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open-space

open-space contains 34 collected skills from ss14-art, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
34
Stars
2
updated
2026-05-11
Forks
12
Occupation coverage
4 occupation categories · 100% classified
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Skills in this repository

ss14-upstream-maintenance
software-developers

Safely maintain a forked SS14 codebase with minimal upstream churn. Use when deciding whether to edit upstream files, when extending behavior in `_OpenSpace`, when preserving path similarity, or when avoiding unnecessary changes to RobustToolbox and offs content.

2026-05-11
ss14-atmos
software-developers

Work with SS14 atmospherics, gases, gas mixtures, fire, pressure, pipes, vents, pumps, scrubbers, air alarms, atmos overlays, and atmos-related prototypes or UI.

2026-04-21
ss14-audio
software-developers

Work with SS14 audio systems, sound specifiers, sound collections, ambient or lobby music, jukeboxes, predicted sound feedback, or audio assets under `Resources/Audio` and `Resources/Prototypes/SoundCollections`.

2026-04-21
ss14-databases-migrations
database-architects

Work with SS14 server database models, EF Core DbContexts, SQLite/Postgres migrations, persistence services, admin/player data storage, and schema compatibility.

2026-04-21
ss14-npc-ai
software-developers

Work with SS14 NPC systems, HTN behavior, pathfinding, steering, AI debug overlays, mindless mobs, hostile or friendly mob behavior, and NPC-related prototypes.

2026-04-21
ss14-pvs
software-developers

Work with SS14 PVS, visibility, network interest, PVS filters, PVS override behavior, visibility-dependent audio or popups, zoom PVS scale, or systems that behave differently when entities leave PVS.

2026-04-21
ss14-sprite-overlays-shaders
web-developers

Work with SS14 sprites, RSI metadata, sprite layers, overlays, custom visualizers, shaders, lighting-like client effects, and visual assets under `Resources/Textures` or client visual systems.

2026-04-21
ss14-transform-physics
software-developers

Work with SS14 transforms, coordinates, grids, maps, anchoring, containers, movement, collision, fixtures, physics bodies, thrown entities, or spatial queries.

2026-04-21
ss14-ui-bui
software-developers

Work with SS14 Bound User Interfaces, BUI state and messages, UI keys, `BoundUserInterface` client classes, server-side UI handlers, predicted BUI actions, and shared BUI contracts.

2026-04-21
ss14-ui-eui
web-developers

Work with SS14 EUI flows, `BaseEui`, `EuiStateBase`, `EuiMessageBase`, admin/debug windows, EUI state serialization, and client/server EUI message handling.

2026-04-21
ss14-ui-xaml
software-developers

Work with SS14 XAML windows, controls, `.xaml.cs` code-behind, UI layout, style classes, localized UI text, FancyWindow patterns, and client-side UI widgets.

2026-04-21
ss14-ai-workflow
software-developers

Use AI tools responsibly for SS14 development. Use when asking an agent to explain code, draft tests, refactor safely, debug with context, or when deciding what should stay human-designed versus what can be delegated to AI in this repo.

2026-04-20
ss14-client-server-shared
software-developers

Learn or reason about the SS14 split between `Content.Client`, `Content.Shared`, and `Content.Server`. Use when deciding where code belongs, explaining prediction, understanding client/server trust boundaries, or mapping a feature across replication and networking.

2026-04-20
ss14-common-api-patterns
software-developers

Use common SS14 gameplay helper APIs correctly. Use when choosing between `TryComp`, `Resolve`, `EnsureComp`, `Spawn`, `EntityQueryEnumerator`, prototype lookups, audio methods, popup methods, or safe randomness patterns in gameplay code.

2026-04-20
ss14-debugging-workflow
software-developers

Debug SS14 gameplay and content issues. Use when tracing a bug through events or systems, deciding between logs and breakpoints, using View Variables or console tools, or checking for prediction misbehavior, runtime mismatches, and sync problems.

2026-04-20
ss14-ecs-basics
software-developers

Learn or explain SS14 ECS architecture. Use when teaching or reasoning about entities, components, systems, and events; when reading an unfamiliar `*System.cs`; or when deciding what belongs in a component versus a system in this repo.

2026-04-20
ss14-ecs-components
software-developers

Create or modify SS14 ECS components in C#. Use when adding or reviewing component classes, component data fields, networked component state, serialization fields, or deciding what belongs in a component versus a system.

2026-04-20
ss14-ecs-prototypes
software-developers

Create or modify SS14 prototypes and their paired content data. Use when editing entity, reagent, structure, item, or appearance prototypes; deciding where prototype files belong; or mapping C# changes to YAML, FTL, sounds, sprites, and other Resources content.

2026-04-20
ss14-documentation-writing
software-developers

Write reviewable implementation notes for larger SS14 changes. Use when a gameplay change is large, when you need PR-ready technical notes, when a multi-file feature needs a brief internal write-up, or when a complex change should leave behind clear guidance for future edits.

2026-04-19
ss14-ecs-entities
software-developers

Work with entities, entity-system APIs, and entity/component access patterns in SS14 C#. Use when designing public system method signatures, choosing between EntityUid and Entity<T>, or resolving components safely in gameplay code.

2026-04-19
ss14-ecs-systems
software-developers

Create or modify SS14 entity systems in C#. Use when implementing gameplay logic, subscriptions, dependencies, public system APIs, or cross-assembly system placement for shared/server/client mechanics.

2026-04-19
ss14-events
software-developers

Create or review SS14 events and event-driven gameplay flow. Use when adding shared events, by-ref events, directed or relayed events, or deciding whether logic should be a public system method instead of a new event.

2026-04-19
ss14-gameplay-feature
software-developers

Implement or review gameplay code changes in this SS14 fork. Use when modifying C# entity systems, components, actions, events, or predicted interactions across `Content.Shared`, `Content.Server`, or `Content.Client`; when deciding which assembly or feature folder owns a mechanic; or when a gameplay change also needs prototypes, localization, UI, networking, or tests.

2026-04-19
ss14-graphics-generic-visualizer-appearance
software-developers

Work with SS14 visual state driven by `Appearance` and `GenericVisualizer`. Use when editing appearance enums, sprite-layer visibility rules, prototype-driven visual toggles, or shared/client visual state that maps gameplay state to RSIs.

2026-04-19
ss14-localization-code
software-developers

Use localized text correctly from SS14 C# code. Use when storing `LocId`, calling `Loc.GetString(...)`, choosing between raw text and localized identifiers, formatting popup/chat/UI strings, or reading localized entity and prototype names from code.

2026-04-19
ss14-localization-strings
software-developers

Add or review SS14 localization strings and localized C# usage. Use when changing player-facing text, FTL keys, Loc.GetString calls, localized prototype names or descriptions, or ensuring gameplay and UI text is properly localized.

2026-04-19
ss14-naming-conventions
software-developers

Apply SS14 naming conventions for C#, prototypes, events, dependencies, and localization. Use when naming handlers, methods, components, events, prototype IDs, localization IDs, or serialized fields in this repo.

2026-04-19
ss14-netcode
software-developers

Work with SS14 network events, `NetEntity`, replicated state, and shared/server/client routing. Use when adding or reviewing `[NetSerializable]` events, `SubscribeNetworkEvent`, networked component state, or deciding which assembly owns a networked message or replicated field.

2026-04-19
ss14-porting-and-licensing
software-developers

Port features safely into this fork and respect the repository's license model. Use when importing code or assets from another repo, checking whether a source is acceptable, planning attribution, or deciding how fork-specific changes should be isolated and documented in `open-space`.

2026-04-19
ss14-prediction
software-developers

Implement or review predicted gameplay and networked state in SS14. Use when a player action should feel immediate, when touching networked components, predicted popups or audio, predicted BUI flows, or shared client/server system splits.

2026-04-19
ss14-prototype-basics
software-developers

Learn or explain the basics of SS14 prototypes. Use when creating a first entity prototype, teaching prototype inheritance, finding where YAML lives, understanding common prototype components like `Sprite`, `Item`, `Tag`, or `Storage`, or when converting a rough gameplay idea into a prototype-first implementation plan.

2026-04-19
ss14-prototypes-locale
software-developers

Edit SS14 content resources under `Resources/`. Use when touching prototypes, localization, YAML, FTL, sprite metadata, sound collections, maps, or when mapping gameplay and UI code to the correct prototype, locale, texture, audio, or validation files.

2026-04-19
ss14-standard-optimizations
software-developers

Optimize SS14 gameplay code in common hot paths. Use when working on Update loops, frequently raised events, high-volume entity iteration, prediction-heavy client code, or other gameplay code where standard SS14 performance patterns matter.

2026-04-19
ss14-tests-authoring
software-quality-assurance-analysts-and-testers

Add or choose SS14 test coverage for gameplay, content, and integration changes. Use when deciding whether a change needs `Content.Tests`, `Content.IntegrationTests`, YAML validation, or only a targeted build/runtime pass, and when looking for in-repo test anchors to copy.

2026-04-19