223 result(s) · showing 1-100

ActiveCraft

Makes an item a [system-generated] item that represent crafts in progress. Do not edit this component or use manually.

item component · builder

AlarmSiren

A [powered] [signal consumer] audible alarm driven by a sibling signal source component

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AmmoClip

A type of [container] used to store rounds for guns

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Ammunition

Turns an item into a round fired from a gun

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AnsweringMachine

A daisy-chained [telephone] that can play a greeting, record messages to a [tape], and expose downstream handsets

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Armour

Turns an item into [armour]. Must be paired with separate a [wearable]

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ArtilleryAmmunition

Makes an item ammunition for a crew-served artillery piece

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ArtilleryChamber

Makes an item a removable artillery breech chamber

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ArtilleryMount

Makes an item a host for an artillery piece

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ArtilleryPiece

Makes an item a portable, crew-served artillery piece

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AttachableConnectable

Makes an item [connectable] to others with a non-powered, non-data connection

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Automation Housing

Makes an item a [lockable automation housing] for concealed service hardware

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Automation Mount Host

Adds named [automation bays] for installable modules such as microcontrollers

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BankPayment

Lets the item be used for [Payment] from a bank

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Battery

Turns an item into a [battery]

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BatteryCharger

A type of [container] that when [powered] charges rechargeable [battery] items

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BatteryPowered

A [container] that [provides power] to other components via inserted batteries and can expose a physical connector

item component · builder

BayonetAttachment

Makes an item a musket bayonet attachment

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Belt

Turns this item into a [belt] that can have things attached to it

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Beltable

Makes this item able to be [attached] to [belt] items

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Bench

A bench is a [table] that comes with built-in chairs

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Biro

Turns an item [writing implement] of type biro pen

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Blindfold

Obscured vision when worn over eyes. Must be combined with another [wearable] component

item component · builder

Blowgun

Makes an item a [ranged weapon] with blowgun mechanics

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Board

Lets players view and post to a board when in room

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Bodypart

Marks an item as a [system-generated] severed bodypart. Do not edit this component or use manually.

item component · builder

BoltAction

Makes an item a [ranged weapon] with bolt-action rifle mechanics

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Bomb

Makes an item an [explosive] when triggered. Must be combined with a [trigger].

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Book

Makes an item into a [book]

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Bow

Makes an item a [ranged weapon] with bow mechanics

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BreathingFilter

A [container] for filters that combined with another [wearable] transforms one gas type to another (e.g. smoke to breathable air)

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Cannula

An externally [connectable] [implant] allowing access to the blood stream

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CashRegister

A type of [container] that interacts with the game's shop mechanics when used as a till

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CellPhoneTower

A [telecommunications grid] antenna that provides cellular service to its [zone]

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CellularPhone

A [powered] telephone that relies on a [cell phone tower] in the same zone

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Chair

Makes the item a [chair] that can be attached to a [table], or stand free.

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Changer

Changes a character's characteristics when worn, combined with a [wearable]

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ClockDetonator

An [armable] exact in-game datetime trigger for an explosive payload

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ClothingInsulation

Adds positive or negative insulation to clothes, combined with a [wearable]

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CombustionEngine

Makes an item a liquid-fuelled terrestrial [vehicle engine].

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Commodity

Makes an item a [system-generated] commodity pile. Do not edit this component or use manually.

item component · builder

Compressor

This is a [powered] machine that fills [gas containers] with atmosphere

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Computer Host

Makes an item a [computer host] [powered] runtime owner for files, executables, and processes

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Computer Storage

Makes an item [computer storage] for files and executables mounted into a computer host

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Computer Terminal

Makes an item a [computer terminal] [powered] user session endpoint for a computer host

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Connectable

Makes an item [connectable], can potentially be powered e.g. a power plug on an appliance

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ConsumableHeaterCooler

A temporary thermal source that auto-starts and then burns away

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Container

Makes an item into a [container]

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Corpse

Marks an item as a [system-generated] corpse. Do not edit this component or use manually.

item component · builder

CountdownDetonator

An [armable] countdown trigger for a sibling explosive payload

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Cover

Makes an item provide [ranged cover] when in the room

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Crayon

Turns an item [writing implement] of type crayon

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Crossbow

Makes an item a [ranged weapon] with crossbow mechanics

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Crutch

When held, allows a person to offset unusable legs and walk

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CurrencyPile

Marks an item as a [system-generated] currency pile. Do not edit this component or use manually.

item component · builder

Defibrillator

Makes an item a defibrillator that when [powered] can defibrillate arrythmic hearts

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Destroyable

Makes an item able to take damage and be destroyed

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Dice

Makes the item into a [dice] that can be rolled.

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Door

Turns the item into a [door] that can be installed in doorways

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DragAid

Makes this item a drag aid, that can be used when dragging something to help increase capacity

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Drip

Item is [connectable] between a cannula and an IV bag to rate limit infusion

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Dwelling

Makes an item that when put in the room creates an enterable area.

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EarpieceRadio

An item that when [powered] and combined with an ear [wearable] makes a receive-only radio

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ElectricEngine

Makes an item an electrically powered terrestrial [vehicle engine].

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ElectricGridCreator

When put in a room, creates an [electric grid]

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ElectricGridFeeder

Item lets [connectable] items that [provide power] feed directly into an [electric grid]

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ElectricGridOutlet

Item [provides power] to connected [connectable] items from an [electric grid]

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ElectricHeaterCooler

A powered thermal source that alters indoor room temperature and nearby targets

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ElectricLight

A [light source] when [powered], can be [lit] by players

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ElectronicDoor

A [door] [signal consumer] with built-in signal-driven opening and closing behaviour

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ElectronicLock

A [lock] [signal consumer] that responds automatically to a sibling signal source component

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ExternalInhaler

An inhaler that uses attachable gas canisters.

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ExternalOrgan

This is a [powered] machine that is [connectable] to a cannula, and provides organ function to a character

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FaxMachine

Connects an item to a [telecommunications grid] and lets it send readable documents as faxes while printing or queueing incoming faxes.

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FileSignalGenerator

A [powered] [signal generator] that emits a numeric value read from a backing file

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FirearmAttachment

Makes an item a modular attachment for modern firearms

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Flare

A [light source] that once [lit] burns until gone

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FlareAmmunition

This is a special type of ammunition fired from flare guns

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Food

Turns an item into an edible food object

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FuelGenerator

A [liquid container] that [produces power] by burning its liquid

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FuelHeaterCooler

A connectable thermal source that consumes either a configured liquid or gas fuel

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Fuse

Makes an item [lightable] with the [trigger] effect when burnt down

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Gag

Prevents speech when worn over mouth. Must be combined with another [wearable] component

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GasContainer

A [gas container] that is [connectable] to other gas consumers

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Glasses

Corrects Myopia flaws when worn over eyes. Must be combined with another [wearable] component

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GridLiquidSource

Supplies liquid from a [liquid grid] through the existing [liquid container] interaction surface and can expose a physical connector

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GridPowerSupply

This item [provides power] directly from an [electric grid]. Can combine with a [connectable] to create a power point

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Gun

Makes an item a [ranged weapon] with removable-magazine semi-automatic gun mechanics

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HandheldRadio

A [powered] device that functions as a two-way radio

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HandTool

Item will speed up (or slow down) crafting when used as a 'tool' in that craft

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HitchGear

Makes this item usable as gear for hitching mounts, characters and vehicles together.

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Holdable

Makes an item able to be picked up, moved, etc.

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IdentityObscurer

Disguises the identity of the wearer by changing SDesc. Must be combined with another [wearable] component

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Immobilising

Item is [wearable] and can be used to immobilise broken bones (e.g. splint, cast, etc)

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ImpactDetonator

Detonates a sibling Bomb component after this item resolves as a fired ammunition projectile

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Implant

A basic [implant] that simply draws power and takes up space but has no direct function

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ImplantContainer

An [implant] that is also a [container]

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ImplantLiquidContainer

An [implant] that is also a [liquid container]

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ImplantOrgan

A basic [implant] that functions as an artificial organ when [powered] and installed

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ImplantPowerPlant

An [implant] that if [powered] will itself [provide power] for other implants in the body

item component · builder