MUDVerse field guide

MUD Dictionary

Search 137 terms from MUD, MOO, MUSH, TinyMUX, MUCK, LPMud, Diku, Evennia, and roleplay communities. Repeated words remain separate when engines give them different technical meanings.

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137 terms shown across 9 sections.

Two maps for understanding the vocabulary

A shared-world mental modelThis is a useful analogy, not one universal engine schema.
Human user
controls ↓
Player / Character
located in ↓
Room
contains ↓Thing / Object
connects through ↓Exit → Room
Stored data
Properties / Attributes
Behavior
Verbs / Softcode / Programs
Programming-family mapConceptual genealogy; not every arrow means direct source-code descent.
MUD / text worlds
TinyMUDMUSH → TinyMUXMUCK → MUF + MPI
MOOObjectsProperties + verbs
LPMudDriver + mudlibLPC
DikuMUDRooms + mobilesZones + resets
ModernEvenniaTypeclasses + CmdSets

Same concept, different vocabulary

These are comparisons, not exact synonyms. Use the search to find the full engine-specific entries.

ConceptMOOMUSH / PennTinyMUXMUCKLP / Diku / Evennia
EntityObjectPlayer, Thing, Room, ExitPlayer, Thing, Room, ExitWorld objects plus MUF ProgramsLPC objects; world records; persistent Objects
IdentifierObject number; not reuseddbref; Penn objid detects recyclingRecyclable dbrefdbref-style numberRuntime identity; vnum; database identity
Custom dataPropertyAttributeAttributePropertyLPC fields; record fields; persistent Attributes
BehaviorVerbMUSHcode and $-commandsSoftcode and $-commandsMUF Program / MPILPC; native/scripts; Python Commands
Deferred workTask, fork, suspendQueue, wait, semaphoreQueue, action list, semaphoreProgram/event queuesCallouts or engine event systems
World groupingCore-definedZone or master contextZone relationshipEnvironment/property conventionsDomains; Diku reset zones; project conventions

Comparison grounded in sources [3], [5], [7], [10], [12], [14], and [15].

Vocabulary family

General MUD vocabulary

Player-facing and technical words found across many text worlds. Engine-specific senses are called out instead of treated as universal.

45 terms

MUD

Current engine docs

A networked, usually text-driven shared world where multiple users interact with one another and a persistent or semi-persistent environment.

Examplelook · north · say Hello

Context: Historically Multi-User Dungeon. Dimension, Domain, and Dialogue are later variants.

historicalgeneral
Compare with

MU*

Current engine docs

An umbrella term for MUDs, MOOs, MUSHes, MUCKs, MUXes, and related multi-user text worlds.

Example“This behavior appears on several MU* servers.”

Context: Use it as a category, not as an engine name.

general
Compare with

mudding / mudder

Current engine docs

Mudding means participating in a MUD; a mudder is someone who does so.

Example“I was mudding last night.”

community

world / game

Current engine docs

The shared virtual environment and, by extension, the running service and community.

Example“Which world do you play?”

Context: Social worlds may prefer world, community, MOO, or MUSH over game.

general

player

Current engine docs

Either the human participant or the database entity representing that participant, depending on context.

Examplepage Bob=Hello

Context: Never assume the word means only the human or only the stored object.

false-friendobject-model
Compare with

character / persona / avatar

Current engine docs

The in-world identity through which a human participates.

ExampleAlice is the player; Arwen is her character.

Context: Some engines combine player and character; others separate accounts from characters.

roleplayobject-model
Compare with

account

Current engine docs

Login identity that may control one or more characters when the engine separates authentication from in-world identity.

ExampleOne account selects two different characters.

Context: Common in modern frameworks; many classic engines instead log directly into a Player object.

object-model
Compare with

room

Current engine docs

A location that normally contains characters or objects and connects to other locations.

Examplelook · north

Context: MUX uses a Room type; MOO commonly uses objects descended from a room class; Diku stores room records; Evennia uses a Room typeclass.

buildingmovement

exit

Current engine docs

A traversable connection, command, or link leading from one location toward another.

Examplenorth · out · enter portal

Context: The user-facing idea is portable; the underlying object and parser behavior are not.

buildingmovement

object

Current engine docs

A generic thing represented in a world database or object system.

Examplelook sword · examine #123

Context: In MOO it is the fundamental entity. In MUSH/MUX, Thing is one specific object type while object may refer to every database type.

object-modelfalse-friend

thing

Current engine docs

Usually a carryable or manipulable object, distinguished from a player, room, or exit.

Example@create Brass Key

Context: In MUSH/MUX a Player or Room is an object but is not a Thing.

object-modelbuilding

contents / inventory

Current engine docs

Objects contained inside a room, container, or character; inventory usually means what a character carries.

Exampleinventory · get key · drop key

Context: The containment implementation differs even when the commands look familiar.

object-model
Compare with

command

Current engine docs

Text entered by a participant to request an action.

Examplelook statue · say hello · get sword

Context: Commands may resolve to hardcoded behavior, exits, MOO verbs, MUSH $-commands, or framework Command objects.

parser
Compare with

parser / command matching

Current engine docs

The machinery that turns typed text into a command, target, arguments, and behavior.

Exampleget sword → resolve sword → execute get

Context: This is one of the least portable areas between engines.

parserfalse-friend
Compare with

look

Current engine docs

Observe the current room, an object, or another participant.

Examplelook · look painting

Context: The syntax is widespread; visibility rules are game-specific.

command
Compare with

examine / ex

Current engine docs

Inspect an object at a technical level, often revealing ownership, flags, attributes, links, or code details.

Exampleexamine #123

Context: Usually a builder or debugging command, not a synonym for look.

buildingcommand
Compare with

say

Current engine docs

Send speech to people in the same local location.

Examplesay Hello everyone.

Context: Some engines support quotation-mark shorthand.

communication
Compare with

pose / emote

Current engine docs

Produce an action-style third-person message rather than quoted speech.

Example:waves. → “Aria waves.”

Context: MUSHes commonly say pose; traditional MUDs often say emote.

communicationroleplay

whisper / tell / page

Current engine docs

Related forms of private or non-local communication.

Examplepage Bob=Are you free?

Context: Combat MUDs often use tell, MUSH/MUX use page, and whisper may mean local private speech.

communicationfalse-friend
Compare with

channel

Current engine docs

A named multi-user communication stream independent of the current room.

Example+pub Hello

Context: Comsys, channel aliases, and game-written packages have different syntax and behavior.

communication

WHO

Current engine docs

A command or display listing connected users, often with status information.

ExampleWHO

Context: A softcoded +who may be different from hardcoded WHO.

communicationcommand
Compare with

client

Current engine docs

Software used to connect to a MUD, often adding saved worlds, logging, triggers, macros, or mapping.

ExampleConnect to host.example:4000.

Context: Modern clients may use Telnet, TLS, WebSocket, or a browser interface.

general

builder

Current engine docs

A participant authorized to create or modify world content.

Example@dig Observatory

Context: Builder may be a permission bit, staff rank, informal role, or all three.

buildingpermissions
Compare with

wizard / wiz

Current engine docs

A privileged administrator or programmer with capabilities unavailable to ordinary users.

ExampleA wizard repairs a broken world object.

Context: MOO, MUSH, MUCK, and LP wizard roles have materially different authority.

administrationfalse-friend
Compare with

mortal

Current engine docs

An ordinary non-administrative player, contrasted with wizard or immortal staff.

ExampleMortals cannot inspect that object.

Context: Especially common in game-oriented MUDs.

administration
Compare with

dbref

Current engine docs

Database reference number, conventionally written with #, used by TinyMUD-family engines.

Exampleexamine #123

Context: Penn and TinyMUX may recycle dbrefs. Classic LambdaMOO object numbers are not reused.

databasefalse-friend

attribute

Current engine docs

Named data attached to an object; on MUSH-family servers it may also contain executable softcode or command patterns.

Example&DESC statue=A weathered statue.

Context: The closest MOO analogue is property, but MOO keeps executable behavior in verbs.

databaseprogrammingfalse-friend

property

Current engine docs

A named value associated with an object, especially in MOO and MUCK.

ExampleMOO: object.foo · MUCK: _reg/name

Context: Inheritance, permissions, hierarchy, and executable behavior differ by family.

databasefalse-friend
Compare with

verb

Current engine docs

A named action or behavior; in MOO, specifically a program attached to an object.

Example#123:open()

Context: Outside MOO the word may only describe natural-language parser behavior.

programmingfalse-friend
Compare with

flag

Current engine docs

A boolean state attached to an object that changes behavior or permissions.

Example@set box=DARK

Context: Flag names and security effects vary substantially by engine and game.

permissions
Compare with

lock

Current engine docs

An access-control condition governing whether an actor may perform an operation involving an object.

Example@lock door=...

Context: Syntax and evaluation differ among MUSH, MUX, MUCK, and modern frameworks.

permissionssecurity
Compare with

owner

Current engine docs

The object or player recorded as responsible for an object and normally granted authority over it.

Exampleexamine object → owner information

Context: Ownership is not identical to control.

permissions
Compare with

control

Current engine docs

Having permission to modify or act through an object, whether through ownership, privilege, flags, powers, or locks.

ExampleA wizard controls an object owned by another player.

Context: An administrator may control an object without being its ordinary owner.

permissionssecurity
Compare with

parent / inheritance

Current engine docs

A relationship through which an object receives data or behavior from an ancestor, prototype, or class.

Example@parent child=prototype

Context: Exactly what is inherited differs by engine.

object-modelfalse-friend
Compare with

softcode

Current engine docs

Code written and stored inside the running world rather than compiled into the native server.

Example&hello me=$hello:@pemit %#=Hi!

Context: MOO usually says MOO code or verbs; MUCK uses MUF and MPI.

programmingsoftcode
Compare with

hardcode

Current engine docs

The native server implementation beneath in-world programming.

ExampleA softcode sqrt() function calls native server code.

Context: Other families may call this server code, driver, runtime, or engine.

programming
Compare with

task

Current engine docs

A currently executing or suspended unit of work, formalized by the MOO execution model.

ExampleA command invokes a verb and creates a task.

Context: Related to queues, but not an exact synonym.

execution-model

queue

Current engine docs

A mechanism for scheduling deferred commands or actions, especially in MUSH-family servers.

Example@wait 5=@emit Done

Context: Queue internals and preserved execution context vary by engine.

execution-model

puppet

Current engine docs

An object through which a player can remotely perceive or cause actions.

Example@force test=:squeaks.

Context: A MUSH-family design, not the generic word for every NPC.

object-modelcommunication
Compare with

robot / bot

Current engine docs

An automated participant or object, sometimes controlled by an external program.

ExampleAn external client logs in and responds automatically.

Context: ROBOT may be a formal legacy flag; bot is broader modern usage.

communityobject-model
Compare with

IC / OOC

Current engine docs

In Character versus Out of Character communication or behavior.

ExampleOOC: My connection is unstable.

Context: A social convention whose channels and formatting vary by game.

roleplaycommunity
Compare with

mobile / mob / NPC

Current engine docs

A computer-controlled character; mobile is the formal Diku-family world-data term and mob its common shortening.

Examplekill goblin

Context: Social worlds more often say NPC, puppet, bot, or programmed character.

object-modelfalse-friend

area

Current engine docs

A world-building grouping of rooms and content.

ExampleThe castle area contains twenty rooms.

Context: Often overlaps with Diku zone in casual speech, but server definitions vary.

building
Compare with

zone

Current engine docs

A grouping or control abstraction whose exact meaning depends strongly on engine family.

ExampleThe castle is in zone 30.

Context: A Diku reset zone is not the same thing as a TinyMUX zone relationship.

buildingfalse-friend
Compare with

reset / repop

Current engine docs

Restoration of configured world state, commonly respawning mobiles and items.

ExampleThe zone reset loads guards after earlier copies disappear.

Context: Characteristic of Diku-family worlds and not generally a social-world primitive.

buildingexecution-model

Vocabulary family

Community and roleplay vocabulary

Common player slang and social conventions. These words often extend beyond MUDs and are not engine features.

12 terms

newbie / newb

Community usage

A new or inexperienced participant.

Example“Could someone show this newbie where to train?”

Context: Newbie is usually neutral or friendly; newb and noob can be dismissive.

community-slang

alt

Community usage

An alternate character or identity controlled by the same player.

Example“My healer is an alt.”

Context: Rules about disclosure and interaction between alts vary by world.

community-slang
Compare with

idle / AFK

Community usage

Connected but inactive; AFK means away from keyboard.

ExampleWHO shows Aria idle for 12 minutes.

Context: Servers calculate and expose idle time differently.

community-slang
Compare with

linkdead

Community usage

Still represented in the world after the network connection has been lost.

ExampleThe character stopped responding and went linkdead.

Context: Some games preserve the character briefly; others disconnect immediately.

community-slang
Compare with

lag

Community usage

Noticeable delay between input and response caused by network or server latency.

Example“The game lagged during combat.”

Context: Not every delayed response is network lag; queued or intensive code can also pause output.

community-slang
Compare with

PK / PvP

Community usage

Player killing or player-versus-player conflict.

ExampleThis area permits PvP.

Context: Consent, safety, and mechanical rules are world-specific.

community-slang

PvE

Community usage

Player-versus-environment play against game-controlled challenges.

ExampleThe dungeon is designed for group PvE.

Context: A broad online-game term rather than a specific MUD architecture.

community-slang
Compare with

RP

Community usage

Roleplay: portraying a character within a shared fiction.

ExampleThe tavern is an RP scene.

Context: Communities range from optional roleplay to fully in-character play.

community-slangroleplay
Compare with

spam

Community usage

Excessive repeated output that overwhelms conversation or useful game text.

ExampleA looping trigger floods the room with spam.

Context: May be accidental code output or deliberate disruption.

community-slang

spoof

Community usage

Output made to appear as though it came from another source or from ordinary room text.

Example@emit can produce unattributed text.

Context: Some MUSH-family servers provide NOSPOOF tools to reveal the source.

community-slangsecurity
Compare with

boot

Community usage

Force a connected user off the server or restart the server, depending on context.

ExampleAn administrator boots an abusive connection.

Context: The two senses should be clear from context.

community-slangadministration

siteban

Community usage

A restriction preventing connections from a network address, host, or site pattern.

ExampleA repeated abuser receives a siteban.

Context: Scope and evasion resistance depend on the server.

community-slangsecurity

Vocabulary family

MOO vocabulary

MOO means MUD, Object Oriented. Objects carry properties and verbs within a persistent programmable database.

22 terms

MOO

Current engine docs

MUD, Object Oriented: a programmable text-world family deriving from Stephen White’s MOO and especially LambdaMOO.

Example“This world runs a LambdaMOO-derived server.”

moohistorical
Compare with

MOO object

Current engine docs

The fundamental database entity in MOO; rooms, players, exits, and ordinary items are all objects.

Example#17

Context: Objects combine structural attributes, properties, and verbs.

mooobject-model
Compare with

object number

Current engine docs

A numeric MOO object identity displayed as #n.

Example#17

Context: Classic LambdaMOO never reuses an object number after recycling.

moodatabasefalse-friend
Compare with

MOO property

Current engine docs

A named slot on an object holding a MOO value, with ownership, permissions, and inheritance behavior.

Examplethis.description

Context: Executable behavior belongs in verbs, not properties.

moodatabase
Compare with

built-in property

Current engine docs

A server-recognized structural value such as name, owner, location, contents, programmer, wizard, or permission bits.

Exampleobject.owner · object.location

Context: Distinct from database-defined properties inherited through the hierarchy.

moodatabase
Compare with

MOO verb

Current engine docs

A named MOO program attached to an object, used as a command handler or method called by other code.

Exampleobject:verb(args)

Context: A MOO verb is not simply a grammatical verb.

mooprogramming
Compare with

verb owner / permissions

Current engine docs

Each MOO verb has an owner plus r, w, x, and d permission bits governing visibility, editing, execution, and debugging.

ExampleInspect verb_info() before editing.

Context: Wizard-owned verbs require particular care because code runs with verb-owner authority.

moopermissionssecurity
Compare with

MOO parent / child

Current engine docs

The object-inheritance relationship through which descendants receive properties and verbs.

Examplecreate(parent)

Context: This is a fuller object hierarchy than MUSH attribute inheritance.

mooobject-model
Compare with

fertile / f bit

Current engine docs

Permission bit allowing non-owners to create children of a parent or reparent objects beneath it.

ExampleA generic class is made fertile for builders.

Context: A strongly MOO-specific permission.

moopermissionsbuilding
Compare with

programmer bit

Current engine docs

Privilege on a player-representing object that permits use of MOO programming facilities.

ExampleA player receives programmer status before editing verbs.

Context: Not equivalent to coder as an informal community role.

moopermissionsprogramming
Compare with

wizard bit

Current engine docs

High-privilege status on a player object granting special server operations.

ExampleA wizard-owned administrative verb.

Context: Do not assume it matches MUSH or LP wizard authority.

moopermissionsadministration
Compare with

location / contents

Current engine docs

Reciprocal containment properties: location is the containing object; contents lists contained objects.

Examplemove(player, room)

Context: The server move() operation maintains their consistency.

mooobject-model
Compare with

dobj / iobj / prep

Current engine docs

Direct-object, indirect-object, and preposition specifications used by command verbs.

Exampleput book in box → book is dobj; box is iobj.

Context: MOO parser terminology, not generic MUSH syntax.

mooparser
Compare with

MOO task

Current engine docs

One execution of a MOO program, created by commands, server events, forks, suspension, or input waits.

ExampleA command invokes a verb and creates a task.

Context: Compare with a MUSH queue entry, but do not call them identical.

mooexecution-model
Compare with

ticks

Current engine docs

An operation-count budget preventing a MOO task from monopolizing the server.

ExampleA runaway loop exhausts its ticks and aborts.

Context: MUSH-family evaluators have different limits and terminology.

mooexecution-model

fork

Current engine docs

MOO language mechanism scheduling another task, optionally after a delay.

Examplefork (5) … endfork

Context: Compare with @wait and queued actions on MUSH-family servers.

mooexecution-modelprogramming
Compare with

suspend

Current engine docs

Pause the current MOO task so it can resume later.

Examplesuspend(2);

Context: Suspends execution rather than changing object state.

mooexecution-model
Compare with

recycle

Current engine docs

Irrevocably destroy a MOO object.

Examplerecycle(#123)

Context: Classic LambdaMOO does not make that object number available for reuse.

moodatabase
Compare with

clear property

Current engine docs

A state in which an inherited MOO property uses its inherited/default value instead of an independent local value.

Exampleclear_property(object, "color")

Context: There is no direct one-word MUSH equivalent.

moodatabase
Compare with

core / core database

Current engine docs

A MOO database supplying high-level classes, commands, and facilities beyond the bare server.

ExampleStart a server using LambdaCore.

Context: Conceptually resembles an LP mudlib, but the architecture differs.

moodatabase
Compare with

LambdaCore

Current engine docs

The canonical core database associated with LambdaMOO, providing building, movement, messaging, and programming facilities.

Example@dig north,n to "The North Pole"

Context: The LambdaMOO server and LambdaCore database are separate components.

moohistorical
Compare with

quota / ownership_quota

Current engine docs

A core convention limiting how many objects an owner may create.

ExampleA builder with exhausted quota cannot create another object.

Context: Not every contemporary MOO uses the same quota policy.

moopermissions
Compare with

Vocabulary family

MUSH-family vocabulary

TinyMUD-descended worlds emphasizing building, roleplay, and attribute-based in-world programming. MUSH acronym expansions vary historically.

22 terms

MUSH / MUSH-family

Current docs and disputed etymology

A TinyMUD-descended family of social and roleplaying text worlds with user building and attribute-based programming.

ExamplePennMUSH, TinyMUSH, TinyMUX, and RhostMUSH.

Context: Commonly expanded as Multi-User Shared Hallucination(s), but historical expansions vary.

mushhistorical
Compare with

MUSH dbref

Current engine docs

A #number identifying an object in a MUSH database.

Example#3

Context: Recycling makes long-lived bare dbrefs unsafe; Penn provides objids.

mushdatabase
Compare with

objid

Current engine docs

PennMUSH identifier combining a dbref with creation identity so recycled references can be detected.

Example#123:creation-time

Context: Penn-specific behavior should not be assumed on every MUSH-family server.

mushdatabaseversion-specific
Compare with

MUSH attribute / attr

Current engine docs

Named string-valued data attached to an object and used for descriptions, configuration, and code.

Example&favorite_color me=blue

Context: The same attribute system can hold data or executable patterns.

mushdatabaseprogramming
Compare with

MUSHcode / softcode

Current engine docs

In-world language composed from commands, functions, substitutions, and attribute evaluation.

Example&cmd_test Foo=$test:@emit Hello

Context: Function names and evaluator rules differ among PennMUSH, TinyMUSH, TinyMUX, and RhostMUSH.

mushsoftcodeprogramming
Compare with

$-command

Current engine docs

A user-defined command stored in an attribute as a $pattern followed by an action.

Example&cmd_wave me=$wave *:@emit ...

Context: Shared convention does not guarantee evaluator portability.

mushsoftcodeparser
Compare with

listen / ^-pattern

Current engine docs

An attribute pattern triggered by matching emitted text rather than directly typed command text.

Example&HEAR box=^Hello:@emit Heard you.

Context: Scope and monitor requirements vary by implementation.

mushsoftcodecommunication
Compare with

enactor

Current engine docs

The object that caused a command or code path to happen; in PennMUSH %# is its dbref.

Example%# identifies the player who triggered a $-command.

Context: The enactor need not be the executor.

mushexecution-modelfalse-friend
Compare with

executor

Current engine docs

The object actually running the current command or code; represented by %! in PennMUSH.

ExampleCode stored on Foo runs with Foo as executor.

Context: The executor and enactor may be different objects.

mushexecution-modelfalse-friend
Compare with

caller

Current engine docs

The object that caused an attribute or function to be evaluated; represented by %@ in PennMUSH.

Exampleufun(Bar/fun_test) records the invoking object as caller.

Context: A third execution-context role, distinct from executor.

mushexecution-modelfalse-friend
Compare with

action list

Current engine docs

A sequence of MUSH commands carried out from an attribute or triggered behavior.

Example@emit One; @emit Two

Context: Separators and evaluation semantics vary by server and configuration.

mushsoftcodeexecution-model
Compare with

MUSH queue

Current engine docs

Scheduler for commands, waits, and deferred softcode actions.

Example@wait 5=@emit Done

Context: Queue internals are not common law across Penn, MUX, TinyMUSH, and Rhost.

mushexecution-model
Compare with

q-register / %q…

Current engine docs

Temporary softcode register carrying values through evaluation and action contexts.

Example%q0 · %q<name>

Context: Named-register extensions and preservation rules vary.

mushsoftcode
Compare with

semaphore

Current engine docs

A mechanism for coordinating queued softcode until an event releases waiting work.

Example@wait semaphore=command

Context: Implementation details are engine-specific.

mushexecution-model
Compare with

MUSH parent

Current engine docs

An object whose attributes and command patterns may be inherited by another object.

Example@parent #200=#100

Context: Attribute-oriented inheritance differs from MOO’s property-and-verb hierarchy.

mushobject-model
Compare with

MUSH flag

Current engine docs

Boolean object state such as DARK, SAFE, HAVEN, WIZARD, or PUPPET.

Example@set box=SAFE

Context: Available flags and their effects vary by server and game.

mushpermissions
Compare with

MUSH lock

Current engine docs

A predicate governing use, entry, page reception, teleportation, or another operation.

Example@lock/page me=...

Context: Examples must be scoped to a server and version.

mushpermissionssecurity
Compare with

PUPPET

Current engine docs

A flag and design pattern making a Thing a remote listening or acting extension of its owner.

Example@set test=PUPPET

Context: Behavior and restrictions vary by server and game.

mushobject-model
Compare with

ROBOT

Current engine docs

A historical player-like entity or flag convention intended for automated or externally controlled use.

ExampleAn external program controls the connection.

Context: Bot is the broader modern term.

mushhistorical
Compare with

NOSPOOF

Current engine docs

An anti-spoofing facility that identifies the source of output resembling ordinary room text.

ExampleEnable NOSPOOF while debugging suspicious emits.

Context: Output format and exact guarantees depend on server and version.

mushsecurity
Compare with

@emit / @pemit

Current engine docs

@emit produces unwrapped text; @pemit sends output to a selected target.

Example@pemit Bob=Hello

Context: Switches and permission rules diverge across implementations.

mushcommunicationsoftcode
Compare with

global / global command

Current engine docs

A softcoded command intended to be available across much or all of a game.

ExampleA +who command available from every room.

Context: May use master-room objects, zones, packages, or server configuration.

mushsoftcode
Compare with

Vocabulary family

TinyMUX vocabulary

TinyMUX is part of the MUSH lineage, but its parser, evaluator, queue, database, and current development branches require version-specific treatment.

14 terms

TinyMUX

Current engine docs

A MUSH-family server descending through TinyMUSH and continuing with its own modern architecture.

ExampleEngine: TinyMUX

Context: Version scope matters when discussing evaluator, database, queue, and JIT behavior.

muxversion-specific

TinyMUX object model

Current engine docs

Five database states/types are documented: Player, Thing, Exit, Room, and Garbage, with intrinsic ownership, containment, parent, zone, flags, powers, and attributes.

ExampleRooms connect through Exits and contain Players or Things.

Context: The four usable world types are strongly TinyMUD-like compared with MOO’s uniform model.

muxobject-model
Compare with

TinyMUX dbref

Current engine docs

A #number identifying a database object.

Example#1234

Context: Dbrefs can be recycled after destruction, unlike classic MOO object numbers.

muxdatabasefalse-friend
Compare with

object matching

Current engine docs

The process of translating player text into an internal object reference using a defined precedence.

Exampleget sword · look here · get #123

Context: Matching behavior can affect softcode portability from PennMUSH.

muxparser
Compare with

TinyMUX softcode

Current engine docs

Commands and functions supplied by hardcode, composed and stored in object attributes.

Example&sqrt.cmd MyCode=$sqrt *:@pemit %#=...

Context: A shared MUSH-family concept implemented by the MUX evaluator.

muxsoftcode
Compare with

TinyMUX hardcode

Current engine docs

The native C++ server layer beneath softcode.

Examplesoftcode sqrt() → native fun_sqrt()

Context: Comparable to server code, not to an LP mudlib.

muxprogramming
Compare with

TinyMUX $-command

Current engine docs

Attribute beginning with a $ match pattern, followed by a colon and action.

Example&sqrt.cmd MyCode=$sqrt *:@pemit %#=...

Context: Penn-like syntax does not guarantee exact evaluator compatibility.

muxsoftcodeparser
Compare with

TinyMUX enactor / %#

Current engine docs

The object responsible for causing the current softcoded action.

Example@pemit %#=Done.

Context: Closely parallels PennMUSH and is shared family terminology.

muxexecution-model

argument substitution / %0

Current engine docs

A captured wildcard argument made available to TinyMUX softcode.

Examplesqrt 2 → %0 is 2

Context: Related substitutions exist in PennMUSH but should be portability-tested.

muxsoftcode
Compare with

function evaluation / […]

Current engine docs

Square brackets request evaluation of a softcode function or expression in the current context.

Example[sqrt(%0)]

Context: Parser and evaluator differences often surface here.

muxsoftcodeparser
Compare with

TinyMUX action list

Current engine docs

A queued command sequence carrying execution context such as executor, enactor, caller, arguments, and registers.

Example@emit one; @emit two

Context: Do not assume Penn queue entries preserve identical context.

muxexecution-model
Compare with

TinyMUX queue

Current engine docs

The scheduler for delayed and deferred TinyMUX softcode.

Example@wait 5=@emit Done

Context: The queue architecture has diverged from related MUSH servers.

muxexecution-model

TinyMUX zone

Current engine docs

An optional intrinsic relationship used for grouping, control, or zone-based command matching.

ExampleAssociate locations with a zone object.

Context: This is not a Diku reset zone.

muxpermissionsfalse-friend

powers

Current engine docs

A set of granted capabilities distinct from ordinary boolean flags.

ExampleGrant an administrative capability independently of a flag.

Context: Other MUSH-family servers divide privilege differently.

muxpermissions

Vocabulary family

MUCK vocabulary

TinyMUD-descended worlds using MUF programs and MPI expressions alongside a persistent object database.

6 terms

MUCK

Current docs and disputed etymology

A TinyMUD-descended family oriented toward user construction and programmable social or roleplaying worlds.

Example@dig · @open · @program

Context: Common acronym expansions are retrospective; historical accounts treat MUCK as a play on MUD.

muckhistorical
Compare with

Fuzzball MUCK

Current engine docs

The principal continuing MUCK server tradition, with current MUCK, MUF, and MPI documentation.

ExampleA world runs Fuzzball 7.x.

muck
Compare with

MUF

Current engine docs

Multi-User Forth: the stack-oriented programming language associated with TinyMUCK descendants.

Example@program test.muf

Context: Compare with MOO verbs and MUSH softcode as concepts, not compatible syntax.

muckprogramming
Compare with

MUF program

Current engine docs

A database object containing executable MUF code.

Example@program · @edit

Context: A program is an object type; MOO instead attaches verbs to objects.

muckobject-modelprogramming
Compare with

MPI

Current engine docs

Message Parsing Interpreter: a lighter embedded expression facility used alongside MUF.

ExampleAn expression embedded in an object description.

Context: Related in purpose to MUSH evaluation, but syntactically unrelated.

muckprogramming
Compare with

property directory / propdir

Current engine docs

A hierarchical organization of MUCK properties.

Example_reg/myroom

Context: Distinct from MOO property inheritance and MUSH attributes.

muckdatabase
Compare with

Vocabulary family

LPMud vocabulary

The LP tradition separates a native game driver from an LPC-programmed mudlib that implements the world and game systems.

5 terms

LPMud

Current engine docs

The engine tradition Lars Pensjö began in 1989 around an LPC virtual machine and programmable mudlib.

ExampleGenesis was the first public world using the original LP driver.

Context: Architecturally closer to runtime plus game library than TinyMUD database softcode.

lpmudhistorical
Compare with

driver / gamedriver

Current engine docs

The native server and virtual-machine layer that hosts an LPMud and executes LPC.

ExampleFluffOS, LDMud, or DGD.

Context: An engine/runtime layer, not a MUSH hardcoded command.

lpmudprogramming

mudlib

Current engine docs

The LPC programs and configuration defining rooms, NPCs, items, handlers, commands, and game behavior.

Example/room/... and NPC source files

Context: Comparable to a MOO core database only as a loose architectural analogy.

lpmudprogramming
Compare with

LPC

Current engine docs

A C-like object-oriented language executed by LP-family drivers to implement a mudlib.

ExampleAn LPC file defines a room or NPC.

Context: Traditionally filesystem and source-file oriented rather than attribute softcode.

lpmudprogramming
Compare with

efun

Current engine docs

An external function supplied by the LP driver and callable from LPC.

Examplethis_player() · this_object() · write()

Context: Available efuns and signatures depend on the driver.

lpmudprogramming
Compare with

Vocabulary family

Diku-family vocabulary

Game-oriented world-building language built around rooms, mobiles, objects, zones, virtual numbers, and reset instructions.

6 terms

DikuMUD

Current engine docs

The influential C codebase whose world model shaped many descendants and their building vocabulary.

ExampleArea files contain rooms, mobiles, objects, shops, and zones.

Context: Publicly opened in February 1991 after development began in 1990.

dikuhistorical
Compare with

CircleMUD

Current engine docs

A major DikuMUD descendant whose builder manual clearly documents classic Diku-family world files.

Examplelib/world/wld · mob · obj · shp · zon

dikubuilding

Diku mobile / mob

Current engine docs

An NPC definition in Diku-family world data.

ExampleA guard mobile is loaded into room 3001.

Context: Mob later spread into wider gaming usage and often narrowed to hostile NPC.

dikuobject-model
Compare with

Diku zone

Current engine docs

A modular world unit grouping rooms and content while specifying reset behavior.

ExampleZone 30 contains the castle and its reset commands.

Context: Not the same abstraction as a TinyMUX zone.

dikubuildingfalse-friend
Compare with

vnum

Current engine docs

Virtual number used by Circle/Diku builders to identify rooms, mobiles, objects, and zones.

ExampleRoom 3001 · mobile 3001

Context: Different entity types can have the same numeric vnum in separate namespaces.

dikudatabasebuilding

Diku reset

Current engine docs

A zone command or event restoring configured NPC, object, equipment, or door state.

ExampleLoad one guard if none remains.

Context: Often called a repop by players and builders.

dikubuildingexecution-model
Compare with

Vocabulary family

Evennia vocabulary

Modern Python framework terminology separating accounts, persistent typeclassed objects, and composable command sets.

5 terms

Evennia

Current engine docs

A Python text-world framework whose defaults provide Object, Room, Exit, and Character typeclasses that projects can extend.

ExampleCustomize typeclasses in a game directory.

Context: A framework rather than a stock RPG.

evenniaprogramming

Evennia Object

Current engine docs

A persistent typeclassed in-game entity; default Characters, Rooms, and Exits are specialized Objects.

ExampleA chair, monster, room, or character can be an Object.

Context: Evennia commonly separates Accounts from Characters.

evenniaobject-model

Typeclass

Current engine docs

An Evennia Python class whose instances are connected to persistent database entities and game behavior.

Exampleclass Room(DefaultRoom): ...

Context: Compare with MOO parents or MUSH prototypes only conceptually.

evenniaprogrammingobject-model
Compare with

CmdSet

Current engine docs

An intelligent collection of commands made available to an account, object, exit, or context and merged by priority and rules.

ExampleAttach build commands through a CmdSet.

Context: Strongly contrasts with MUSH $-commands stored in attributes.

evenniaprogrammingparser

Evennia Exit

Current engine docs

A one-way Object with a destination that contributes a movement command named for the exit.

ExampleAn Exit named north points to another Room.

Context: Shows how a familiar player term can have a framework-specific implementation.

evenniamovementobject-model

Sources and citation notes

Engine manuals and project-maintained documentation take priority, followed by firsthand historical sources. Historical and disputed terms are labeled rather than silently presented as current universal usage. Links were checked on August 28, 2026.

  1. Early MUD HistoryRichard A. Bartle — firsthand historical account
  2. MUD FAQ, Part 1Richard A. Bartle — historical FAQ and terminology
  3. LambdaMOO Programmer’s ManualPavel Curtis — primary server manual
  4. MOO-Cows FAQ: Database and ProgrammingMOO project documentation
  5. PennMUSH Current Help SourcePennMUSH project — current engine documentation
  6. TinyMUX Frequently Asked QuestionsTinyMUX project — current documentation
  7. TinyMUX Object ModelTinyMUX project — current documentation
  8. TinyMUX Attribute SystemTinyMUX project — current documentation
  9. TinyMUX ZonesTinyMUX project — current documentation
  10. Fuzzball MUCK DocumentationFuzzball MUCK project — MUCK, MUF, and MPI manuals
  11. LDMud HistoryLDMud project — LPMud and LPC history
  12. Basic LIMA GuideLIMA Mudlib — practical driver, mudlib, and LPC guide
  13. DikuMUD HistoryDikuMUD project — official history
  14. CircleMUD Builder’s ManualCircleMUD Documentation Project — world-building reference
  15. Evennia ObjectsEvennia project — current documentation
  16. Evennia ExitsEvennia project — current documentation
  17. Evennia CmdSet APIEvennia project — current documentation