JSON Flags
Notes
- Many of the flags intended for one category or item type, can be used in other categories or item types. Experiment to see where else flags can be used.
- Offensive and defensive flags can be used on any item type that can be wielded.
Material Phases
NULLSOLIDLIQUIDGASPLASMA
Recipes
Categories
CC_WEAPONCC_AMMOCC_FOODCC_DRINKCC_CHEMCC_ELECTRONICCC_ARMORCC_MISC
Flags
BLIND_EASYEasy to craft with little to no lightBLIND_HARDPossible to craft with little to no light, but difficultUNCRAFT_SINGLE_CHARGELists returned amounts for one charge of an item that is counted by charges.
Furniture & Terrain
List of known flags, used in both terrain.json and furniture.json
Flags
TRANSPARENTPlayers and monsters can see through/past it. Also sets ter_t.transparent.FLATPlayer can build and move furniture on.BASHABLEPlayers + Monsters can bash this.CONTAINERItems on this square are hidden until looted by the player.PLACE_ITEMValid terrain for place_item() to put items on.DOORCan be opened (used for NPC path-finding).FLAMMABLECan be lit on fire.FLAMMABLE_HARDHarder to light on fire, but still possible.EXPLODESExplodes when on fire.DIGGABLEDigging monsters, seeding monster, digging with shovel, etc.LIQUIDBlocks movement, but isn't a wall (lava, water, etc.)SWIMMABLEPlayer and monsters can swim through it.SHARPMay do minor damage to players/monsters passing through it.PAINFULMay cause a small amount of pain.ROUGHMay hurt the player's feet.SEALEDCan't useeto retrieve items; must smash them open first.LIQUIDCONTFurniture that contains liquid, allows for contents to be accessed in some checks even if 'SEALED'.NOITEMItems 'fall off' this space.DESTROY_ITEMItems that land here are destroyed.GOES_DOWNCan use>to go down a level.GOES_UPCan use '<' to go up a level.CONSOLEUsed as a computer.ALARMEDSets off an alarm if smashed.SUPPORTS_ROOFUsed as a boundary for roof construction.CONNECT_TO_WALL(only for terrain) This flag has been superseded by the JSON entry "connects_to", but retained for backward compatibility.WALLThis terrain is an upright obstacle. Used for fungal conversion, and also implies "CONNECT_TO_WALL".NO_FLOORRAMPRAMP_ENDSEEN_FROM_ABOVELADDERThis piece of furniture that makes climbing easy (works only with z-level mode).MINEABLECan be mined with a pickaxe/jackhammer.INDOORSHas a roof over it; blocks rain, sunlight, etc.THIN_OBSTACLEPassable by players and monsters; vehicles destroy it.COLLAPSESHas a roof that can collapse.FLAMMABLE_ASHBurns to ash rather than rubble.DECONSTRUCTCan be deconstructed.REDUCE_SCENTReduces scent even more; only works if also bashable.FIRE_CONTAINERStops fire from spreading (brazier, wood stove, etc.)SUPPRESS_SMOKEPrevents smoke from fires; used by ventilated wood stoves, etc.PLANTA 'furniture' that grows and fruits.OPENCLOSE_INSIDEIf it's a door (with an 'open' or 'close' field), it can only be opened or closed if you're inside.BARRICADABLE_WINDOWWindow that can be barricaded.BARRICADABLE_DOORDoor that can be barricaded.BARRICADABLE_DOOR_DAMAGEDBARRICADABLE_DOOR_REINFORCEDBARRICADABLE_DOOR_REINFORCED_DAMAGEDBARRICADABLE_WINDOW_CURTAINSRUGSHORTFeature too short to collide with vehicle protrusions. (mirrors, blades).TINYFeature too short to collide with vehicle undercarriage. Vehicles drive over them with no damage, unless a wheel hits them.NOCOLLIDEFeature that simply doesn't collide with vehicles at all.PERMEABLEPermeable for gases.MOUNTABLESuitable for guns with the "MOUNTED_GUN" flag.UNSTABLEWalking here cause the bouldering effect on the character.HARVESTEDMarks the harvested version of a terrain type (e.g. harvesting an apple tree turns it into a harvested tree, which later becomes an apple tree again).ROADFlat and hard enough to drive or skate (with rollerblades) on.SALT_WATERSource of salt water (works for terrains with examine action "water_source").DEEP_WATERAUTO_WALL_SYMBOL(only for terrain) The symbol of this terrain will be one of the line drawings (corner, T-intersection, straight line etc.) depending on the adjacent terrains.ALLOW_FIELD_EFFECTApply field effects to items insideSEALEDterrain/furniture.CHIPUsed in construction menu to determine if wall can have paint chipped off.
Example: - and | is terrain with the CONNECT_TO_WALL flag, O does not have it, X and Y have the AUTO_WALL_SYMBOL flag, X terrain will be drawn as a T-intersection (connected to west, south and east), Y will be drawn as horizontal line (going from west to east, no connection to south).
-X- -Y-
| O
Examine actions
noneNonegaspumpUse the gas-pump.toiletEither drink or get water out of the toilet.elevatorUse the elevator to change floors.controls_gateControls the attached gate.cardreaderUse the cardreader with a valid card, or attempt to hack.rubbleClear up the rubble if you have a shovel.chainfenceHop over the chain fence.barsTake advantage of AMORPHOUS and slip through the bars.tentTake down the tent.shelterTake down the shelter.wreckageClear up the wreckage if you have a shovel.pitCover the pit if you have some planks of wood.pit_coveredUncover the pit.fence_postBuild a fence.remove_fence_ropeRemove the rope from the fence.remove_fence_wireRemove the wire from the fence.remove_fence_barbedRemove the barbed wire from the fence.slot_machineGamble.safeAttempt to crack the safe.bulletin_boardCreate a home camp; currently not implemented.faultDisplays descriptive message, but otherwise unused.pedestal_wyrmSpawn wyrms.pedestal_templeOpens the temple if you have a petrified eye.fswitchFlip the switch and the rocks will shift.flower_poppyPick the mutated poppy.fungusRelease spores as the terrain crumbles away.dirtmoundPlant seeds and plants.aggie_plantHarvest plants.harvest_tree_shrubHarvest a fruit tree or shrub.shrub_marlossPick a marloss bush.shrub_wildveggiesPick a wild veggies shrub.recyclerRecycle metal objects.trapInteract with a trap.water_sourceDrink or get water from a water source.acid_sourceGet acid from an acid source.
Currently only used for Fungal conversions
ORGANICThis furniture is partly organic.FLOWERThis furniture is a flower.SHRUBThis terrain is a shrub.TREEThis terrain is a tree.YOUNGThis terrain is a young tree.FUNGUSFungal covered.
Furniture only
BLOCKSDOORThis will boost map terrain's resistance to bashing ifstr_*_blockedis set (seemap_bash_info)
Monsters
Flags used to describe monsters and define their properties and abilities.
Sizes
TINYSquirrelSMALLDogMEDIUMHumanLARGECowHUGETank
Categories
NULLNo category.CLASSICOnly monsters we expect in a classic zombie movie.WILDLIFENatural animals.
Death functions. Multiple death functions can be used. Not all combinations make sense.
NORMALDrop a body, leave gibs.ACIDAcid instead of a body. not the same as the ACID_BLOOD flag. In most cases you want both.BOOMERExplodes in vomit.KILL_VINESKill all nearby vines.VINE_CUTKill adjacent vine if it's cut.TRIFFID_HEARTDestroys all roots.FUNGUSExplodes in spores.DISINTEGRATEFalls apart.WORMSpawns 2 half-wormsDISAPPEARHallucination disappears.GUILTMoral penalty. There is also a flag with a similar effect.BLOBSPLITCreates more blobs.MELTNormal death, but melts.AMIGARARemoves hypnosis if the last one.THINGTurn into a full thing.EXPLODEDamaging explosion.BROKENSpawns a broken robot item, its id calculated like this: the prefix "mon_" is removed from the monster id, than the prefix "broken_" is added. Example: mon_eyebot -> broken_eyebotRATKINGCure verminitis.KILL_BREATHERSAll breathers die.SMOKEBURSTExplode like a huge smoke bomb.GAMEOVERGame over man! Game over! Defense mode.
Flags
NULLSource use only.SEESIt can see you (and will run/follow).HEARSIt can hear you.GOODHEARINGPursues sounds more than most monsters.SMELLSIt can smell you.KEENNOSEKeen sense of smell.STUMBLESStumbles in its movement.WARMWarm blooded.NOHEADHeadshots not allowed!HARDTOSHOOTSome shots are actually misses.LEAKSGASLeaks toxic gas.GRABSIts attacks may grab you!BASHESBashes down doors.GROUP_BASHGets help from monsters around it when bashing.GROUP_MORALEMore courageous when near friends.SWARMSGroups together and form loose packs.PUSH_MONCan push creatures out of its way.DESTROYSBashes down walls and more. (2.5x bash multiplier, where base is the critter's max melee bashing)BORESTunnels through just about anything (15x bash multiplier: dark wyrms' bash skill 12->180)POISONPoisonous to eat.VENOMAttack may poison the player.BADVENOMAttack may severely poison the player.PARALYZEAttack may paralyze the player with venom.BLEEDCauses the player to bleed.WEBWALKDoesn't destroy webs.CLIMBSCan climb.DIGSDigs through the ground.CAN_DIGCan dig and walk.FLIESCan fly (over water, etc.)AQUATICConfined to water.SWIMSTreats water as 50 movement point terrain.ATTACKMONAttacks other monsters.ANIMALIs an animal for purposes of theAnimal Empathytrait.PLASTICAbsorbs physical damage to a great degree.SUNDEATHDies in full sunlight.ELECTRICShocks unarmed attackers.ACIDPROOFImmune to acid.ACIDTRAILLeaves a trail of acid.SLUDGEPROOFIgnores the effect of sludge trails.SLUDGETRAILCauses the monster to leave a sludge trap trail when moving.FIREPROOFImmune to fire.FIREYBurns stuff and is immune to fire.QUEENWhen it dies, local populations start to die off too.ELECTRONICe.g. A Robot; affected by emp blasts and other stuff.FURMay produce fur when butchered.LEATHERMay produce leather when butchered.WOOLMay produce wool when butchered.FEATHERMay produce feathers when butchered.FATMay produce fat when butchered.BONESMay produce bones and sinews when butchered.IMMOBILEDoesn't move (e.g. turrets)HIT_AND_RUNFlee for several turns after a melee attack.GUILTYou feel guilty for killing it.HUMANIt's a live human, as long as it's alive.NO_BREATHECreature can't drown and is unharmed by gas, smoke or poison.REGENERATES_50Monster regenerates very quickly over time.REGENERATES_10Monster regenerates quickly over time.FLAMMABLEMonster catches fire, burns, and spreads fire to nearby objects.REVIVESMonster corpse will revive after a short period of time.CHITINMay produce chitin when butchered.VERMINCreature is too small for normal combat, butchering etc.NOGIBDoes not leave gibs / meat chunks when killed with huge damage.HUNTS_VERMINCreature uses vermin as a food source. Not implemented.ABSORBSConsumes objects it moves over.LARVACreature is a larva. Currently used for gib and blood handling.ARTHROPOD_BLOODForces monster to bleed hemolymph.ACID_BLOODMakes monster bleed acid. Fun stuff! Does not automatically dissolve in a pool of acid on death.BILE_BLOODMakes monster bleed bile.REGEN_MORALEWill stop fleeing if at max hp, and regen anger and morale.CBM_CIVMay produce a common CBM a power CBM when butchered.CBM_POWERMay produce a power CBM when butchered, independent of CBM.CBM_SUBSMay produce a CBM or two from bionics_subs and a power CBM when butchered.CBM_SCIMay produce a CBM from 'bionics_sci' item group when butchered.CBM_OPMay produce a CBM or two from 'bionics_op' item group when butchered.CBM_TECHMay produce a CBM or two from 'bionics_tech' item group and a power CBM when butchered.FISHABLEIt is fishable.INTERIOR_AMMOMonster contains ammo inside itself, no need to load on launch. Prevents ammo from being dropped on disable.NIGHT_INVISIBILITYMonster becomes invisible if it's more than one tile away and the lighting on its tile is LL_LOW or less. Visibility is not affected by night vision.
Monster defense attacks
NONENo special attack-backZAPBACKShock attacker on hitACIDSPLASHSplash acid on the attacker
Special attacks
Some special attacks are also valid use actions for tools and weapons.
NONENo special attack.ANTQUEENHatches/grows:egg > ant > soldier.SHRIEK"a terrible shriek!"HOWL"an ear-piercing howl!"RATTLE"a sibilant rattling sound!"ACIDSpit acid.SHOCKSTORMShoots bolts of lightning.PULL_METAL_WEAPONPull weapon that's made of iron or steel from the player's hand.SMOKECLOUDProduces a cloud of smoke.BOOMERSpit bile.RESURRECTRevives the dead--again.SCIENCEVarious science/technology related attacks (e.g. manhacks, radioactive beams, etc.)GROWPLANTSSpawns underbrush, or promotes it to> young tree > tree.GROW_VINEGrows creeper vines.VINEAttacks with vine.SPIT_SAPSpit sap.TRIFFID_HEARTBEATGrows and crumbles root walls around the player, and spawns more monsters.FUNGUSReleases fungal spores and attempts to infect the player.FUNGUS_GROWTHGrows a young fungaloid into an adult.FUNGUS_SPROUTGrows a fungal wall.DERMATIKAttempts to lay dermatik eggs in the player.DERMATIK_GROWTHDermatik larva grows into an adult.PLANTFungal spores take seed and grow into a fungaloid.DISAPPEARHallucination disappears.FORMBLOBSpawns blobs?DOGTHINGThe dog thing spawns into a tentacle dog.TENTACLELashes a tentacle at the player.VORTEXForms a vortex/tornado that causes damage and throws creatures around.GENE_STINGShoot a dart at the player that causes a mutation if it connects.PARA_STINGShoot a paralyzing dart at the player.TRIFFID_GROWTHYoung triffid grows into an adult.STAREStare at the player and inflict teleglow.FEAR_PARALYZEParalyze the player with fear.PHOTOGRAPHPhotograph the player. Causes a robot attack?TAZERShock the player.SMGSMG turret fires.LASERLaser turret fires.RIFLE_TURRifle turret fires.FRAG_TURMGL fires frag rounds.BMG_TURBarrett .50BMG rifle fires.FLAMETHROWERShoots a stream of fire.COPBOTCop-bot alerts and then tazes the player.CHICKENBOTRobot can attack with tazer, M4, or MGL depending on distance.MULTI_ROBOTRobot can attack with tazer, flamethrower, M4, MGL, or 120mm cannon depending on distance.RATKINGInflicts diseaseratGENERATORRegenerates health.UPGRADEUpgrades a regular zombie into a special zombie.BREATHESpawns abreatherBRANDISHBrandish a knife at the player.FLESH_GOLEMAttack the player with claw, and inflict diseasedownedif the attack connects.PARROTParrots the speech defined inspeech.json, picks one of the lines randomly. "speaker" points to a monster id.
Anger, Fear & Placation Triggers
NULLSource use only?STALKIncreases when following the player.MEATMeat or a corpse is nearby.PLAYER_WEAKThe player is hurt.PLAYER_CLOSEThe player gets within a few tiles distance.HURTThe monster is hurt.FIREThere's a fire nearby.FRIEND_DIEDA monster of the same type died.FRIEND_ATTACKEDA monster of the same type was attacked.SOUNDHeard a sound.
Monster Groups
Conditions
Limit when monsters can spawn.
Seasons
Multiple season conditions will be combined together so that any of those conditions become valid time of year spawn times.
SUMMERWINTERAUTUMNSPRING
Time of day
Multiple time of day conditions will be combined together so that any of those conditions become valid time of day spawn times.
DAYNIGHTDUSKDAWN
Mutations
Categories
These branches are also the valid entries for the categories of dreams in dreams.json
MUTCAT_PLANT"You feel much closer to nature."MUTCAT_INSECT"You hear buzzing, and feel your body harden."MUTCAT_SPIDER"You feel insidious."MUTCAT_SLIME"Your body loses all rigidity for a moment."MUTCAT_FISH"You are overcome by an overwhelming longing for the ocean."MUTCAT_RAT"You feel a momentary nausea."MUTCAT_BEAST"Your heart races and you see blood for a moment."MUTCAT_CATTLE"Your mind and body slow down. You feel peaceful."MUTCAT_CEPHALOPOD"Your mind is overcome by images of eldritch horrors...and then they pass."MUTCAT_BIRD"Your body lightens and you long for the sky."MUTCAT_LIZARD"For a heartbeat, your body cools down."MUTCAT_TROGLOBITE"You yearn for a cool, dark place to hide."MUTCAT_ALPHA"You feel...better. Somehow."MUTCAT_MEDICAL"Your can feel the blood rushing through your veins and a strange, medicated feeling washes over your senses."MUTCAT_CHIMERA"You need to roar, bask, bite, and flap. NOW."MUTCAT_ELFA"Nature is becoming one with you..."MUTCAT_RAPTOR"Mmm...sweet bloody flavor...tastes like victory."
Vehicle Parts
Fuel types
NULLNonegasolineRefined dino.dieselRefined dino.batteryElectrifying.plutonium1.21 Gigawatts!plasmaSuperheated.waterClean.
Flags
NOINSTALLCannot be installed.INTERNALMust be mounted inside a cargo area.ANCHOR_POINTAllows secure seatbelt attachment.OVERCan be mounted over other parts.VARIABLE_SIZEHas 'bigness' for power, wheel radius, etc.BOARDABLEThe player can safely move over or stand on this part while the vehicle is moving.CARGOCargo holding area.COVEREDPrevents items in cargo parts from emitting any light.BELTABLESeatbelt can be attached to this part.SEATBELTHelps prevent the player from being ejected from the vehicle during an accident.SEATA seat where the player can sit or sleep.TRACKAllows the vehicle installed on, to be marked and tracked on a PDA.UNMOUNT_ON_DAMAGEPart breaks off the vehicle when destroyed by damage.BEDA bed where the player can sleep.OPAQUECannot be seen through.VISIONOBSTACLECannot walk through part, unless the part is alsoOPENABLE.AISLEPlayer can move over this part with less speed penalty than normal.ROOFCovers a section of the vehicle. Areas of the vehicle that have a roof and roofs on surrounding sections, are considered inside. Otherwise they're outside.OPENABLECan be opened or closed.OPENCLOSE_INSIDECan be opened or closed, but only from inside the vehicle.DOOR_MOTORWINDOWCan see through this part and can install curtains over it.SHARPStriking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster.PROTRUSIONPart sticks out so no other parts can be installed over it.WHEELCounts as a wheel in wheel calculations.STEERABLEThis wheel is steerable.STABLESimilar toWHEEL, but if the vehicle is only a 1x1 section, this single wheel counts as enough wheels.ENGINEIs an engine and contributes towards vehicle mechanical power.ALTERNATORRecharges batteries installed on the vehicle.REACTORBATTERY_MOUNTNEEDS_BATTERY_MOUNTMUSCLE_LEGSPower of the engine with such flag depends on player's strength.MUSCLE_ARMSPower of the engine with such flag depends on player's strength (it's less effective thanMUSCLE_LEGS).FUEL_TANKStorage device for a fuel type.FRIDGECan refrigerate items.CAMERACAMERA_CONTROLCONTROLSCan be used to control the vehicle.REMOTE_CONTROLSCTRL_ELECTRONICControls electrical and electronic systems of the vehicle.ON_CONTROLSMUFFLERMuffles the noise a vehicle makes while running.CURTAINCan be installed over a part flagged withWINDOW, and functions the same as blinds found on windows in buildings.SOLAR_PANELRecharges vehicle batteries when exposed to sunlight. Has a 1 in 4 chance of being broken on car generation.FUNNELFAUCETKITCHENActs as a kitchen unit and heat source for crafting.WELDRIGActs as a welder for crafting.CRAFTRIGActs as a dehydrator, vacuum sealer and reloading press for crafting purposes. Potentially to include additional tools in the future.CHEMLABActs as a chemistry set for crafting.FORGEActs as a forge for crafting.TURRETIs a weapon turret.SECURITYARMORProtects the other vehicle parts it's installed over during collisions.AISLE_LIGHTATOMIC_LIGHTCONE_LIGHTProjects a cone of light when turned on.DOME_LIGHTHORNGenerates noise when used.BEEPERGenerates noise when the vehicle moves backward.CHIMESGenerates continuous noise when used.STEREOMULTISQUARECauses this part and any adjacent parts with the same ID to act as a singular part.CIRCLE_LIGHTProjects a circular radius of light when turned on.ODDTURNOnly on during odd turns.EVENTURNOnly on during even turns.RECHARGERecharge items with the same flag. ( Currently only the rechargeable battery mod. )UNMOUNT_ON_MOVEDismount this part when the vehicle moves. Doesn't drop the part, unless you give it special handling.POWER_TRANSFERTransmits power to and from an attached thingy (probably a vehicle).INITIAL_PARTWhen starting a new vehicle via the construction menu, this vehicle part will be the initial part of the vehicle (if the used item matches the item required for this part).NO_JACKTOOL_NONECan be removed/installed without any toolsTOOL_WRENCHAttached with bolts, can be removed/installed with a wrenchTOOL_SCREWDRIVERAttached with screws, can be removed/installed with a screwdriverDIFFICULTY_REMOVENAILABLEAttached with nailsFOLDABLESCOOPPulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids.- Uses the
bonustag to determine the maximum size of the item picked up.
- Uses the
PLANTERPlants seeds into tilled dirt, spilling them when the terrain underneath is unsuitable. It is damaged by running it over non-DIGGABLEsurfaces.ADVANCED_PLANTERThis planter doesn't spill seeds and avoids damaging itself on non-diggable surfaces.
REAPERCuts down mature crops, depositing them on the square.- The
bonustag defines how productive the harvest can be.
- The
PLOWTills the soil underneath the part while active. Takes damage from unsuitable terrain at a level proportional to the speed of the vehicle.EXTRA_DRAGtells the vehicle that the part exerts engine power reduction.
Ammo
Ammo type
These are handled through ammo_types.json. You can tag a weapon with these to have it chamber existing ammo, or make your own ammo there. The first column in this list is the tag's "id", the internal identifier DDA uses to track the tag, and the second is a brief description of the ammo tagged. Use the id to search for ammo listings, as ids are constant throughout DDA's code. Happy chambering! :-)
22.22LR (and relatives)223.223 Remington (and 5.56 NATO)300.300 WinMag300630.06308.308 Winchester (and relatives)32.32 ACP36paper.36 cap & ball38.38 Special4010mm44.44 Magnum44paper.44 cap & ball45.45 ACP (and relatives)454.454 Casull4646mm5x505x50 Dart50.50 BMG500.500 Magnum5757mm700nx.700 Nitro Express762x257.62x25mm7627.62x39mm762R7.62x54mm8x40mm8mm Caseless9mm9mm Luger (and relatives)12mm12mm20x66mm20x66mm Shot (and relatives)40mm40mm Grenade66mm66mm HEAT84x246mm84x246mm HE120mm120mm HEATammo_flintlockFlintlock ammoampouleAmpoulearrowArrowbatteryBatteryBBBBblunderbussBlunderbussboltBoltcharcoalCharcoalcomponentsComponentsdartDartdieselDieselfish_baitFish baitfishspearSpeargun spearfusionLaser PackgasolineGasolinehomebrew_rockethomebrew rocketlamp_oilLamp oillaser_capacitorChargem235M235 TPA (66mm Incendiary Rocket)metal_railRebar Railmininuke_modMininukemoneyCentsmuscleMusclenailNailpebblePebbleplasmaPlasmaplutoniumPlutonium Cellrebreather_filterRebreather filterRPG-7RPG-7signal_flareSignal FlareshotShotshelltapeDuct tapethreadThreadthrownThrownunfinished_charSemi-charred fuelUPSUPS chargeswaterWater
Effects
COOKOFFExplodes when lit on fire.SHOTMultiple smaller pellets instead of one singular bullet; less effective against armor but increases chance to hit.BOUNCEInflicts target withbouncedeffect and rebounds to a nearby target without this effect.EXPLOSIVEExplodes without any shrapnel.EXPLOSIVE_BIGLarge explosion without any shrapnel.EXPLOSIVE_HUGEHuge explosion without any shrapnel.FRAGSmall explosion that spreads shrapnel.INCENDIARYLights target on fire.NAPALMExplosion that spreads fire.TEARGASGenerates a cloud of teargas.SMOKEGenerates a cloud of smoke at the target.SMOKE_BIGGenerates a large cloud of smoke at the target.MUZZLE_SMOKEGenerate a small cloud of smoke at the source.TRAILCreates a trail of smoke.FLARELights the target on fire.FLASHBANGBlinds and deafens nearby targets.ACIDBOMBLeaves a pool of acid on detonation.FLAMEVery small explosion that lights fires.STREAMLeaves a trail of fire fields.STREAM_BIGLeaves a trail of intense fire fields.BEANBAGStuns the target.LARGE_BEANBAGHeavily stuns the target.MININUKE_MODSmall thermo-nuclear detonation that leaves behind radioactive fallout.LIGHTNINGCreates a trail of lightning.PLASMACreates a trail of superheated plasma.LASERCreates a trail of laser (the field type)NEVER_MISFIRESFiring ammo without this flag may trigger a misfiring, this is independent of the weapon flags.RECYCLED(For handmade ammo) causes the gun to misfire sometimes, this independent of the weapon flags.NOGIBPrevents overkill damage on the target (target won't explode into gibs, see also the monster flag NO_GIBS).WIDEPreventsHARDTOSHOOTmonster flag from having any effect. Implied bySHOTor liquid ammo.BLINDS_EYESBlinds the target if it hits the head (ranged projectiles can't actually hit the eyes at the moment).ACID_DROPCreates a tiny field of weak acid.RECOVER_[X]Has a (X-1/X) chance to create a single charge of the used ammo at the point of impact.NO_EMBEDWhen an item would be spawned from the projectile, it will always be spawned on the ground rather than in monster's inventory. Implied for active thrown items. Doesn't do anything on projectiles that do not drop items.NO_ITEM_DAMAGEWill not damage items on the map even when it otherwise would try to.DRAW_AS_LINEDoesn't go through regular bullet animation, instead draws a line and the bullet on its end for one frame.
Techniques
Techniques may be used by tools, armors, weapons and anything else that can be wielded.
- see contents of
data/json/techniques.json - techniques are also used with martial arts styles, see
data/json/martialarts.json
Armor
Covers
TORSOHEADEYESMOUTHARM_LARM_RARMS... sameARM_LandARM_RHAND_LHAND_RHANDS... sameHAND_LandHAND_RLEG_LLEG_RLEGS... sameLEG_LandLEG_RFOOT_LFOOT_RFEET... sameFOOT_LandFOOT_R
Flags
Some armor flags, such as WATCH and ALARMCLOCK are compatible with other item types. Experiment to find which flags work elsewhere.
ALARMCLOCKHas an alarm-clock feature.BELTEDLayer for backpacks and things worn over outerwear.BLINDBlinds the wearer while worn, and provides nominal protection v. flashbang flashes.BLOCK_WHILE_WORNAllows worn armor or shields to be used for blocking attacks.COLLARThis piece of clothing has a wide collar that can keep your mouth warm.DEAFMakes the player deaf.ELECTRIC_IMMUNEThis gear completely protects you from electric discharges.FANCYWearing this clothing gives a morale bonus if the player has theStylishtrait.FRAGILEThis gear is less resistant to damage than normal.FLOTATIONPrevents the player from drowning in deep water. Also prevents diving underwater.furredThis piece of clothing has a fur lining sewn into it to increase its overall warmth.HOODAllow this clothing to conditionally cover the head, for additional warmth or water protection., if the player's head isn't encumberedkevlar_paddedThis gear has kevlar inserted into strategic locations to increase protection without increasing encumbrance.leather_paddedThis gear has certain parts padded with leather to increase protection without increasing encumbrance.NO_QUICKDRAWDon't offer to draw items from this holster when the fire key is pressed whilst the players hands are emptyOUTEROuter garment layer.OVERSIZECan always be worn no matter encumbrance/mutations/bionics/etc., but prevents any other clothing being worn over this.ALLOWS_NATURAL_ATTACKSDoesn't prevent any natural attacks or similar benefits from mutations, fingertip razors, etc., like most items covering the relevent body part would.POCKETSIncreases warmth for hands if the player's hands are cold and the player is wielding nothing.RAD_PROOFThis piece of clothing completely protects you from radiation.RAD_RESISTThis piece of clothing partially protects you from radiation.RAINPROOFPrevents the covered body-part(s) from getting wet in the rain.RESTRICT_HANDSPrevents the player from wielding a weapon two-handed, forcing one-handed use if the weapon permits it.SKINTIGHTUndergarment layer.STURDYThis clothing is a lot more resistant to damage than normal.SUN_GLASSESPrevents glaring when in sunlight.SUPER_FANCYGives an additional moral bonus overFANCYif the player has theStylishtrait.SWIM_GOGGLESAllows you to see much further under water.BAROMETERThis gear is equipped with an accurate barometer (which is used to measure atmospheric pressure).HYGROMETERThis gear is equipped with an accurate hygrometer (which is used to measure humidity).THERMOMETERThis gear is equipped with an accurate thermometer (which is used to measure temperature).VARSIZECan be made to fit via tailoring.WAISTLayer for belts other things worn on the waist.WATCHActs as a watch and allows the player to see actual time.WATER_FRIENDLYPrevents the item from making the body part count as unfriendly to water and thus causing negative morale from being wet.WATERPROOFPrevents the covered body-part(s) from getting wet in any circumstance.wooled,furred,kevlar_padded,leather_paddedThis piece of clothing has a sewn into it to increase some properties (warmth/encumbrance/...).
Comestibles
Comestible type
DRINKFOODMED
Addiction type
nicotinecaffeinealcoholsleeping pillopiateamphetaminecocainecrack
Use action
NONE"You can't do anything of interest with your [x]."SEWAGECauses vomiting and a chance to mutate.HONEYCOMBSpawns wax.ROYAL_JELLYAlleviates many negative conditions and diseases.BANDAGEStop bleeding.FIRSTAIDHeal.DISINFECTANTPrevents infections.CAFFReduces fatigue.ATOMIC_CAFFGreatly reduces fatigue and increases radiation dosage.ALCOHOLIncreases drunkenness. Adds diseasedrunk.ALCOHOL_WEAKSlightly increases drunkenness. Adds diseasedrunkPKILLReduces pain. Adds diseasepkill[n]where[n]is the level of flagPKILL_[n]used on this comestible.XANAXAlleviates anxiety. Adds diseasetook_xanax.CIGAlleviates nicotine cravings. Adds diseasecig.ANTIBIOTICHelps fight infections. Removes diseaseinfectedand adds diseaserecover.FUNGICIDEKills fungus and spores. Removes diseasesfungusandspores.WEEDMakes you roll with Cheech & Chong. Adds diseaseweed_high.COKEDecreases hunger. Adds diseasehigh.CRACKDecreases hunger. Adds diseasehigh.GRACKDecreases hunger. Adds disease 'high'.METHAdds diseasemethVITAMINSIncreases healthiness (not to be confused with HP)VACCINEGreatly increases health.POISONAdds diseasespoisonandfoodpoison.HALLUAdds diseasehallu.THORAZINERemoves diseaseshallu,visuals,high. Additionally removes diseaseformicationif diseasedermatikisn't also present. Has a chance of a negative reaction which increases fatigue.PROZACAdds diseasetook_prozacif not currently present, otherwise acts as a minor stimulant.SLEEPGreatly increases fatigue.IODINEAdds diseaseiodine.FLUMEDAdds diseasetook_flumed.FLUSLEEPAdds diseasetook_flumedand increases fatigue.INHALERRemoves diseaseasthma.BLECHCauses vomiting.PLANTBLECHCauses vomiting if player does not contain plant mutationsCHEWDisplays message "You chew your %s", but otherwise does nothing.MUTAGENCauses mutation.PURIFIERRemoves negative mutations.MARLOSS"As you eat the berry, you have a near-religious experience, feeling at one with your surroundings..."DOGFOODMakes a dog friendly.CATFOODMakes a cat friendly.
Flags
EATEN_HOTMorale bonus for eating hot.EATEN_COLDMorale bonus for eating cold.USE_EAT_VERB"You drink your %s." or "You eat your %s."FERTILIZERWorks as fertilizer for farming.LENSLens items can make fires via focusing light rays.ZOOMZoom items can increase your overmap sight range.FIRE_DRILLItem will start fires in the primitive way.MUTAGEN_STRONGChance of mutating several times.MUTAGEN_WEAKCauses generic mutation (with less chance to mutate thanMUTAGEN_STRONG).MUTAGEN_PLANTCauses mutation in the plant branch.MUTAGEN_INSECTCauses mutation in the insect branch.MUTAGEN_SPIDERCauses mutation in the spider branch.MUTAGEN_SLIMECauses mutation in the slime branch.MUTAGEN_FISHCauses mutation in the fish branch.MUTAGEN_RATCauses mutation in the rat branch.MUTAGEN_BEASTCauses mutation in the beast branch.MUTAGEN_FELINECauses mutation in the feline (cat) branch.MUTAGEN_LUPINECauses mutation in the lupine (wolf) branch.MUTAGEN_URSINECauses mutation in the ursine (bear) branch.MUTAGEN_CATTLECauses mutation in the cattle branch.MUTAGEN_CEPHALOPODCauses mutation in the cephalopod branch.MUTAGEN_BIRDCauses mutation in the bird branch.MUTAGEN_LIZARDCauses mutation in the lizard branch.MUTAGEN_TROGLOBITECauses mutation in the troglobite branch.MUTAGEN_MEDICALCauses mutation in the medical branch.MUTAGEN_CHIMERACauses mutation in the chimera branch.MUTAGEN_ALPHACauses mutation in the alpha branch.MUTAGEN_ELFACauses mutation in the elfa branch.MUTAGEN_RAPTORCauses mutation in the raptor branch.PKILL_1Minor painkiller.PKILL_2Moderate painkiller.PKILL_3Heavy painkiller.PKILL_4"You shoot up."PKILL_LSlow-release painkiller.BREW... Can be put into fermenting vat.HIDDEN_POISON... Food is poisonous, visible only with a certain survival skill level.HIDDEN_HALLU... Food causes hallucinations, visible only with a certain survival skill level.USE_ON_NPCCan be used on NPCs (not necessarily by them).
Melee
Flags
SPEARDeals stabbing damage, with a moderate chance of getting stuck. TheSPEARflag is synonymous with theSTABflag.CHOPDoes cutting damage, with a high chance of getting stuck.STABDeals stabbing damage, with a moderate chance of getting stuck. TheSTABflag is synonymous with theSPEARflag.SLICEDeals cutting damage, with a low chance of getting stuck.MESSYResistant to getting stuck in a monster. Potentially cause more gore in the future?WHIPHas a chance of disarming the opponent.NON_STUCKResistant to getting stuck in a monster; not as large of an effect asMESSY.UNARMED_WEAPONWielding this item still counts as unarmed combat.NO_UNWIELDCannot unwield this item.NO_RELOADItem can never be reloaded (even if has a valid ammo type).SHEATH_SWORDItem can be sheathed in a sword scabbardIAIJUTSUSword can slash at an enemy as it's drawn if cutting skill is above 7 and a roll is passedSHEATH_KNIFEItem can be sheathed in a knife sheath, it applicable to small/medium knives (with volume not bigger than 2)QUIVER_nItem can hold n arrows (will parse number as integer)ALWAYS_TWOHANDItem is always wielded with two hands. Without this, the items volume and weight are used to calculate this.BAYONETIf the item is attached to a gun (as gunmod), the gun will use the cutting damage from the mod instead of its own.
Guns
MODE_BURSTHas a burst-fire mode.BURST_ONLYNo single-fire mode. Note that this is an additional flag to the above "MODE_BURST" flag.RELOAD_AND_SHOOTFiring automatically reloads and then shoots.RELOAD_ONEOnly reloads one round at a time.BIO_WEAPONWeapon is a CBM weapon, uses power as ammo and should not specify an ammo typeCHARGEHas to be charged to fire. Higher charges do more damage.NO_UNLOADCannot be unloaded.FIRE_50Uses 50 shots per firing.FIRE_100Uses 100 shots per firing.BACKBLASTCauses a small explosion behind the person firing the weapon. Currently not implemented?STR_RELOADReload speed is affected by strength.RELOAD_EJECTEjects shell from gun on reload instead of when fired.NO_BOOMCancels the ammo effect "FLAME".STR_DRAWRange with this weapon is reduced unless character has at least twice the required minimum strengthMOUNTED_GUNGun can only be used on terrain / furniture with the "MOUNTABLE" flag.WATERPROOF_GUNGun does not rust and can be used underwater.UNDERWATER_GUNGun is optimized for usage underwater, does perform badly outside of water.FIRE_TWOHANDGun can only be fired if player has two free hands.NEVER_JAMSNever malfunctions.COLLAPSIBLE_STOCKReduces weapon volume proportional to the base size of the gun excluding any mods (see also SLOW_WIELD).IRREMOVABLEMakes so that the gunmod cannot be removed.
Magazines
MAG_COMPACTCan be stashed in an appropriate ammo pouch (intended for compact magazines)MAG_BULKYCan be stashed in an appropriate oversize ammo pouch (intended for bulky or awkwardly shaped magazines)MAG_DESTROYMagazine is destroyed when the last round is consumed (intended for ammo belts). Has precedence over MAG_EJECT.MAG_EJECTMagazine is ejected from the gun/tool when the last round is consumed
Tools
Flags
Melee flags are fully compatible with tool flags, and vice versa.
LIGHT_[X]Illuminates the area with light intensity[X]where[X]is an intensity value. (e.x.LIGHT_4orLIGHT_100).CHARGEDIMIf illuminated, light intensity fades with charge, starting at 20% charge left.FIRECounts as a fire for crafting purposes.WRAPUnused?RECHARGEGain charges when placed in a cargo area with a recharge station.USE_UPSItem is charges from an UPS / it uses the charges of an UPS instead of its own.NO_UNLOADCannot be unloaded.RADIOCARITEMItem can be put into a remote controlled car.RADIOSIGNAL_1Activated per radios signal 1.RADIOSIGNAL_2Activated per radios signal 2.RADIOSIGNAL_3Activated per radios signal 3.BOMBIt's a radio controlled bomb.RADIO_CONTAINERIt's a container of something that is radio controlled.RADIO_ACTIVATIONIt is activated by a remote control (also requires RADIOSIGNAL_*).FISH_GOODWhen used for fishing, it's a good tool (requires that the matching use_action has been set).FISH_POORWhen used for fishing, it's a poor tool (requires that the matching use_action has been set).CABLE_SPOOLThis item is a cable spool and must be processed as such. It has an internal "state" variable which may be in the states "attach_first" or "pay_out_cable" -- in the latter case, set its charges tomax_charges - dist(here, point(vars["source_x"], vars["source_y"])). If this results in 0 or a negative number, set its state back to "attach_first".NO_DROPAn item with this flag should never actually be dropped. Used internally to signal that an item was created, but that it is unwanted. Needless to say, don't use this in an item definition.WETItem is wet and will slowly dry off (e.g. towel).MC_MOBILE,MC_RANDOM_STUFF,MC_SCIENCE_STUFF,MC_USED,MC_HAS_DATAMemory card related flags, seeiuse.cppHAS_RECIPEUsed by the E-Ink tablet to indicates it's currently showing a recipe.RADIO_MODABLEIndicates the item can be made into a radio-activated item.RADIO_MODThe item has been made into a radio-activated item.ACT_ON_RANGED_HITThe item should activate when thrown or fired, then immediately get processed if it spawns on the ground.BELT_CLIPThe item can be clipped or hooked on to a belt loop of the appropriate size (belt loops are limited by their max_volume and max_weight properties)
Flags that apply to items, not to item types.
Those flags are added by the game code to specific items (that specific welder, not all welders).
DOUBLE_AMMOThe tool has the double battery mod and has its max_charges doubled.USE_UPSThe tool has the UPS mod and is charged from an UPS.ATOMIC_AMMOThe tool has the atomic mod and runs on plutonium instead of normal batteries.FITReduces encumbrance by one.COLDItem is cold (see EATEN_COLD).HOTItem is hot (see EATEN_HOT).LITCIGMarks a lit smoking item (cigarette, joint etc.).WETItem is wet and will slowly dry off (e.g. towel).REVIVE_SPECIAL... Corpses revives when the player is nearby.
Books
- ```INSPIRATIONAL```` Reading this book grants bonus morale to characters with the SPIRITUAL trait.
Use actions
NONEDo nothing.FIRESTARTERLight a fire with a lens, primitive tools or lighters.SEWSew clothing.SCISSORSCut up clothing.HAMMERPry boards off of windows, doors and fences.EXTINGUISHERPut out fires.EXTRA_BATTERYDoubles the amount of charges a battery-powered item holds.GASOLINE_LANTERN_OFFTurns the lantern on.GASOLINE_LANTERN_ONTurns the lantern off.LIGHT_OFFTurns the light on.LIGHT_ONTurns the light off.LIGHTSTRIPActivates the lightstrip.LIGHTSTRIP_ACTIVEThe lightstrip fades and dies.GLOWSTICKTurn on the glowstick.GLOWSTICK_ACTIVEThe glowstick fades and dies.HANDFLARELight the flare.HANDFLARE_LITThe flare dies out.HOTPLATEUse the hotplate.SOLDER_WELDSolder or weld items, or cauterize wounds.WATER_PURIFIERPurify water.TWO_WAY_RADIOListen to, or talk to others over the radio.RADIO_OFFTurn the radio on.RADIO_ONTurn the radio off.DIRECTIONAL_ANTENNAFind the source of a signal with your radio.NOISE_EMITTER_OFFTurn the noise emitter on.NOISE_EMITTER_ONTurn the noise emitter off.ROADMAPLearn of local common points-of-interest and show roads.SURVIVORMAPLearn of local points-of-interest that can help you survive, and show roads.MILITARYMAPLearn of local military installations, and show roads.RESTAURANTMAPLearn of local eateries, and show roads.TOURISTMAPLearn of local points-of-interest that a tourist would like to visit, and show roads.CROWBARPry open doors, windows, man-hole covers and many other things that need prying.MAKEMOUNDMake a mound of dirt.DIGDig a hole in the ground.SIPHONSiphon liquids out of vehicle.CHAINSAW_OFFTurn the chainsaw on.CHAINSAW_ONTurn the chainsaw off.ELEC_CHAINSAW_OFFTurn the electric chainsaw on.ELEC_CHAINSAW_ONTurn the electric chainsaw off.CARVER_OFFTurn the carver on.CARVER_ONTurn the carver off.COMBATSAW_OFFTurn the combat-saw on.COMBATSAW_ONTurn the combat-saw offJACKHAMMERBust down walls and other constructions.JACQUESHAMMERMr. Gorbachev, tear down this wall!SET_TRAPSet a trap.GEIGERDetect local radiation levels.TELEPORTTeleport.CAN_GOORelease a little blob buddy.PIPEBOMBLight a pipebomb.PIPEBOMB_ACTLet's hope it doesn't fizzle out.GRENADEPull the pin on a grenade.GRENADE_ACTThrow it dummy!GRANADEPull the pin on Granade.GRANADE_ACTAssaults enemies with source code fixes?FLASHBANGPull the pin on a flashbang.FLASHBANG_ACTHope it doesn't light any fires.EMPBOMBPull the pin on an EMP grenade.EMPBOMB_ACTYou may not be a robot, but you probably shouldn't keep holding it.SCRAMBLERPull the pin on the scrambler grenade.SCRAMBLER_ACTI don't even know what this does, so you better get rid of it quick.GASBOMBPull the pin on a teargas canister.GASBOMB_ACTDon't cry or pout, just get rid of it.SMOKEBOMBPull the pin on a smoke bomb.SMOKEBOMB_ACTThis may be a good way to hide as a smoker.ARROW_FLAMABLELight your arrow and let fly.MOLOTOVLight the Molotov cocktail.MOLOTOV_LITThrow it, but don't drop it.ACIDBOMBPull the pin on an acid bomb.ACIDBOMB_ACTGet rid of it or you'll end up like that guy in Robocop.DYNAMITELight a stick of dynamite.DYNAMITE_ACTSister Sara still needs her mules.FIRECRACKER_PACKLight an entire packet of firecrackers.FIRECRACKER_PACK_ACTKeep the change you filthy animal.FIRECRACKERLight a singular firecracker.FIRECRACKER_ACTThe saddest Fourth of July.MININUKESet the timer and run. Or hit with a hammer (not really).MININUKE_ACTIf you move quick enough, you might survive long enough to see The Day After.PHEROMONEMakes zombies love you.PORTALCreate portal traps.MANHACKActivate a manhack.TURRETActivate a turret.TURRET_LASERActivate a laser turret.UPS_OFFTurn on the UPS.UPS_ONTurn off the UPS.adv_UPS_ONTurn on the advanced UPS.adv_UPS_OFFTurn off the advanced UPS.TAZERShock someone or something.SHOCKTONFA_OFFTurn the shocktonfa on.SHOCKTONFA_ONTurn the shocktonfa off.MP3Turn the mp3 player on.MP3_ONTurn the mp3 player off.PORTABLE_GAMEPlay games.C4Arm the C4.C4ARMEDJust set it and forget it (get away from it though)!DOG_WHISTLEDogs hate this thing; your dog seems pretty cool with it though.VACUTAINERSucks the blood out of things like a robotic vampire.KNIFECut things up.LUMBERCut logs into planks.HACKSAWCut metal into chunks.TENTPitch a tent.TORCHLight a torch.TORCH_LITExtinguish the torch.BATTLETORCHLight the battle torch.BATTLETORCH_LITExtinguish the battle torch.CANDLELight the candle.CANDLE_LITExtinguish the candle.BULLET_PULLERPull bullets; says it right on the package.BOLTCUTTERSUse your town key to gain access anywhere.MOPMop up the mess.PICKLOCKAttempt to pick the lock on doors.PICKAXEDoes nothing but berate you for having it (I'm serious).SPRAY_CANGraffiti the town.RAGStop the bleeding.PDAUse your pda.PDA_FLASHLIGHTUse your pda as a flashlight.SHELTERPut up a full-blown shelter.HEATPACKActivate the heatpack and get warm.LAWUnpack the LAW for firing.DEJARDOLLCHATThat creepy doll just keeps on talking.TOWELDry your character using the item as towel.UNFOLD_BICYCLEUnfold the folding bicycle.MATCHBOMBLight the matchbomb.MATCHBOMB_ACTThis thing is so hokey that you might actually be safe just holding onto it.HORN_BICYCLEHonk the horn.RAD_BADGETake the radiation badge out of its protective case to start measuring absorbed dosage.AIRHORNSound the horn.BELLRing the bell.SEEDAsks if you are sure that you want to eat the seed. As it is better to plant seeds.OXYGEN_BOTTLEATOMIC_BATTERYFISHING_BASICUse a fishing rodJET_INJECTORInject some jet drugs right into your veins.CABLE_ATTACHThis item is a cable spool. Use it to try to attach to a vehicle.CAPTURE_MONSTER_ACTCapture and encapsulate a monster. The associated action is also used for releasing it.PLACE_RANDOMLYThis is very much like the flag in the manhack iuse, it prevents the item from querying the player as to where they want the monster unloaded to, and instead choses randomly.
Generic
Flags
UNRECOVERABLECannot be recovered from a disassembly.NO_SALVAGEItem cannot be broken down through a salvage process. Best used when something should not be able to be broken down (i.e. base components like leather patches).FLAMING... Sets the target on fire when used as melee weapon.GAS_DISCOUNT... Discount cards for the automated gas stations.RADIOACTIVE... Is radioactive (can be used with LEAK_*).LEAK_ALWAYS... Leaks (may be combined with "RADIOACTIVE").LEAK_DAM... Leaks when damaged (may be combined with "RADIOACTIVE").UNBREAKABLE_MELEE... Does never get damaged when used as melee weapon.DURABLE_MELEE... Item is made to hit stuff and it does it well, so it's considered to be a lot tougher than other weapons made of the same materials.RAIN_PROTECT... Protects from sunlight and from rain, when wielded.NO_PICKUP... Character can not pickup anything while wielding this item (e.g. bionic claws).SLOW_WIELD... Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill.REDUCED_WEIGHT... Gunmod flag; reduces the item's base weight by 25%.REDUCED_BASHING... Gunmod flag; reduces the item's bashing damage by 50%.PSEUDO... Used internally to mark items that are referred to in the crafting inventory but are not actually items. They can be used as tools, but not as components.
Skills
Tags
"gun_types"Define gun related skills?
Scenarios
Flags
SUM_START... start in summer.SPR_START... start in spring.AUT_START... start in autumn.WIN_START... start in winter.SUR_START... surrounded start, zombies outside the starting shelter.SCEN_ONLYProfession can be chosen only as part of the appropriate scenario.BOARDEDALLOW_OUTSIDE
TODO
- Descriptions for
Special attacksunderMonsterscould stand to be more descriptive of exactly what the attack does. Ammo effectsunderAmmoneed more descriptive details, and some need to be double-checked for accuracy.
MAP SPECIALS
mx_null... No special at all.mx_helicopter... Metal wreckage and some items.mx_military... Corpses and some military items.mx_science... Corpses and some scientist items.mx_collegekids... Corpses and items.mx_roadblock... Roadblock furniture with turrets and some cars.mx_drugdeal... Corpses and some drugs.mx_supplydrop... Crates with some military items in it.mx_portal... Portal to neither space.mx_minefield... Landmines, a field of them.mx_crater... Crater with rubble (and radioactivity).mx_fumarole... A lava rift.mx_portal_in... Another portal to neither space.mx_anomaly... Natural anomaly (crater + artifact).