Yogstation 13 - Modules - TypesDefine Details

code/__DEFINES/access.dm

ACCESS_COMMANDCommand General Access, used for accessing the doors to the bridge, the communications console, and the general access that Tablet/Computer Programs check for "heads".
ACCESS_AI_MASTERAccess to critical-to-function AI rooms and equipment such as the AI Core, AI Upload, AI mini-sat maintenance, turret controls, and foam dispensers.
ACCESS_AI_SATAccess to non-critical rooms in the mini-sat the AI usually resides in. Given to Network Admins to let them do maintenance on the AI.
ACCESS_TELEPORTERAccess to the Teleporter Room, and some cargo crates.
ACCESS_EVAAccess to the EVA Storage Room, and some cargo crates.
ACCESS_VAULTAccess to the vault on the station, for accessing the station's budget, the nuke core, or the Ore Silo.
ACCESS_RC_ANNOUNCEAccess to make an announcement through the Requests Console found in an office.
ACCESS_KEYCARD_AUTHAccess used for events (Red Alert, BSA, Emergency Maintenance) which require at least two people to swipe at the same time to authorize it
ACCESS_PERSONAL_LOCKERSAccess used to override "personal control" on all personal lockers, meaning you are able to open any of those lockers/wardrobes.
ACCESS_CHANGE_IDSAccess used for Access-Changing Programs, this one will unlock all options that can be ever given via that program.
ACCESS_CAPTAINAccess used for the Captain's personal quarters in mapping, the spare ID cabinet, and the antique gun (but only on gamma alert or above).
ACCESS_SECURITYSecurity's General Access, armaments vendor, security lockers, and other secure gear. Applied to things to Officers and Wardens should access, but never Lawyers or Detectives.
ACCESS_SEC_BASICAccess to the front doors of the Brig, the "secure" portion of the Courtroom, and department outposts. Given to Lawyers, Heads of Staff, and Detectives.
ACCESS_BRIGAccess to brig cells, brig timers, permabrig, gulag, gulag teleporter, gulag shuttle, prisoner management console, and some security cargo crates.
ACCESS_ARMORYAccess to the armory, security incinerator (when present), and the execution/re-education chamber.
ACCESS_DETECTIVEAccess for the Detective, their office, and medical data console. Always mixed with ACCESS_SECURITY in the security office/delivery windoor, and the arrivals and departure sec checkpoints.
ACCESS_BRIG_PHYSAccess for the Brig Physician and their locker, also used for the Brig Infirmary doors.
ACCESS_WEAPONS_PERMITThe "Weapons Permit" Access, or the one that lets you walk past secbots without them charging at you as you hold your weaponry.
ACCESS_HOSAccess used for the Head of Security's personal quarters in mapping, as well as other HoS-related things.
ACCESS_ENGINEERINGEngineering General Access, grants access to the standard parts of Engineering and the Engine Room.
ACCESS_ATMOSPHERICSAccess to Atmospherics Sections of the Engineering Department, as well as air alarms.
ACCESS_MAINT_TUNNELSAccess to all maintenance tunnels on the station. This overrides any "departmental maintenance" access, this has free roaming range everywhere.
ACCESS_EXTERNAL_AIRLOCKSAccess to all external "space facing" airlocks on the station. Used such that people don't easily "jump ship", or restict free ingress/egress to only a few points on the station.
ACCESS_ENGINE_EQUIPAccess to get into APCs, engineering equipment lockers, typically mapped in for key power rooms across the station, engineering vending machines, emitters, and some other stuff.
ACCESS_CONSTRUCTIONAccess to "construction" areas of the station. However, in mapping, it's also used to get access to the front door and lathe room of the engineering department.
ACCESS_TECH_STORAGEAccess to the Tech Storage room, containing lots of machine boards and other miscellaneous engineering gear.
ACCESS_SECURE_TECHAccess to the Secure Tech Storage room, containing unreplaceable high-value machine boards.
ACCESS_TCOMMSAccess to the Telecomms Server Room, traffic control console, machinery, and tablets.
ACCESS_TCOMMS_ADMINAccess needed to view message logs recorded on the message monitor console in Telecomms.
ACCESS_AUX_BASEAccess to the Auxiliary Base Room, as well as the ability to launch it.
ACCESS_CEAccess for the Chief Engineer's office, as well as some other CE-related things.
ACCESS_MEDICALGeneral access to Medbay, like the front doors, the treatment center, the medical records console, defibrillator mounts, and more.
ACCESS_SURGERYAccess to the surgery rooms, as well as the equipment and buttons there.
ACCESS_PARAMEDICAccess to the Paramedic Staging Area.
ACCESS_MORGUEAccess to the Morgue.
ACCESS_CHEMISTRYAccess to the chemistry lab, or the smaller room in medical with the multiple chem dispensers and pill pressers. The Chemist's main position.
ACCESS_CLONINGAccess to the cloning lab, usually adjacent to the genetics lab. Given to Medical Doctors so they can't also enter Genetics.
ACCESS_VIROLOGYAccess to the Virology portion of the medical department, as well as the virology crate.
ACCESS_PSYCHOLOGYAccess to the Psychologist's office.
ACCESS_CMOAccess for the Chief Medical Officer's personal quarters in mapping, as well as some other CMO-related things.
ACCESS_CARGOGeneral access needed to enter Cargo, allows entry into the Cargo Office and Mail/Delivery Office.
ACCESS_CARGO_BAYAccess to the Cargo Bay and Warehouse. Separated from the above to prevent miners processing cargo.
ACCESS_MININGAccess to the "on-station" Mining Portion of the Cargo Department.
ACCESS_MINING_STATIONAccess to the "off-station" Mining Station, which contains gear dedicated for miners to do their job best, as well as seek shelter from the inhospitable elements.
ACCESS_QMAccess for the Quartermaster's personal quarters in mapping, as well as some other QM-related things.
ACCESS_SCIENCEGeneral access for Science, allows for entry to the general hallways of Science, as well as the main lathe room.
ACCESS_RESEARCHAccess needed to research tech nodes at R&D consoles. May also be needed to access some scientific equipment.
ACCESS_TOXINSAccess to the Toxins Mixing Lab and Toxins Test Area equipment.
ACCESS_TOXINS_STORAGEAccess to the Toxins Storage Room, where all of the bomb-making gases are stored.
ACCESS_EXPERIMENTATIONAccess to the Experimentation Lab, containing the E.X.P.E.R.I-MENTOR. Uses of this access is set to change in the future.
ACCESS_GENETICSAccess to the Genetics division of Science.
ACCESS_ROBOTICSAccess to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots.
ACCESS_ROBO_CONTROLAccess to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots.
ACCESS_XENOBIOLOGYAccess to the Xenobiology division of Science.
ACCESS_RND_SERVERSAccess to the research Server Room, containing the important R&D research servers and AI networking machines.
ACCESS_RDAccess for the Research Director's personal quarters in mapping, the R&D server room, as well as some other RD-related things.
ACCESS_SERVICEGeneral access for Service, allows for entry to the Service Hallway.
ACCESS_THEATREAccess to the Theatre, as well as other vending machines related to the theatre. Sometimes also used as the "clown's" access in code.
ACCESS_CHAPEL_OFFICEAccess to the Chaplain's office.
ACCESS_CREMATORIUMAccess to the chapel's crematorium.
ACCESS_LIBRARYAccess to the curator's private rooms in the Library and the trophy display cases, as well as access both into and out of the Library via Maintenance.
ACCESS_BARAccess to the Bar, the Bar's Backroom, the bar sign, the bar robot portal, and the bar's vending machines. Some other bar-things too.
ACCESS_KITCHENAccess to the Kitchen, the Kitchen's Coldroom, the kitchen's vending machines, and the food robot portal. Some other chef-things too.
ACCESS_HYDROPONICSAccess to the Botany Division of the station and some other Botanist things.
ACCESS_JANITORAccess to the Janitor's room, and some tablet apps for control of the station's janitorial equipment.
ACCESS_LAWYERAccess to the Lawyer's office.
ACCESS_CLERKAccess to the Gift Shop's back doors.
ACCESS_HOPAccess used for the Head of Personnel's personal quarters in mapping, as well as the security console and other HoP-related things.
ACCESS_CENT_GENERALGeneral facilities. Centcom ferry.
ACCESS_CENT_SPECOPSSpecial Ops. Captain's display case, Marauder/Seraph mechs, . Remind me to separate to captain, centcom, and syndicate mech access later -SonofSpace
ACCESS_SYNDICATESYNDICATE
ACCESS_BLOODCULTCULTS
ACCESS_INACCESSIBLEFor things that aren't ever supposed to be accessed
ACCESS_ALERT_ADMINS
LOG_ID_ACCESS_CHANGELogging define for ID card access changes

Define Details

ACCESS_AI_MASTER

Access to critical-to-function AI rooms and equipment such as the AI Core, AI Upload, AI mini-sat maintenance, turret controls, and foam dispensers.

ACCESS_AI_SAT

Access to non-critical rooms in the mini-sat the AI usually resides in. Given to Network Admins to let them do maintenance on the AI.

ACCESS_ALERT_ADMINS

ACCESS_ARMORY

Access to the armory, security incinerator (when present), and the execution/re-education chamber.

ACCESS_ATMOSPHERICS

Access to Atmospherics Sections of the Engineering Department, as well as air alarms.

ACCESS_AUX_BASE

Access to the Auxiliary Base Room, as well as the ability to launch it.

ACCESS_BAR

Access to the Bar, the Bar's Backroom, the bar sign, the bar robot portal, and the bar's vending machines. Some other bar-things too.

ACCESS_BLOODCULT

CULTS

ACCESS_BRIG

Access to brig cells, brig timers, permabrig, gulag, gulag teleporter, gulag shuttle, prisoner management console, and some security cargo crates.

ACCESS_BRIG_PHYS

Access for the Brig Physician and their locker, also used for the Brig Infirmary doors.

ACCESS_CAPTAIN

Access used for the Captain's personal quarters in mapping, the spare ID cabinet, and the antique gun (but only on gamma alert or above).

ACCESS_CARGO

General access needed to enter Cargo, allows entry into the Cargo Office and Mail/Delivery Office.

ACCESS_CARGO_BAY

Access to the Cargo Bay and Warehouse. Separated from the above to prevent miners processing cargo.

ACCESS_CE

Access for the Chief Engineer's office, as well as some other CE-related things.

ACCESS_CENT_GENERAL

General facilities. Centcom ferry.

ACCESS_CENT_SPECOPS

Special Ops. Captain's display case, Marauder/Seraph mechs, . Remind me to separate to captain, centcom, and syndicate mech access later -SonofSpace

ACCESS_CHANGE_IDS

Access used for Access-Changing Programs, this one will unlock all options that can be ever given via that program.

ACCESS_CHAPEL_OFFICE

Access to the Chaplain's office.

ACCESS_CHEMISTRY

Access to the chemistry lab, or the smaller room in medical with the multiple chem dispensers and pill pressers. The Chemist's main position.

ACCESS_CLERK

Access to the Gift Shop's back doors.

ACCESS_CLONING

Access to the cloning lab, usually adjacent to the genetics lab. Given to Medical Doctors so they can't also enter Genetics.

ACCESS_CMO

Access for the Chief Medical Officer's personal quarters in mapping, as well as some other CMO-related things.

ACCESS_COMMAND

Command General Access, used for accessing the doors to the bridge, the communications console, and the general access that Tablet/Computer Programs check for "heads".

ACCESS_CONSTRUCTION

Access to "construction" areas of the station. However, in mapping, it's also used to get access to the front door and lathe room of the engineering department.

ACCESS_CREMATORIUM

Access to the chapel's crematorium.

ACCESS_DETECTIVE

Access for the Detective, their office, and medical data console. Always mixed with ACCESS_SECURITY in the security office/delivery windoor, and the arrivals and departure sec checkpoints.

ACCESS_ENGINEERING

Engineering General Access, grants access to the standard parts of Engineering and the Engine Room.

ACCESS_ENGINE_EQUIP

Access to get into APCs, engineering equipment lockers, typically mapped in for key power rooms across the station, engineering vending machines, emitters, and some other stuff.

ACCESS_EVA

Access to the EVA Storage Room, and some cargo crates.

ACCESS_EXPERIMENTATION

Access to the Experimentation Lab, containing the E.X.P.E.R.I-MENTOR. Uses of this access is set to change in the future.

ACCESS_EXTERNAL_AIRLOCKS

Access to all external "space facing" airlocks on the station. Used such that people don't easily "jump ship", or restict free ingress/egress to only a few points on the station.

ACCESS_GENETICS

Access to the Genetics division of Science.

ACCESS_HOP

Access used for the Head of Personnel's personal quarters in mapping, as well as the security console and other HoP-related things.

ACCESS_HOS

Access used for the Head of Security's personal quarters in mapping, as well as other HoS-related things.

ACCESS_HYDROPONICS

Access to the Botany Division of the station and some other Botanist things.

ACCESS_INACCESSIBLE

For things that aren't ever supposed to be accessed

ACCESS_JANITOR

Access to the Janitor's room, and some tablet apps for control of the station's janitorial equipment.

ACCESS_KEYCARD_AUTH

Access used for events (Red Alert, BSA, Emergency Maintenance) which require at least two people to swipe at the same time to authorize it

ACCESS_KITCHEN

Access to the Kitchen, the Kitchen's Coldroom, the kitchen's vending machines, and the food robot portal. Some other chef-things too.

ACCESS_LAWYER

Access to the Lawyer's office.

ACCESS_LIBRARY

Access to the curator's private rooms in the Library and the trophy display cases, as well as access both into and out of the Library via Maintenance.

ACCESS_MAINT_TUNNELS

Access to all maintenance tunnels on the station. This overrides any "departmental maintenance" access, this has free roaming range everywhere.

ACCESS_MEDICAL

General access to Medbay, like the front doors, the treatment center, the medical records console, defibrillator mounts, and more.

ACCESS_MINING

Access to the "on-station" Mining Portion of the Cargo Department.

ACCESS_MINING_STATION

Access to the "off-station" Mining Station, which contains gear dedicated for miners to do their job best, as well as seek shelter from the inhospitable elements.

ACCESS_MORGUE

Access to the Morgue.

ACCESS_PARAMEDIC

Access to the Paramedic Staging Area.

ACCESS_PERSONAL_LOCKERS

Access used to override "personal control" on all personal lockers, meaning you are able to open any of those lockers/wardrobes.

ACCESS_PSYCHOLOGY

Access to the Psychologist's office.

ACCESS_QM

Access for the Quartermaster's personal quarters in mapping, as well as some other QM-related things.

ACCESS_RC_ANNOUNCE

Access to make an announcement through the Requests Console found in an office.

ACCESS_RD

Access for the Research Director's personal quarters in mapping, the R&D server room, as well as some other RD-related things.

ACCESS_RESEARCH

Access needed to research tech nodes at R&D consoles. May also be needed to access some scientific equipment.

ACCESS_RND_SERVERS

Access to the research Server Room, containing the important R&D research servers and AI networking machines.

ACCESS_ROBOTICS

Access to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots.

ACCESS_ROBO_CONTROL

Access to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots.

ACCESS_SCIENCE

General access for Science, allows for entry to the general hallways of Science, as well as the main lathe room.

ACCESS_SECURE_TECH

Access to the Secure Tech Storage room, containing unreplaceable high-value machine boards.

ACCESS_SECURITY

Security's General Access, armaments vendor, security lockers, and other secure gear. Applied to things to Officers and Wardens should access, but never Lawyers or Detectives.

ACCESS_SEC_BASIC

Access to the front doors of the Brig, the "secure" portion of the Courtroom, and department outposts. Given to Lawyers, Heads of Staff, and Detectives.

ACCESS_SERVICE

General access for Service, allows for entry to the Service Hallway.

ACCESS_SURGERY

Access to the surgery rooms, as well as the equipment and buttons there.

ACCESS_SYNDICATE

SYNDICATE

ACCESS_TCOMMS

Access to the Telecomms Server Room, traffic control console, machinery, and tablets.

ACCESS_TCOMMS_ADMIN

Access needed to view message logs recorded on the message monitor console in Telecomms.

ACCESS_TECH_STORAGE

Access to the Tech Storage room, containing lots of machine boards and other miscellaneous engineering gear.

ACCESS_TELEPORTER

Access to the Teleporter Room, and some cargo crates.

ACCESS_THEATRE

Access to the Theatre, as well as other vending machines related to the theatre. Sometimes also used as the "clown's" access in code.

ACCESS_TOXINS

Access to the Toxins Mixing Lab and Toxins Test Area equipment.

ACCESS_TOXINS_STORAGE

Access to the Toxins Storage Room, where all of the bomb-making gases are stored.

ACCESS_VAULT

Access to the vault on the station, for accessing the station's budget, the nuke core, or the Ore Silo.

ACCESS_VIROLOGY

Access to the Virology portion of the medical department, as well as the virology crate.

ACCESS_WEAPONS_PERMIT

The "Weapons Permit" Access, or the one that lets you walk past secbots without them charging at you as you hold your weaponry.

ACCESS_XENOBIOLOGY

Access to the Xenobiology division of Science.

LOG_ID_ACCESS_CHANGE

Logging define for ID card access changes