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Coverage roadmap

This page is the coverage roadmap for the Game API. It lists every game-side abstraction discovered by scanning vanilla libraries/scriptproperties.xml (~140 datatypes) and vanilla MD/aiscript usage of class.* enum values (~80 distinct classes), with current site coverage status.

Current status: ~95% Game API coverage, plus complete Modding language, Architectural overviews, and Wiki sections.

SymbolMeaning
βœ…Page fully written, sample-grep verified
🟑Placeholder index/page exists, content not yet filled
⬜Not yet present on site
⏭Out of scope β€” not a useful page for modders (abstract base types, pure script primitives)
TierMeaning
T1Must-have. Touched by most modders, every project asks about it.
T2Common. Many modders will look it up at some point.
T3Rare. Edge-case work or specific subsystems.

AbstractionTierStatusNotes
galaxyT2βœ…Filled. Root container with .representatives
clusterT1βœ…Filled
sectorT1βœ…Filled
zoneT2βœ…Filled. Sub-sector unit with adjacency graph
highwayT2βœ…Filled. Local + super highway
gateT1βœ…Filled. Plus jumpbeacon, highwayentrygate, highwayexitgate
regionT2βœ…Filled. Empty datatype, parent-side position-tests
spaceT3⏭Abstract base β€” skip
AbstractionTierStatusNotes
stationT1βœ…Filled
↳ shipyardT1βœ…Filled. Builds XL/L ships
↳ wharfT1βœ…Filled. Builds S/M ships
↳ equipmentdockT1βœ…Filled. Installs equipment (no ship build)
↳ tradestationT1βœ…Filled. Cross-faction marketplace
↳ defencestationT2βœ…Filled. Fortress
↳ productionfactoryT1βœ…Filled. Defined by exclusion of other Station subtypes
↳ piratebaseT2βœ…Filled. Scavenger/Riptide bases
↳ headquartersT1βœ…Filled. Player HQ + Faction HQ (two distinct flags)
buildstorageT3βœ…Filled. Purpose-specific container
AbstractionTierStatusNotes
shipT1βœ…Filled
↳ ship_xs / s / m / l / xlT1-T2βœ…Combined in Ship size classes
spacesuitT2βœ…Filled. Player EVA, 4 oxygen properties
lasertowerT2βœ…Filled. Dual identity (deployable + class.ship)

Purposes (cross-cutting): purpose.fight, .trade, .mine, .build, .rig, .salvage, .auxiliary. May get a single β€œShip purposes” page rather than 7 separate pages.

AbstractionTierStatusNotes
satelliteT1βœ…Filled. Basic + advanced
navbeaconT2βœ…Filled. Map markers (jumpbeacon is separate β€” under Gate)
resourceprobeT2βœ…Filled. Scans 32 km cube
mineT2βœ…Filled. Deployable explosives (F&F + indiscriminative)
lockboxT2βœ…Filled. World-spawned loot with shootable locks
crateT3βœ…Filled. Interior crate-slot loot (NOT floating cargo!)
datavaultT2βœ…Filled. 3-state lock with β€˜datavault_unlocked’ signal
checkpointT3βœ…Filled. Engine-exposed but no active vanilla use β€” mod hook
anomalyT3βœ…Filled. Story wormholes with directed-graph transition API
missileT2βœ…Filled. In-flight munition + explosive base
bombT3βœ…Filled. Engine class without datatype β€” mod hook
countermeasureT3βœ…Filled. Engine-driven via countermeasureresistance

Note: lasertower lives under class.ship (autonomous controllable), but appears in the deployables menu. Cross-link from here and from Ship subtypes.

AbstractionTierStatusNotes
asteroidT2βœ…Filled. Incl. miningnode/crystal/recyclable class siblings
celestialbodyT3βœ…Filled. Visual-only class label
adsignT3βœ…Filled. Destroyable billboard, pure flavour
signalleakT2βœ…Filled. data/voice/mission leak types
AbstractionTierStatusNotes
moduleT1🟑Generic; placeholder exists
↳ buildmoduleT2βœ…Filled. 50+ accessors, buildprocessor children
↳ connectionmoduleT2βœ…Filled. Structural
↳ defencemoduleT2βœ…Filled. Class label without datatype
↳ habitationmoduleT2βœ…Filled. Workforce capacity per-race
↳ welfaremoduleT3βœ…Filled. Workforce-bonus contributor
↳ pierT2βœ…Filled. Capital-ship dock slots
↳ productionT1βœ…Filled. Makes wares (most modded)
↳ processingmoduleT2βœ…Filled. Recycles physical scrap (not cargo wares)
↳ storagemoduleT1βœ…Filled. Cargo capacity
↳ ventureplatformT3βœ…Filled. Ventures DLC-gated platform
weaponT2βœ…Filled. Parent of turret/missileturret/missilelauncher
engineT3βœ…Filled. Boost + travel mode state
scanner / radarT3βœ…Filled. Empty datatype, Controllable aggregates
shieldgeneratorT3βœ…Filled. Empty datatype, parent-side aggregate
roomT2βœ…Filled. Includes dockingbay/walkablemodule/dockarea sub-coverage
controlpanelT3βœ…Filled. 5 hack types + iscontrolpanelhacked state
navcontextT3βœ…Filled. Runtime-spawned dynamic interiors
AbstractionTierStatusNotes
dropT3βœ…Filled. Abstract parent
collectableT3βœ…Filled. Practical filter pivot
collectableammoT2βœ…Filled. ammo.count + ammo.macro
collectablewaresT2βœ…Filled. Money + isdroppedcontainer attribution
collectableblueprintsT2βœ…Filled. Physical UX marker for blueprints
collectabledataT2βœ…Filled. Timeline/audiologs sibling to datavault
AbstractionTierStatusNotes
npcT1βœ…Filled
nonplayerT3⏭Abstract base β€” skip
entityT3⏭Abstract base β€” skip
playerT2βœ…Filled. Root accessor keyword with ~90 props
AbstractionTierStatusNotes
factionT1βœ…Filled
raceT2βœ…Filled. 8 races, workforce.resources
wareT1βœ…Filled
controlpostT3βœ…Filled. Skill-relevance template
assignmentT3βœ…Filled. Label without behaviour
purposeT2βœ…Filled. Orthogonal-to-size categorisation
entitytypeT3βœ…Filled. Archetype layer
entityroleT3βœ…Filled. Role with tier-based skill system
missiongroupT3βœ…Filled. Thematic mission bucket
notificationT2βœ…Filled. Player preference toggle
unlockT2βœ…Filled. Conditional discovery with category flags
licenceT2βœ…Filled. Faction-pair permission data
groupT3βœ…Filled. Runtime component collection
AbstractionTierStatusNotes
orderT1βœ…Filled. Concept here; XML-definition schema lives in Aiscript
tradeT2βœ…Filled. ~50 props, transient business entity
buildT2βœ…Filled. Task entity with type flags
operationT3⏭Abstract base β€” skip
boardingoperationT1βœ…Filled. 4-phase board lifecycle (pre/approach/infiltration/internalfight)
diplomacyactionoperationT2βœ…Filled (combined with event operation page)
diplomacyeventoperationT2βœ…Filled (combined with action operation page)
constructionsequenceT2βœ…Filled. Module list with staged-construction system
fleetunitT2βœ…Filled. Slot-with-rebuild placeholder
loadoutT2βœ…Filled. Thin pointer-into-static-data

CategoryTotalβœ…πŸŸ‘β¬œβ­
World87001
Stations + ship2117040
Deployables1212000
Natural44000
Object parts1817100
Collectibles66000
Characters42002
Faction & data1313000
Behavior108002
Total9686145

Current coverage: 86 / 91 in-scope abstractions = ~95%.

SectionStatus
Modding language β€” MD Frameworkβœ… 7/7 complete
Modding language β€” Aiscriptβœ… 3/3 complete
Modding language β€” UI / Luaβœ… 4/4 complete
Modding language β€” Data schemasβœ… 5/5 complete
Architectural overviewsβœ… 12/12 complete
Wiki β€” standalone entries3 published, more topics possible

Tier-1 in-scope abstractions, ordered by likely modder demand:

  1. faction (relations, money β€” touched by virtually every mod)
  2. ship (the largest single-page write β€” many properties, libraries, events)
  3. ware (cargo, trade, production)
  4. order (behavior baseline)
  5. npc (crew, missionactors)
  6. shipyard (parented by Station, smaller)
  7. wharf, equipmentdock, tradestation (Station subtypes)
  8. cluster (sector parent)
  9. gate
  10. ship_s / ship_m / ship_l / ship_xl / ship_xs (or one combined size-class page)
  11. headquarters
  12. productionfactory
  13. storagemodule, production (module subtypes most modders touch)
  14. boardingoperation

After T1 is done (~14 pages), assess: do we have enough coverage to be useful? If yes β€” publish. If no β€” T2 next.

Modding language side (parallel inventory β€” to be added)

Section titled β€œModding language side (parallel inventory β€” to be added)”

This page lists Game API abstractions only. A parallel inventory for Modding language reference β€” Cue, Library, Action, Order definition, Helper API, FFI, data schemas β€” will be built when we test schema on a language primitive (Cue is the planned first test case).