{% extends "base.html" %} {% block title %}Component Library — Maxim Docs | SEM Entity Templates{% endblock %} {% block meta_description %}Browse Maxim's 73 SEM component templates — weapons, creatures, NPCs, environments, items, vehicles, and bodies across fantasy, cyberpunk, sci-fi, and more.{% endblock %} {% block meta_keywords %}Maxim components, SEM entities, game assets, NPC templates, weapon templates, creature templates, fantasy, cyberpunk, scifi, horror{% endblock %} {% block meta_author %}Maxim Project{% endblock %} {% block og_site_name %}Maxim{% endblock %} {% block og_type %}article{% endblock %} {% block structured_data %} {% endblock %} {% block content %}
73 SEM entity templates across 7 categories. Every component has sensors, affordances, and failure modes that drive Maxim's bio-cognitive systems during simulation. Expand the library with the Asset Foundry or Auto-Curation.
The library is searchable programmatically via ComponentIndex — a two-layer lookup that finds components by meaning, not just by name:
"old iron door" → environments/rusty_gateUsed by the Imagination system to check whether a percept entity already has a component before designing a new one, and by Auto-Curation for deduplication. Thread-safe (RLock), persists via .npy + .json sidecar (no pickle).
Arcane focus with spellcasting (fireball, shield, heal, channel) and physical strike. Corruption builds with use.
ref: weapons/magic_staff
Ranged weapon with regular, aimed, enchanted, and volley fire modes. Enchantment fades with use.
ref: weapons/enchanted_bow
Concealed stealth weapon with poison coating. Quick melee + throwable.
ref: weapons/poison_dagger
Basic melee weapon. Degrades with use — slash, parry, throw. Repairable.
ref: weapons/rusty_sword
Standard ranged weapon. Genre-neutral — works in any setting.
ref: weapons/longbow
Versatile modern blade — combat (slash, stab, throw) + utility (cut rope, pry).
ref: weapons/combat_knife
Electric melee weapon. Charge-based attacks with stun capability.
ref: weapons/shock_baton
Ranged neural weapon. Fire, rapid-fire, pistol-whip. Heat management critical.
ref: weapons/neural_disruptor
High-powered energy weapon. Overcharge for devastating shots — risk barrel melt.
ref: weapons/plasma_rifle
Massive flying predator. Fire breath, claw strikes, dive attacks. Armored but can be grounded.
ref: creatures/dragon
Pack predator. Bite, lunge, growl. Can be cowed if aggression drops.
ref: creatures/wolf
Undead fighter held together by necromancy. Can reassemble after taking damage.
ref: creatures/skeleton_warrior
Venomous ambush predator. Web traps, ceiling climbing. Venom and silk deplete.
ref: creatures/giant_spider
Undead spirit driven by rage. Fear aura, life drain, can phase through barriers. Regenerates.
ref: creatures/revenant
Apex predator with acid blood and stealth. Tail strikes, inner jaw, wall climbing.
ref: creatures/alien_xenomorph
Augmented canine with thermal vision and armor plating.
ref: creatures/cyberdog
Autonomous surveillance drone. Battery and signal dependent.
ref: creatures/patrol_drone
Stern authority figure. Social (speak, interrogate) + combat (attack, block). Trust-gated hostility.
ref: npcs/guard
Trader NPC. Social + commerce affordances. Genre-neutral base.
ref: npcs/merchant
Reclusive mage. Social (speak, request knowledge, trade) + magic (cast, ward). Mana-gated.
ref: npcs/wizard
Craftsman NPC. Repairs weapons, forges new items, appraises quality.
ref: npcs/blacksmith
Criminal NPC. Pickpocket, lockpick, scout. Bribable. Low trust by default.
ref: npcs/thief
Investigator NPC. Interrogates, observes, takes notes. High alertness.
ref: npcs/detective
Disciplined soldier. Gladius thrust, shield bash, pilum throw. Morale and fatigue driven.
ref: npcs/roman_legionary
Overworked engineer. Pair debug, grant access, escalate issues. Caffeine-dependent.
ref: npcs/sysadmin
Corpo Guard, Netrunner, Street Fixer, Ferryman, Base Humanoid. See npcs/ directory.
refs: npcs/corpo_guard, npcs/netrunner, npcs/street_fixer, npcs/ferryman, npcs/base_humanoid
Dark, trapped passage. Search for traps, light torches, check walls for secrets.
ref: environments/dungeon_corridor
Supernatural location. Temperature drops, exits seal, entity manifests. Barricade, hide, run.
ref: environments/haunted_manor
Starship command center. Navigation, comms, shields, emergency lockdown. Cascading failures.
ref: environments/space_station_bridge
Ancient public square. Observe crowds, listen to orators, approach senators, bribe officials.
ref: environments/roman_forum
Derelict industrial space. Search, sneak, climb rafters. Risk of structural collapse.
ref: environments/abandoned_warehouse
Tavern Interior, Forest Clearing, Enchanted Grove, Neon Alley, Megacorp Lobby, Ripperdoc Clinic, Server Room.
See environments/ directory for full list
General-purpose computer. Read/write files, run programs, browse web, send email. Battery + heat management.
ref: items/laptop
Server terminal. Run commands, check logs, deploy services, audit access, rotate credentials, block IPs.
ref: items/terminal_console
Magical tome. Study to improve comprehension, transcribe spells, decipher wards. Risky to cast directly.
ref: items/spellbook
Powerful but dangerous. Invoke dark power (deepens curse), resist whispers, attempt removal. Bonds to bearer.
ref: items/cursed_amulet
Healing Potion, Lockpick Set, Radio Transceiver, Antidote Vial, Food Ration, Water Flask, Poison Vial (fantasy/neutral); three colored vials (orange, purple, teal); eight cradle scenario items (cradle_blanket, cradle_button, cradle_cool_air, cradle_fire_pit, cradle_food, cradle_lever_door, cradle_sharp_rock, cradle_food).
See items/ directory for full list
Ground vehicle. Drive, load cargo, manage fuel and tires. Engine failure under stress.
ref: vehicles/pickup_truck
Living mount. Gallop, trot, halt. Loyalty builds through care. Can spook or collapse.
ref: vehicles/horse
Age-of-sail vessel. Manage crew, rations, sails, hull. Risk of mutiny, starvation, or sinking.
ref: vehicles/sailing_ship
Full SEM model of the desktop humanoid head from Pollen Robotics — the robot Maxim's embodiment journey started with. Models head pose (3-DOF), body yaw, antennas, camera/microphone health, battery, motor temperature, and pose confidence as SEM sensors. Use it as a reference template when modeling your own robot. Independent of the live hardware: works against the simulated controller too.
ref: bodies/reachy_mini
Augmented limbs with grip strength, proprioception, power management. MEGARM adds micro-tools.
refs: bodies/cybernetic_arm, bodies/megarm_v3
Base Humanoid (default sim body), Infant Humanoid (cradle developmental arc), Host Machine (devops scenario). See bodies/ directory.
refs: bodies/base_humanoid, bodies/infant_humanoid, bodies/host_machine