Contribs are optional code snippets and systems contributed by the Evennia community. They vary in size and complexity and may be more specific about game types and styles than ‘core’ Evennia. This page is auto-generated and summarizes all contribs currently included.

All contrib categories are imported from evennia.contrib, such as

from evennia.contrib.base_systems import building_menu

Each contrib contains installation instructions for how to integrate it with your other code. If you want to tweak the code of a contrib, just copy its entire folder to your game directory and modify/use it from there.

Hint: Additional (potentially un-maintained) code snippets from the community can be found in our discussion forum’s Community Contribs & Snippets category.

If you want to contribute yourself, see here!


This category contains systems that are not necessarily tied to a specific in-game mechanic but is useful for the game as a whole. Examples include login systems, new command syntaxes, and build helpers.

Contrib: awsstorage

Contrib by The Right Honourable Reverend (trhr), 2020

This plugin migrates the Web-based portion of Evennia, namely images, javascript, and other items located inside staticfiles into Amazon AWS (S3) cloud hosting. Great for those serving media with the game.

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Contrib: building_menu

Contrib by vincent-lg, 2018

Building menus are in-game menus, not unlike EvMenu though using a different approach. Building menus have been specifically designed to edit information as a builder. Creating a building menu in a command allows builders quick-editing of a given object, like a room. If you follow the steps to add the contrib, you will have access to an edit command that will edit any default object, offering to change its key and description.

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Contrib: color_markups

Contrib by Griatch, 2017

Additional color markup styles for Evennia (extending or replacing the default |r, |234). Adds support for MUSH-style (%cr, %c123) and/or legacy-Evennia ({r, {123).

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Contrib: components

Contrib by ChrisLR 2021

The Components Contrib

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Contrib: custom_gametime

Contrib by vlgeoff, 2017 - based on Griatch’s core original

This reimplements the evennia.utils.gametime module but with a custom calendar (unusual number of days per week/month/year etc) for your game world. Like the original, it allows for scheduling events to happen at given in-game times, but now taking this custom calendar into account.

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Contrib: email_login

Contrib by Griatch, 2012

This is a variant of the login system that asks for an email-address instead of a username to login. Note that it does not verify the email, it just uses it as the identifier rather than a username.

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Contrib: ingame_python

Contrib by Vincent Le Goff 2017

This contrib adds the ability to script with Python in-game. It allows trusted staff/builders to dynamically add features and triggers to individual objects without needing to do it in external Python modules. Using custom Python in-game, specific rooms, exits, characters, objects etc can be made to behave differently from its “cousins”. This is similar to how softcode works for MU or MudProgs for DIKU. Keep in mind, however, that allowing Python in-game comes with severe security concerns (you must trust your builders deeply), so read the warnings in this module carefully before continuing.

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Contrib: menu_login

Contribution by Vincent-lg 2016. Reworked for modern EvMenu by Griatch, 2019.

This changes the Evennia login to ask for the account name and password as a series of questions instead of requiring you to enter both at once. It uses Evennia’s menu system EvMenu under the hood.

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Contrib: mux_comms_cmds

Contribution by Griatch 2021

In Evennia 1.0+, the old Channel commands (originally inspired by MUX) were replaced by the single channel command that performs all these functions. This contrib (extracted from Evennia 0.9.5) breaks out the functionality into separate Commands more familiar to MU* users. This is just for show though, the main channel command is still called under the hood.

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Contrib: unixcommand

Contribution by Vincent Le Geoff (vlgeoff), 2017

This module contains a command class with an alternate syntax parser implementing Unix-style command syntax in-game. This means --options, positional arguments and stuff like -n 10. It might not the best syntax for the average player but can be really useful for builders when they need to have a single command do many things with many options. It uses the ArgumentParser from Python’s standard library under the hood.

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This category contains ‘complete’ game engines that can be used directly to start creating content without no further additions (unless you want to).

Contrib: evscaperoom

Contribution by Griatch, 2019

A full engine for creating multiplayer escape-rooms in Evennia. Allows players to spawn and join puzzle rooms that track their state independently. Any number of players can join to solve a room together. This is the engine created for ‘EvscapeRoom’, which won the MUD Coders Guild “One Room” Game Jam in April-May, 2019. The contrib has no game content but contains the utilities and base classes and an empty example room.

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This category holds code implementing in-game gameplay systems like crafting, mail, combat and more. Each system is meant to be adopted piecemeal and adopted for your game. This does not include roleplaying-specific systems, those are found in the rpg folder.

Contrib: barter

Contribution by Griatch, 2012

This implements a full barter system - a way for players to safely trade items between each other in code rather than simple give/get commands. This increases both safety (at no time will one player have both goods and payment in-hand) and speed, since agreed goods will be moved automatically). By just replacing one side with coin objects, (or a mix of coins and goods), this also works fine for regular money transactions.

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Contrib: clothing

Contribution by Tim Ashley Jenkins, 2017

Provides a typeclass and commands for wearable clothing. These look of these clothes are appended to the character’s description when worn.

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Contrib: cooldowns

Contribution by owllex, 2021

Cooldowns are used to model rate-limited actions, like how often a character can perform a given action; until a certain time has passed their command can not be used again. This contrib provides a simple cooldown handler that can be attached to any typeclass. A cooldown is a lightweight persistent asynchronous timer that you can query to see if a certain time has yet passed.

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Contrib: crafting

Contribution by Griatch 2020

This implements a full crafting system. The principle is that of a ‘recipe’, where you combine items (tagged as ingredients) create something new. The recipe can also require certain (non-consumed) tools. An example would be to use the ‘bread recipe’ to combine ‘flour’, ‘water’ and ‘yeast’ with an ‘oven’ to bake a ‘loaf of bread’.

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Contrib: gendersub

Contribution by Griatch 2015

This is a simple gender-aware Character class for allowing users to insert custom markers in their text to indicate gender-aware messaging. It relies on a modified msg() and is meant as an inspiration and starting point to how to do stuff like this.

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Contrib: mail

Contribution by grungies1138 2016

A simple Brandymail style mail system that uses the Msg class from Evennia Core. It has two Commands for either sending mails between Accounts (out of game) or between Characters (in-game). The two types of mails can be used together or on their own.

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Contrib: multidescer

Contribution by Griatch 2016

A “multidescer” is a concept from the MUSH world. It allows for creating, managing and switching between multiple character descriptions and is a way for quickly managing your look (such as when changing clothes) in more free-form roleplaying systems. This will also work well together with the rpsystem contrib.

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Contrib: puzzles

Contribution by Henddher 2018

Intended for adventure-game style combination puzzles, such as combining fruits and a blender to create a smoothie. Provides a typeclass and commands for objects that can be combined (i.e. used together). Unlike the crafting contrib, each puzzle is built from unique objects rather than using tags and a builder can create the puzzle entirely from in-game.

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Contrib: turnbattle

Contribution by Tim Ashley Jenkins, 2017

This is a framework for a simple turn-based combat system, similar to those used in D&D-style tabletop role playing games. It allows any character to start a fight in a room, at which point initiative is rolled and a turn order is established. Each participant in combat has a limited time to decide their action for that turn (30 seconds by default), and combat progresses through the turn order, looping through the participants until the fight ends.

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Systems related to the game world’s topology and structure. This has contribs related to rooms, exits and map building.

Contrib: extended_room

Contribution - Griatch 2012, vincent-lg 2019

This extends the normal Room typeclass to allow its description to change with time-of-day and/or season. It also adds ‘details’ for the player to look at in the room (without having to create a new in-game object for each). The room is supported by new look and desc commands.

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Contrib: ingame_map_display

Contribution - helpme 2022

This adds an ascii map to a given room which can be viewed with the map command. You can easily alter it to add special characters, room colors etc. The map shown is dynamically generated on use, and supports all compass directions and up/down. Other directions are ignored.

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Contrib: mapbuilder

Contribution by Cloud_Keeper 2016

Build a game map from the drawing of a 2D ASCII map.

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Contrib: simpledoor

Contribution by Griatch, 2016

A simple two-way exit that represents a door that can be opened and closed from both sides. Can easily be expanded to make it lockable, destroyable etc.

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Contrib: slow_exit

Contribution by Griatch 2014

An example of an Exit-type that delays its traversal. This simulates slow movement, common in many games. The contrib also contains two commands, setspeed and stop for changing the movement speed and abort an ongoing traversal, respectively.

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Contrib: wilderness

Contribution by titeuf87, 2017

This contrib provides a wilderness map without actually creating a large number of rooms - as you move, you instead end up back in the same room but its description changes. This means you can make huge areas with little database use as long as the rooms are relatively similar (name/desc changing).

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Contrib: xyzgrid

Contribution by Griatch 2021

Places Evennia’s game world on an xy (z being different maps) coordinate grid. Grid is created and maintained externally by drawing and parsing 2D ASCII maps, including teleports, map transitions and special markers to aid pathfinding. Supports very fast shortest-route pathfinding on each map. Also includes a fast view function for seeing only a limited number of steps away from your current location (useful for displaying the grid as an in-game, updating map).

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These are systems specifically related to roleplaying and rule implementation like character traits, dice rolling and emoting.

Contrib: buffs

Contribution by Tegiminis 2022

A buff is a timed object, attached to a game entity. It is capable of modifying values, triggering code, or both. It is a common design pattern in RPGs, particularly action games.

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Contrib: dice

Contribution by Griatch, 2012

A dice roller for any number and side of dice. Adds in-game dice rolling (roll 2d10 + 1) as well as conditionals (roll under/over/equal to a target) and functions for rolling dice in code. Command also supports hidden or secret rolls for use by a human game master.

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Contrib: health_bar

Contribution by Tim Ashley Jenkins, 2017

The function provided in this module lets you easily display visual bars or meters as a colorful bar instead of just a number. A “health bar” is merely the most obvious use for this, but the bar is highly customizable and can be used for any sort of appropriate data besides player health.

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Contrib: rpsystem

Contribution by Griatch, 2015

A full roleplaying emote system. Short-descriptions and recognition (only know people by their looks until you assign a name to them). Room poses. Masks/disguises (hide your description). Speak directly in emote, with optional language obscuration (words get garbled if you don’t know the language, you can also have different languages with different ‘sounding’ garbling). Whispers can be partly overheard from a distance. A very powerful in-emote reference system, for referencing and differentiate targets (including objects).

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Contrib: traits

Contribution by Griatch 2020, based on code by Whitenoise and Ainneve contribs, 2014

A Trait represents a modifiable property on (usually) a Character. They can be used to represent everything from attributes (str, agi etc) to skills (hunting 10, swords 14 etc) and dynamically changing things like HP, XP etc. Traits differ from normal Attributes in that they track their changes and limit themselves to particular value-ranges. One can add/subtract from them easily and they can even change dynamically at a particular rate (like you being poisoned or healed).

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Helper resources specifically meant to teach a development concept or to exemplify an Evennia system. Any extra resources tied to documentation tutorials are found here. Also the home of the Tutorial World demo adventure.

Contrib: batchprocessor

Contibution by Griatch, 2012

Simple examples for the batch-processor. The batch processor is used for generating in-game content from one or more static files. Files can be stored with version control and then ‘applied’ to the game to create content.

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Contrib: bodyfunctions

Contribution by Griatch, 2012

Example script for testing. This adds a simple timer that has your character make small verbal observations at irregular intervals.

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Contrib: evadventure

Contrib by Griatch 2022

A complete example MUD using Evennia. This is the final result of what is implemented if you follow the Getting-Started tutorial. It’s recommended that you follow the tutorial step by step and write your own code. But if you prefer you can also pick apart or use this as a starting point for your own game.

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Contrib: mirror

Contribution by Griatch, 2017

A simple mirror object to experiment with. It will respond to being looked at.

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Contrib: red_button

Contribution by Griatch, 2011

A red button that you can press to have an effect. This is a more advanced example object with its own functionality and state tracking.

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Contrib: talking_npc

Contribution by Griatch 2011. Updated by grungies1138, 2016

This is an example of a static NPC object capable of holding a simple menu-driven conversation. Suitable for example as a quest giver or merchant.

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Contrib: tutorial_world

Contribution by Griatch 2011, 2015

A stand-alone tutorial area for an unmodified Evennia install. Think of it as a sort of single-player adventure rather than a full-fledged multi-player game world. The various rooms and objects are designed to show off features of Evennia, not to be a very challenging (nor long) gaming experience. As such it’s of course only skimming the surface of what is possible. Taking this apart is a great way to start learning the system.

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Miscellaneous, optional tools for manipulating text, auditing connections and more.

Contrib: auditing

Contribution by Johnny, 2017

Utility that taps and intercepts all data sent to/from clients and the server and passes it to a callback of your choosing. This is intended for quality assurance, post-incident investigations and debugging.

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Contrib: fieldfill

Contribution by Tim Ashley Jenkins, 2018

This module contains a function that generates an EvMenu for you - this menu presents the player with a form of fields that can be filled out in any order (e.g. for character generation or building). Each field’s value can be verified, with the function allowing easy checks for text and integer input, minimum and maximum values / character lengths, or can even be verified by a custom function. Once the form is submitted, the form’s data is submitted as a dictionary to any callable of your choice.

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Contrib: name_generator

Contribution by InspectorCaracal (2022)

A module for generating random names, both real-world and fantasy. Real-world names can be generated either as first (personal) names, family (last) names, or full names (first, optional middles, and last). The name data is from Behind the Name and used under the CC BY-SA 4.0 license.

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Contrib: random_string_generator

Contribution by Vincent Le Goff (vlgeoff), 2017

This utility can be used to generate pseudo-random strings of information with specific criteria. You could, for instance, use it to generate phone numbers, license plate numbers, validation codes, in-game security passwords and so on. The strings generated will be stored and won’t be repeated.

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Contrib: tree_select

Contribution by Tim Ashley Jenkins, 2017

This utility allows you to create and initialize an entire branching EvMenu instance from a multi-line string passed to one function.

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