_paint_colors

All colors available to pipes and atmos components

player_details

assoc list of ckey -> /datum/player_details

plumbing_layer_names

Reverse of plumbing_layers, as "[bitflag]" => name

plumbing_layers

List of plumbing layers as name => bitflag

poll_options

All poll option datums of running polls

polls

All currently running polls held as datums

portals

List of all portals

possible_alcoholic_addictions

Options for the Alcoholic quirk to choose from

possible_junkie_addictions

Options for the Junkie quirk to choose from

possible_smoker_addictions

Options for the Smoker quirk to choose from

post_ore_manual

List of how many minerals spawned randomly off of mining Z-levels, and at what quantity.

post_ore_random

List of how many minerals spawned based on proximity to an ore vent.

preference_entries

An assoc list list of types to instantiated /datum/preference instances

preference_entries_by_key

An assoc list of preference entries by their savefile_key

prisoner_crimes

Types of Crimes Prisoners will have on their record roundstart. (They also can choose Random, which picks from these options... randomly!)

prosthetic_limb_choice

Options for the prosthetic limb quirk to choose from

prototype_language_holders

A global assoc list containing prototypes of all language holders [Language holder typepath] to [language holder instance] Used for easy reference of what can speak what without needing to constantly recreate language holders.

quirk_chipped_choice

chipped Quirk

random_hallucination_weighted_list

Global weighted list of all hallucinations that can show up randomly.

rcd_designs

all stuff used by RCD for construction

rcd_list

list of Rapid Construction Devices.

reagent_containers

List of containers the Chem Master machine can print

reality_smash_track

We want reality_smash_tracker to exist only once and be accessible from anywhere.

recent_messages

Global list of recent messages broadcasted : used to circumvent massive radio spam

required_map_items

Global assoc list of required mapping items, [item typepath] to [required item datum].

revenant_relay_mobs

All "living" (because revenants are in between mortal planes or whatever) mobs that can hear revenants

round_default_lawset

See /proc/get_round_default_lawset, do not get directily. This is the default lawset for silicons.

roundstart_races

List of roundstart races' their species_id's

roundstart_station_borgcharger_areas

List of area names of roundstart station cyborg rechargers, for the low charge/no charge cyborg screen alert tooltips.

roundstart_station_closets

A comprehensive list of all closets (NOT CRATES) in the game world

roundstart_station_mechcharger_areas

List of area names of roundstart station mech rechargers, for the low charge/no charge mech screen alert tooltips.

rpgloot_controller

Holds the global datum for rpgloot, so anywhere may check for its existence (it signals into whatever it needs to modify, so it shouldn't require fetching)

rpgtitle_controller

Holds the global datum for rpgtitle, so anywhere may check for its existence (it signals into whatever it needs to modify, so it shouldn't require fetching)

rune_types

Assoc list of every rune that can be drawn by ritual daggers. [rune_name] = [typepath]

sacrificed

list of weakrefs to mobs OR minds that have been sacrificed

sacrifices_used

how many sacrifices we have used, cultists get 1 free revive at the start

scan_conditions

Scan condition instances

scanned_fish_by_techweb

a superlist containing typecaches shared between the several fish scanning experiments for each techweb.

scarred_eye_choice

Scarred Eye Quirk

screentip_context_icons

Stores the cursor hint icons for screentip context.

security_officer_distribution

The department distribution of the security officers.

Keys are refs of the security officer mobs. This is to preserve the list's structure even if the mob gets deleted. This is also safe, as mobs are guaranteed to have a unique ref, as per /mob/GenerateTag().

see_through_maps

global statics for the see_through_component coordinate maps For ease of use, include a comment in the shape of the coordinate map, where O is nothing, X is a hidden tile and A is the object List-coordinate layout is list(relative_x, relative_y, relative_z) Turf finding algorithm needs the z and you can totally use it, but I can't think of any reason to ever do it Also it'd be really cool if you could keep the list-coordinates in here represent their actual relative coords, dont use tabs though since their spacing can differ

self_state

tgui state: self_state

Only checks that the user and src_object are the same.

shuttle_caller_list

List of all atoms that can call the shuttle, for automatic shuttle calls when there are none.

side_choice_hemiplegic

Hemiplegic Quirk

silo_access_logs

List of logs shared by all silos

singularities

List of all singularity components that exist

sm_delam_list

Priority is top to bottom.

sm_gas_behavior

Assoc of sm_gas_behavior/datum/gas (path) = datum/sm_gas (instance)

sniffable_sheets

list of all sheets with sniffable = TRUE for the sniffer to locate

sortedAreas

Used by jump-to-area etc. Updated by area/updateName() If this is null, it needs to be recalculated. Use get_sorted_areas() as a getter please

spanname_to_formatting

A giant associative list of span names, and the associated key to create the text span. Used for narrate verbs.

special_roles

This defines the antagonists you can operate with in the settings. Keys are the antagonist, values are the number of days since the player's first connection in order to play.

species_list

An assoc list of species IDs to type paths

species_prototypes

List of all species prototypes to reference, assoc [type] = prototype

specific_fish_icons

When adding new fishable rewards to a table/counts, you can specify an icon to show in place of the generic fish icon in the minigame UI should the user have the TRAIT_REVEAL_FISH trait, by adding it to this list.

A lot of the icons here may be a tad inaccurate, but since we're limited to the free font awesome icons we have access to, we got to make do.

splattable

splat subtype, handling signals and mood logic

spontaneous_fish_traits

A nested list of fish types and traits that they can spontaneously manifest with associated probabilities e.g. list(/obj/item/fish = list(/datum/fish_trait = 100), etc...)

standing_state

tgui state: standing_state

Checks that the user isn't incapacitated and is standing upright

starlight_color

The color of light space is currently emitting

starlight_objects

List of plane offset + 1 -> object to display to use Fills with offsets as they are generated Holds a list of objects that represent starlight. The idea is to render_source them So modifying starlight requires touching only one place (NOTE: this doesn't work for the area overlays) In order to modify them you need to use set_starlight. Areas don't work with render sources it looks like

starlight_overlays

List of plane offset + 1 -> mutable appearance to use Fills with offsets as they are generated They mirror their appearance from the starlight objects, which lets us save time updating them

starlight_power

The power of the light space is throwin out

starlight_range

The range of the light space is displaying

start_landmarks_list

list of all job spawn points created

station_nuke_source

The source of the last nuke that went off

station_was_nuked

Whether the station has been nuked itself. TRUE only if the station was actually hit by the nuke, otherwise FALSE

stock_part_datums

Map of stock part type to their singleton

stock_part_datums_per_object

Map of physical stock part types to their /datum/stock_part

summon_guns

A global singleton datum used to store a "summon things controller" for Summon Guns, to grant random guns to stationgoers and latejoiners

summon_magic

A global singleton datum used to store a "summon things controller" for Summon Magic, to grant random magical items to stationgoers and latejoiners

surgeries_list

list of all surgeries by name, associated with their path.

surgery_steps

list of all surgery steps, associated by their path.

syndicate_employers

employers that are from the syndicate

syndicate_shuttle_boards

List of all nukie shuttle boards, for forcing launch delay if they declare war

target_interested_atoms

Static typecache list of things we are interested in Consider this a union of the for loop and the hearers call from below Must be kept up to date with the contents of hostile_machines

tcgcard_health_bar_radial_choices

Global list containing all options used for the TGC health button.

tcgcard_mana_bar_radial_choices

Global list containing all options used for the TGC mana button.

telecomms_list

A list of all of the /obj/machinery/telecomms (and subtypes) machines that exist in the world currently.

teleport_runes

List of all teleport runes

teleportbeacons

List of all active teleport beacons

teleportlocs

A list of teleport locations

Adding a wizard area teleport list because motherfucking lag -- Urist I am far too lazy to make it a proper list of areas so I'll just make it run the usual teleport routine at the start of the game

the_gateway

Station home gateway

the_station_areas

Global list of AREA TYPES that are associated with the station.

This tracks the types of all areas in existence that are a UNIQUE_AREA and are on the station Z.

This does not track the area instances themselves - See [GLOB.areas] for that.

time_last_changed_position

The time since the last job opening was created

timezoneOffset

The difference betwen midnight (of the host computer) and 0 world.ticks.

tool_items

List of all "tools" that can fit into belts or work from toolboxes

topdown_planes

Whitelist of planes allowed to use TOPDOWN_LAYER

total_uf_len_by_block

Ditto but for unique features. Used by the datum/dna/set_uni_feature_block and datum/dna/get_uni_feature_block procs.

total_ui_len_by_block

A list of numbers that keeps track of where ui blocks start in the unique_identity string variable of the dna datum. Commonly used by the datum/dna/set_uni_identity_block and datum/dna/get_uni_identity_block procs.

tracked_implants

List of all implants currently implanted into a mob

triple_ai_controller

global reference to the current theme, if there is one.

typecache_elevated_structures

A typecache listing structures that are considered to have surfaces that you can place items on that are higher than the floor. This, of course, should be restricted to /atom/movables. This is primarily used for food decomposition code.

typecache_general_bad_hostile_attack_targets

A typecache of objects that player controlled, easily accessible, hostile mobs should not be able to attack

typecache_general_bad_things_to_easily_move

A typecache of objects that player controlled, easily accessible, hostile mobs should not be able to move around easily

typecache_holodeck_linked_floorcheck_ok

typecache for turfs that should be considered ok during floorchecks. A linked turf being anything not in this typecache will cause the holodeck to perform an emergency shutdown.

uncommon_roundstart_languages

List of all roundstart languages by path except common

unit_test_mapping_logs

When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.

unplanned_controllers

basic ai controllers that are currently performing idled behaviors

vampire_houses

list that stores a vampire house name for each department

vending_machines_to_restock

List of vending machines that players can restock, so only vending machines that are on station or don't have a unique condition.

vine_mutations_list

A list of the possible mutations for a vine

voice_of_god_commands

List of all voice of god commands

voidwalker_void

A global assoc list for the drop of point

wiremod_basic_types

The basic player-facing types that don't have any super special behaviour.

wiremod_fundamental_types

The fundamental datatypes of the byond game engine.

wizard_spellbook_purchases_by_key

Global assoc list. [ckey] = [spellbook entry type]

wound_series_collections

A branching assoc list of (series -> list(severity -> list(typepath -> weight))). Allows you to say "I want a generic slash wound", then "Of severity 2", and get a wound of that description - via get_corresponding_wound_type() Series: A generic wound_series, such as WOUND_SERIES_BONE_BLUNT_BASIC Severity: Any wounds held within this will be of this severity. Typepath, Weight: Merely a pairing of a given typepath to its weight, held for convenience in pickweight.

wound_severities_chronological

A "chronological" list of wound severities, starting at the least severe.

wounding_types_to_series

A branching assoc list of (wounding_type -> list(wound_series)). Allows for determining of which wound series are caused by what.

xeno_sample_colors

List of all possible sample colors

xenobiology_magicarp_spell_types

A reduced list of spells for magicarp spawned in xenobiology, less disruptive

z_state

tgui state: z_state

Only checks that the Z-level of the user and src_object are the same.

zombie_infection_list

A list of all zombie_infection organs, for any mass "animation"