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.
| Symbol | Meaning |
|---|
| β
| Page fully written, sample-grep verified |
| π‘ | Placeholder index/page exists, content not yet filled |
| β¬ | Not yet present on site |
| β | Out of scope β not a useful page for modders (abstract base types, pure script primitives) |
| Tier | Meaning |
|---|
| T1 | Must-have. Touched by most modders, every project asks about it. |
| T2 | Common. Many modders will look it up at some point. |
| T3 | Rare. Edge-case work or specific subsystems. |
| Abstraction | Tier | Status | Notes |
|---|
| galaxy | T2 | β
| Filled. Root container with .representatives |
| cluster | T1 | β
| Filled |
| sector | T1 | β
| Filled |
| zone | T2 | β
| Filled. Sub-sector unit with adjacency graph |
| highway | T2 | β
| Filled. Local + super highway |
| gate | T1 | β
| Filled. Plus jumpbeacon, highwayentrygate, highwayexitgate |
| region | T2 | β
| Filled. Empty datatype, parent-side position-tests |
| space | T3 | β | Abstract base β skip |
| Abstraction | Tier | Status | Notes |
|---|
| station | T1 | β
| Filled |
| β³ shipyard | T1 | β
| Filled. Builds XL/L ships |
| β³ wharf | T1 | β
| Filled. Builds S/M ships |
| β³ equipmentdock | T1 | β
| Filled. Installs equipment (no ship build) |
| β³ tradestation | T1 | β
| Filled. Cross-faction marketplace |
| β³ defencestation | T2 | β
| Filled. Fortress |
| β³ productionfactory | T1 | β
| Filled. Defined by exclusion of other Station subtypes |
| β³ piratebase | T2 | β
| Filled. Scavenger/Riptide bases |
| β³ headquarters | T1 | β
| Filled. Player HQ + Faction HQ (two distinct flags) |
| buildstorage | T3 | β
| Filled. Purpose-specific container |
| Abstraction | Tier | Status | Notes |
|---|
| ship | T1 | β
| Filled |
| β³ ship_xs / s / m / l / xl | T1-T2 | β
| Combined in Ship size classes |
| spacesuit | T2 | β
| Filled. Player EVA, 4 oxygen properties |
| lasertower | T2 | β
| Filled. Dual identity (deployable + class.ship) |
Purposes (cross-cutting): purpose.fight, .trade, .mine, .build, .rig, .salvage, .auxiliary. May get a single βShip purposesβ page rather than 7 separate pages.
| Abstraction | Tier | Status | Notes |
|---|
| satellite | T1 | β
| Filled. Basic + advanced |
| navbeacon | T2 | β
| Filled. Map markers (jumpbeacon is separate β under Gate) |
| resourceprobe | T2 | β
| Filled. Scans 32 km cube |
| mine | T2 | β
| Filled. Deployable explosives (F&F + indiscriminative) |
| lockbox | T2 | β
| Filled. World-spawned loot with shootable locks |
| crate | T3 | β
| Filled. Interior crate-slot loot (NOT floating cargo!) |
| datavault | T2 | β
| Filled. 3-state lock with βdatavault_unlockedβ signal |
| checkpoint | T3 | β
| Filled. Engine-exposed but no active vanilla use β mod hook |
| anomaly | T3 | β
| Filled. Story wormholes with directed-graph transition API |
| missile | T2 | β
| Filled. In-flight munition + explosive base |
| bomb | T3 | β
| Filled. Engine class without datatype β mod hook |
| countermeasure | T3 | β
| 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.
| Abstraction | Tier | Status | Notes |
|---|
| asteroid | T2 | β
| Filled. Incl. miningnode/crystal/recyclable class siblings |
| celestialbody | T3 | β
| Filled. Visual-only class label |
| adsign | T3 | β
| Filled. Destroyable billboard, pure flavour |
| signalleak | T2 | β
| Filled. data/voice/mission leak types |
| Abstraction | Tier | Status | Notes |
|---|
| module | T1 | π‘ | Generic; placeholder exists |
| β³ buildmodule | T2 | β
| Filled. 50+ accessors, buildprocessor children |
| β³ connectionmodule | T2 | β
| Filled. Structural |
| β³ defencemodule | T2 | β
| Filled. Class label without datatype |
| β³ habitationmodule | T2 | β
| Filled. Workforce capacity per-race |
| β³ welfaremodule | T3 | β
| Filled. Workforce-bonus contributor |
| β³ pier | T2 | β
| Filled. Capital-ship dock slots |
| β³ production | T1 | β
| Filled. Makes wares (most modded) |
| β³ processingmodule | T2 | β
| Filled. Recycles physical scrap (not cargo wares) |
| β³ storagemodule | T1 | β
| Filled. Cargo capacity |
| β³ ventureplatform | T3 | β
| Filled. Ventures DLC-gated platform |
| weapon | T2 | β
| Filled. Parent of turret/missileturret/missilelauncher |
| engine | T3 | β
| Filled. Boost + travel mode state |
| scanner / radar | T3 | β
| Filled. Empty datatype, Controllable aggregates |
| shieldgenerator | T3 | β
| Filled. Empty datatype, parent-side aggregate |
| room | T2 | β
| Filled. Includes dockingbay/walkablemodule/dockarea sub-coverage |
| controlpanel | T3 | β
| Filled. 5 hack types + iscontrolpanelhacked state |
| navcontext | T3 | β
| Filled. Runtime-spawned dynamic interiors |
| Abstraction | Tier | Status | Notes |
|---|
| drop | T3 | β
| Filled. Abstract parent |
| collectable | T3 | β
| Filled. Practical filter pivot |
| collectableammo | T2 | β
| Filled. ammo.count + ammo.macro |
| collectablewares | T2 | β
| Filled. Money + isdroppedcontainer attribution |
| collectableblueprints | T2 | β
| Filled. Physical UX marker for blueprints |
| collectabledata | T2 | β
| Filled. Timeline/audiologs sibling to datavault |
| Abstraction | Tier | Status | Notes |
|---|
| npc | T1 | β
| Filled |
| nonplayer | T3 | β | Abstract base β skip |
| entity | T3 | β | Abstract base β skip |
| player | T2 | β
| Filled. Root accessor keyword with ~90 props |
| Abstraction | Tier | Status | Notes |
|---|
| faction | T1 | β
| Filled |
| race | T2 | β
| Filled. 8 races, workforce.resources |
| ware | T1 | β
| Filled |
| controlpost | T3 | β
| Filled. Skill-relevance template |
| assignment | T3 | β
| Filled. Label without behaviour |
| purpose | T2 | β
| Filled. Orthogonal-to-size categorisation |
| entitytype | T3 | β
| Filled. Archetype layer |
| entityrole | T3 | β
| Filled. Role with tier-based skill system |
| missiongroup | T3 | β
| Filled. Thematic mission bucket |
| notification | T2 | β
| Filled. Player preference toggle |
| unlock | T2 | β
| Filled. Conditional discovery with category flags |
| licence | T2 | β
| Filled. Faction-pair permission data |
| group | T3 | β
| Filled. Runtime component collection |
| Abstraction | Tier | Status | Notes |
|---|
| order | T1 | β
| Filled. Concept here; XML-definition schema lives in Aiscript |
| trade | T2 | β
| Filled. ~50 props, transient business entity |
| build | T2 | β
| Filled. Task entity with type flags |
| operation | T3 | β | Abstract base β skip |
| boardingoperation | T1 | β
| Filled. 4-phase board lifecycle (pre/approach/infiltration/internalfight) |
| diplomacyactionoperation | T2 | β
| Filled (combined with event operation page) |
| diplomacyeventoperation | T2 | β
| Filled (combined with action operation page) |
| constructionsequence | T2 | β
| Filled. Module list with staged-construction system |
| fleetunit | T2 | β
| Filled. Slot-with-rebuild placeholder |
| loadout | T2 | β
| Filled. Thin pointer-into-static-data |
| Category | Total | β
| π‘ | β¬ | β |
|---|
| World | 8 | 7 | 0 | 0 | 1 |
| Stations + ship | 21 | 17 | 0 | 4 | 0 |
| Deployables | 12 | 12 | 0 | 0 | 0 |
| Natural | 4 | 4 | 0 | 0 | 0 |
| Object parts | 18 | 17 | 1 | 0 | 0 |
| Collectibles | 6 | 6 | 0 | 0 | 0 |
| Characters | 4 | 2 | 0 | 0 | 2 |
| Faction & data | 13 | 13 | 0 | 0 | 0 |
| Behavior | 10 | 8 | 0 | 0 | 2 |
| Total | 96 | 86 | 1 | 4 | 5 |
Current coverage: 86 / 91 in-scope abstractions = ~95%.
Tier-1 in-scope abstractions, ordered by likely modder demand:
- faction (relations, money β touched by virtually every mod)
- ship (the largest single-page write β many properties, libraries, events)
- ware (cargo, trade, production)
- order (behavior baseline)
- npc (crew, missionactors)
- shipyard (parented by Station, smaller)
- wharf, equipmentdock, tradestation (Station subtypes)
- cluster (sector parent)
- gate
- ship_s / ship_m / ship_l / ship_xl / ship_xs (or one combined size-class page)
- headquarters
- productionfactory
- storagemodule, production (module subtypes most modders touch)
- 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.
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).