meat_derelict - Meat Zone
Contents:
Meaty areas
Stomach acid turf & such
Meat lights. Not to be confused with Spam Lite reduced fat meat-like protein product.
Grumpy meat-infested monster doors, monster floors, mutant cosmonauts, and a very sad giant head.
Various log files.
Audio logs
Fancy items in the land of meat
Puzzle elements
Gross mutant limbs
moon - Lunar Moon Museum Zone
Contents:
Moon Areas
Moon turfs
Moon emails
A tourguid bud
Museum objects
Control Panel Puzzle
A li'l fake bomb for an exhibit.
Very Legitimate Pawn Shop - Areas That Walp Uses For Gimmick Maps To Load In
prison/cell_block/Asylum Wards - Used for the admin holding cells.
Regina Anchorage - new merchant areas
Research Outpost - Off-station research outpost. Used for Cog2.
Salvager Vessel Magpie Space - Used to allow the exterior of the Magpie to render parallax layers.
Shame Cube - Shamecube area, applied on the admin command. Blocks entry.
parallax_render_source - Parallax render sources are screens that hold the appearance data for a specific type of parallax layer; this appearance
is then drawn to client parallax layers using render targets and sources. This permits the appearance of a specific parallax
layer to be edited at runtime and efficiently distributed across all applicable clients.
action - Object that owns this action.
How long does this action take in ticks.
When and how this action is interrupted.
Current state of the action.
TIME this action was started at
Unique ID for this action. For when you want to remove actions by ID on a person.
Promise that will be fulfilled when the action is finished or deleted. Finished = fulfilled with the action, deleted = fulfilled with null.
How long the action spent interrupted. Used to calculate the remaining time when resuming.
When the action was interrupted. Used to calculate interrupt_time
bar - This subclass has a progressbar that attaches to the owner to show how long we need to wait.
icon - Icon to use above the bar. Can also be a mutable_appearance; pretty much anything that can be converted into an image
anchor_or_unanchor - general purpose action to anchor or unanchor stuff
callback - Calls a specified proc if it finishes without interruptions. Only displayed to the user.
Heavily copy pasted from /datum/action/bar/icon/callback.
ambushing - If a target is in range and we're hiding, attack them until they're incapacitated
critter
attacking - This one makes the critter move towards a target returned from holder.owner.seek_target()
attacking target - This one makes the critter move towards a fixed target
eating - This one makes the critter move towards a food item returned from holder.owner.seek_food_target()
maintain distance - This makes the critter maintain a distance and fire on the target from holder.owner.seek_target() if the target gets close we back away.
attacking at range - This makes the critter maintain a distance and fire on the target from holder.owner.seek_target() if the target gets close we back away.
scavenging - This one makes the critter move towards a corpse returned from holder.owner.seek_scavenge_target()
barricading - Since we don't want flockdrones building barricades randomly, this task only exists for the targetable version to inherit from
build/targetable - Targetable AI tasks, instead of looking for targets around them they just override with their own target var
retaliating - This one makes the mob move towards a target mob and attack it. Repeats until the target is dead, gone, too far, or we are incapacitated. Called upon being attacked if the ai is set to retaliate
hiding - If a target can see us and we're not hiding, then lets run away and hide
succeedable
critter
attack subtask - The aiTask/succeedable handles the behaviour to do when we're in range of the target
flee subtask - The aiTask/succeedable handles the behaviour to do when we're in range of the target
ranged attack subtask - The aiTask/succeedable handles the behaviour to do when we're in range of the target
waiting in ambush - Wait in ambush - while hidden, stay hidden until a potential target is nearby, then interupt AI so ambush or attack can trigger
wander
critter/aggressive wander - This is standard wander behaviour with frequent checks for nearby enemies, which will interrupt the wandering.
flock - Wander override for better wandering
air_group - Air groups are collections of tiles that let us save processing time by treating a bunch of similar tiles as a single tile.
This is quite useful because atmospherics processing is quite the time hog and processing one tile is much faster.
Whenever our tiles become too different, we can break up and create new smaller groups.
allocated_region - Represents a map region you have allocated access to.
While you hold a reference to this region you are free to assume nothing else will allocate this part of the map and touch your region.
You should also not go out of its bounds of course.
Deallocate the region by qdel()ing it or dropping all references to it.
antagPopups - Singleton that handles antag popups, use get_singleton
antagonist_panel - Antagonist panel datums serve as per-UI-user datums that pass data fetched from the global antagonist panel data singleton
to the UI. These datums will also store and pass user specific data such as the current tab and subordinate antagonist data
requested by the UI user.
antagonist_panel_data - The global singleton datum responsible for generating and providing data to individual instances of antagonist panels.
Such a datum is necessary due to the relatively large amount of antagonist data that is required to be processed with
each update of individual antagonist panels; tab data may be collated once every update then stored in a cache in order
to be fetched by antagonist panels.
antagonist_panel_tab - Antagonist panel tab datums represent the individual tabs that may be present on an antagonist panel and are responsble
for generating the specific data contained within them.
portableCore - Chemicompiler
v1.0 By volundr 9/24/14
This device is a programmable chemistry mixing and heating device.
The javascript code to run the frontend is in browserassets/js/chemicompiler.min.js
which is minified javascript from browserassets/js/chemicompiler.js
If you make changes to the uncompressed javascript, you'll need to install node.js,
and run npm install -g uglify-js
then run uglifyjs browserassets/js/chemicompiler.js -c > browserassets/js/chemicompiler.min.js to rebuild the compressed version.
client_image_group - If true this image is always visible ignoring loc's invisibiltiy etc
cloner_defect - Who has this defect?
Weight of this effect when rolled against other effects in the same pool (minor/major). Default is 100.
Name of this defect for. medical scans or something, I dunno. Maybe let the geneticist's scanner thing see them?
Same as above- for scans or whatever
Can we get this defect multiple times?
How severe is this effect? (Currently just major and minor)
Allergic Reaction - Get some histamine after cloning
Limb Discombobulation - Left and right arms are swapped, making them both initially useless TODO actually implement
Motor Control Impairment - Add some kind of 'clumsy' mutation/trait
Subj- OH GOD RUN - Just fucking explode. probably a bad idea. TODO maybe make it so if they're healed to max they don't explode?
CURRENTLY DISABLED
Facial Disfiguration - Sets seen name to 'unknown' (until repaired with synthflesh)
Failed Limb Reconstruction - Lose a random limb after cloning
Minor Flesh Abnormality - Some random brute/burn damage after cloning.
Rapid-Onset Puritanism - You become a puritan- no more clonings for you! (unless the docs are really solid)
Unexpected Genetic Development - Set to a random (safe) mutantrace after cloning
Holds their original mutantrace type so we can change them back if the defect is removed
Poor Muscular Regulation - Makes you fall over when you sprint too hard (pug thing)
Vocal Chord Disfiguration - Sets heard voice to 'unknown' (until repaired with synthflesh)
cloner_defect_holder - Holds all the cloner defects for a person, as well as the weighted list of possible defects
color_matrix_editor - Nice admin editor for editing color matricies with a preview
command_argument - argument for a spacebee command, a singleton (should be created through get_singleton())
number - a number, not necessarily an integer
integer - an integer
string - a quoted or unquoted string argument
ckey - a quoted or unquoted string argument that gets ckey applied to it
optional - a string argument that doesn't have to exist (only supported as either the only argument or having another arg after it weirdly)
the_rest - the whole rest of the command (only supported as the last argument for obvious reasons)
analyzable - Makes an object scannable by the device analyzer.
The result type is drawn from either the parent's typepath or its mechanics_type_override.
Syndicate objects can't be scanned by non-Syndicate scanners.
manual_water - Plantpot must be watered manually (interacted with like a hydroponics tray clicking directly on the plant)
single_use - Component will destoy itself after plantpot is destroyed
assembly - This component calls a procref with a assembly_information string on the atom it was added to when it gets attacked with an object specified in the to_combine_item
This component can be used to get the convulent if-then-else trees of assemblies under control
Make the proc you call on sucessfull assembly return TRUE. Else the attack will go through!
auto_reagent - but like probably don't do multiple ones with overflowing=TRUE, ok???
bloodflick - a component that makes items flick blood off them and onto the ground when twirled.
bullet_holes - A component which makes bullet holes appear on a thing when it gets shot
complexsignal - Handler for a complex singal, that is a signal that requires some additional handling.
You define such signal for example as:
#define XSIG_OUTERMOST_MOVABLE_CHANGED list(/datum/component/complexsignal/outermost_movable, "mov_outermost_changed")
When this signal gets registered at least once once to a datum the appropriate complex signal component will get registered to it.
When all instances of this signal get unregistered then the component will qdel itself unless [qdel_when_unneeded] is unset.
The intended use is for this component to keep some more complex and resource intensive handling (possibly using other signals) and then send the
actual complex signal when some conditions are met. That signal should be set to src like this:
SEND_COMPLEX_SIGNAL(src, X_OUTERMOST_MOVABLE_CHANGED, old_outermost, new_outermost)
consume - handles various overrides regarding eating things, like making certain inedible things edible, or eaten organs restore health
can_eat_raw_materials - Eating rocks
food_effects - Applies some status effects when eaten
conveyorplacer - conveyor placing component
extradimensional_storage
ladder - subtype of the component that instead handles ladders
storage - subtype of the component that handles storage
flock_interest - Mark a specific flock as interested in this
flock_ping - Ping component, for highlighting something to the flock
obstruction - Used to mark objects blocking the construction of a flock tealprint
flock_protection - Raise COMSIG_FLOCK_ATTACK on common sources of damage (projectiles, items, fists, etc.)
fragile_item - Defines a "fragile item" component.
ghost_observable - DO NOT USE THIS IF YOU'RE CODING SOMETHING. For use at runtime only. Use START_TRACKING_CAT.
fake_attack - Fake attack - hallucinate being attacked by something
random_image - Random image - hallucinate an image on a visible tile with prob per life tick
random_image_override - Random image override - hallucinate an image on a filtered atom either in or out of view in range with prob per life tick, with an option to add as overlay or replace the icon
random_sound - Random sound - play a sound from a list with a prob per life tick
trippy_colors - Trippy colors - apply an RGB swap to client's vision
configuration - The config value of whitelistEnabled (actual value might be modified mid-round)
How many rounds are left without the whitelist being enabled
ai_tracking - Handles the AI camera tracking players
air_system - handles air processing.
area_process - Controller for misc. processing on areas
Areas will only process when active (player inside)
Calls /area/proc/area_process, register your area to [TR_CAT_AREA_PROCESS]
arena - Handles the gauntlet
blob - Handles blobs without being pissy about it
camnets - Handles rebuilding of camnets if needed
chemistry - Handles chemistry reactions
critters - handles critters
delete_queue - The process controller for queued deletion
explosions - handles EXPLOSIONS
fMove - Controls forced movements
flock - proocess for flock_structure objects
fluid_group - Controller for fluids
fluid_turfs - Processes fluid turfs
ghost_notifications - Handles sending ghost notifications to players
healthupdates - handles health updates
items - handles item/process()
kudzu - Controlls the kudzu process
lighting - Controls the LIGHTS
machines - handles machines processing
mob_ai - Uncomment to remove mobai loop runtime safety for debugging
handles mobcritters
mob_ui - Controls mob UI, like abilityholders
mobs - handles mobs
particles - Controls the particle system
railway - Controls railway movement
randomevents - handles random events
respawn - Controls the respawn controller
stamina_updates - Handles mob stamina recovery
statusEffects - handles status effects
stock_market - Handles updating the stock exchange
data_input_result - A datum holding the data the caller needs- the formatted output itself and the format the src selected (text, JSON, color, etc etc)
Functionally a named tuple.
debugFileOutput - This is a generic handler for logging your dumb JS errors generated by html popups
digbot_ui - Digbot UI
digital_filter - Provide support for IIR filters to perform all your standard filtering needs!
Previous inputs and outputs of the function will be summed together and output
exponential_moving_average - Sum weighted current input and weighted previous output to achieve output
input weight will be ratio of weight assigned to input value while remaining goes to previous output
window_average - Sum equally weighted previous inputs of window_size
hot - Currently used by the High Fever disease which is obtainable from the "Too Much" chem which only shows up in sickly pears, which are currently commented out. Go there to make use of this.
mouth
maneater - how much stam damage this limb should deal to living mobs
how much desorient this limb should apply to living mobs
how much stun this limb should apply to living mobs
if this limb stunned: how long should this kind of limb not be able to stun the target; to prevent reapplication of stuns
list of chems this limb should inject on targets
small - for cats/mice/etc
small_critter - little critters with teeth, like mice! can pick up small items only.
med - same as the parent, but can pick up some heavier shit
swipe_quake - test for crab attack thing
tentacle - I wanted a claw-like limb but without the random item pickup fail
mapPrefab - If 1 we will try to always place thing thing no matter what.
If -1 there's no limit.
mining - prefab will only be used if this matches map_currently_underwater. I.e. if this is 1 and map_currently_underwater is 1 then the prefab may be used.
map_generator - This type is responsible for any map generation behavior that is done in areas, override this to allow for area-specific map generation. This generation is ran by areas on world/proc/init().
parallax_render_source_group - The parent type for parallax render source groups, which govern which parallax render sources should be shown to a client
in a given area or z-level. They also allow for the efficient manipulation of parallax render sources and layers within a
specified z-level or area, permitting more granular control over the appearance of parallax render sources.
area - Area render source groups are singleton datums stored in a lookup table by type. They permit areas of differing type paths
to share parallax render source instances and therefore permit parallax render source changes to take effect across several
areas consistantly.
planet - Planet render source groups are non-singleton datums, with each instance of each type varying in parallax render source
settings. They are assigned to planet areas during the procedural generation of planets, and permit variety in parallax
layers amongst planets.
z_level - Z-level render source groups are singleton datums stored in a lookup table by z-level. Their default parallax render source
types are defined by the current map settings, with each z-level render source group using the list on the map settings datum
corresponding to its z-level. See map.dm and the Z_LEVEL_PARALLAX_RENDER_SOURCES() macro.
pathfind - The datum used to handle the JPS pathfinding, completely self-contained
plant species name - an override on 1 so plants like synthmeat can give seeds. an override on -1 so plants like creeper don't give seeds at all.
What kind of mutations should every seed of this plant receive when it is generated
rc_entry - Requisition contract entry: analyzes things passed to it, returns whether they were needed, and is checked for completion at end of analyses.
food - Food item entry, used to properly detect food integrity.
item - Basic item entry. Use for items that can't stack, and whose properties outside of path aren't relevant.
stack - Stackable item entry. Remarkably, used for items that can be stacked.
fibrilith - Identifier of the "prototypist", using defines set up above; associated with what category of product is being developed by the client.
Identifier of the prototypist's goal, using defines set up above.
Prototyping goals are developing a novel product; this should be something you can't get anywhere else with a distinct capability.
Manufacture goals are upgrading production for an existing product; these should reward multiple already-existing items (can be dissimilar).
Refinement goals are improving quality or material use efficiency of an existing product; this can sometimes be novel, and sometimes just a high-tier item.
something - Item reward datum optionally used in contract creation.
Should generally return an object, or set of objects that makes sense as a list entry (i.e. "fast food meal" for a burger, fries and soda).
To use: in a contract's New(), instantiate one of these and add it to src.item_rewarders.
Requisition Contract - The primary datum for requisitions contracts.
Top level contains cargo handling data, payout data, item reward generators if present, and formatted descriptions for the QM requisitions menu.
aid - Aid contracts are a class of standard (market-listed) contract.
Uniquely among contracts, aid contracts can't be pinned due to their urgency,
and will leave after a certain number of market cycles instead of at random.
Requirements and flavor text should convey this urgency.
civilian - Civilian contracts are a class of standard (market-listed) contract.
These contracts should typically be somewhat "tame", revolving around what a station might need in normal, non-catastrophe operation.
If you can picture a station or colony needing something for expansion, or under-provisioned it, it's a good candidate for a Civilian contract.
scientific - Scientific contracts are a class of standard (market-listed) contract.
Of the contract types, these should typically lean more heavily on unusual materials or ones that require a sophisticated acquisition process.
This doesn't have to be limited to what the science department puts out; if a researcher somewhere wants it, that could be a contract.
special - Contracts for utilisation by the special order event.
These are distinguished by the requisition being sent physically, either standalone or in a crate with stuff.
They are not inspected by the requisitions handler, and do not receive the screwup protection that is afforded to regular contracts.
They do not appear in the general market.
Two-Beep - Ringtones that'll get mashed into a PDA
Retrospection - basic-ass ringtones for basic-ass spacepeople
Nooty's Tooter - Clown ringtones
WOLF PACK - Test ringtone for random sounds w/ varied and altered pitch
Norman Number's Counting Safari - Test ringtone for cycled numbers with special index
BEEP 2: The Fourth - Ringtones with Shorts
KABLAMMO - Realistic Explosion FX - Syndicate Distracto-tones
state_based - For commands with multiple states (several stages of entering inputs, confirmation dialogs etc.).
Define a proc for each state and use go_to_state(new_state) to go to that state. When the
user inputs their next command instead of being processed by the Spacebee extension system it will
get processed by said state of this command.
confirmation - For dangerous commands that the user should really doublecheck. Override
prepare to check the validity of the vars and return a message (or null to cancel).
User will need to reply with ;;yes to continue at which point do_it gets called.
targetable - Does this need a target? If FALSE, ability is performed instantly
Can we target absolutely anything?
Can we target items in our inventory?
Can we target godmoded mobs?
Can we target observers if we see them (ectogoggles)?
See comment in /atom/movable/screen/ability.
If FALSE, bypass holder lock when we cast this spell.
Can we cast this spell when the holder is locked?
Are we prohibited from casting this spell in 1 (all of Z2) or 2 (only the VR)?
Does this check for range at all?
Targeting stays active after using spell if this is 1. click button again to disable the active spell.
If TRUE, Ability will stick to cursor even if ability goes on cooldown after first cast.
If TRUE, we will interrupt any action bars running with the INTERRUPT_ACT flag
if TRUE, cooldowns will be handled after action bars have ended. Needs action to call afterAction() on end.
Arc Flash - Ranged chain lightning attack. Bounces between up to chain_count extra mobs within chain_range tiles of the initial target.
Discharge - Melee attack. Shocks a targeted mob, or can be used on an airlock to temporarily cut its power.
Flash - Super simple CC. Short-ranged elecflash.
Jamming Field - Makes the user functions as a radio jammer for the duration. Functions by applying a status effect with a visible aura.
Jolt - Killing skill that does decent damage even when it doesn't finish.
The final tick stops the target's heart (or can restart it if they have SMES human.)
Use time is instant if the user jolts themselves.
Polarize - Applies a magnetic aura to nearby humans, as with the bio-magnetic fields random event. All auras will be of the same polarity.
Sap Power - Arcfiend's main way of obtaining power for their abilities.
Can be used on:
Ride the Lightning - This ability lets arcfiends travel through power cables like a Voltron (hence the type name).
Each tile traveled costs 3 units of power.
tgui_color_picker - Datum used for instantiating and using a TGUI-controlled color picker.
async tgui_color_picker - An asynchronous version of tgui_color_picker to be used with callbacks instead of waiting on user responses.
tgui_input_number - Datum used for instantiating and using a TGUI-controlled numbox that prompts the user with
a message and has an input for text entry.
async tgui_input_number - An asynchronous version of tgui_input_number to be used with callbacks instead of waiting on user responses.
tgui_input_text - Datum used for instantiating and using a TGUI-controlled textbox that prompts the user with
a message and has an input for text entry.
async tgui_input_text - An asynchronous version of tgui_input_text to be used with callbacks instead of waiting on user responses.
tgui_modal - Datum used for instantiating and using a TGUI-controlled modal that prompts the user with
a message and has items for responses.
tgui_modal/list_input - Datum used for instantiating and using a TGUI-controlled list input that prompts the user with
a message and shows a list of selectable options
async tgui_modal/list_input - An asynchronous version of tgui_modal/list_input to be used with callbacks instead of waiting on user responses.
tgui_window - Copyright (c) 2020 Aleksej Komarov
SPDX-License-Identifier: MIT
deletion_regressions - This is for regression tests of deletions that used to runtime.
This would ideally be replaced by Del The World, unit testing every single deletion.
unlockable_flock_structure - Subclass this for every new building type you add
Override the check_unlocked() function to do whatever unlock logic you have
If you're looking for a specific event, I recommend /datum/flock.hasAchieved()
plant - saves the plattype the critter came from. Whenever someone wants a critter to replant itself :)
saves the plantgenes of the critter. Important for seed creation as well as scaling with plant attributes
For genetics tracking.
This contains people who contributed to the plant. For AI purposes
man-eating plant - how much health the maneater should get normally and at 0 endurance
used for scaling the values on one of the critters limbs
plasma spore - This proc gets called after the critter is created on-harvest. Use this one to apply any baseline-scaling, like health, to the critter with plant stats
This proc needs to return the critter
a fucked up robot - Parent for robotic critters. Handles some traits that robots should have- damaged by EMPs, immune to fire and rads
Activate Shoes - Sonic + Rocket Shoe Abilities & Smoke
Stomp - Jump height, in tiles.
Time the jump takes, in seconds.
Owl Stone - Gimmick Stones
adventurepuzzle/triggerable/targetable
proccaller - Adventure puzzle thing - calls set proc on a linked object (via .name or .interesting)
vareditor - Adventure puzzle thing - edits set var (via .name or .interesting)
barricade - Barricades
blob - Whether onKilled already ran
nuclear bomb - people this far away and closer will see that this is a balloon in the description
set to true to fool everyone in description, includidng nukies (using it will give it away still)
Disjoint Connector - Helper object to define how disjoint connections are formed.
disposal pipe - whether or not this is an auto pipe, used for pipe detection in auto pipes
underfloor only
bitmask of pipe directions
dir will contain dominant direction for junction pipes
Health points 0-10
Initial icon state on map
Tag of mail group for switching pipes
junction/auto - a spawner for a three way junction
ion trails - ///// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
just pass in the object to attach it to in set_up
Then do start() to start it and stop() to stop it, obviously
and don't call start() in a loop that will be repeated otherwise it'll get spammed!
indestructible/invisible_block - an invisible thing to stop people walking where they 'aint meant to.
item - Verb used when you attack someone with this, as in [attacker] [attack_verbs] [victim]. Can be a list or single entry
What reagent will it make if it's brewable?
spawnable - A type to allow you to spawn custom wigs from the map editor
random - Randomized wig for the cargo crate
mask/cursed clown mask - Cluwne
shoes/sandal/magic/wizard - Subtype that wizards spawn with, and is in their vendor. Cows can wear them, unlike regular sandals (might also be useful in the future)
furniture parts - Do we want to prevent building on turfs with something dense there?
game clock - Check if the board is hit by a paint can
garden trowel - ////////////////////////////////// Garden Trowel ///////////////////////////////////////////////
The "plant" overlay of the plant
The "plantoverlay" of the plant
The genes of the plant when it was plucked
The growth level of the plant when it was plucked
mini neutron-crossbow - Crossbow that fires irradiating neutron projectiles like the nuclear reactor
DEBUG ITEM - don't actually use this for things. Unless you really want to, or it might be funny.
laser assault rifle - nanotrasen gun
owl gun - modular components - putting them here so it's easier to work on for now////////
////////////////////////////Owl Gun
YOU SHOULDN'T SEE THIS - TELL A CODER - Abstract supertype for implants that do something explodey-ish when you die. Includes functionality for scaling with implant number
Means different things for different implants, but in a general sense how Powerful the effect is. Scales additively with implant number.
tail - Severed tail images go in 'icons/obj/organ/tail.dmi'
on-mob tail images are defined by organ_image_icon
both severed and on-mob tail icon_states are defined by just icon_state
try to keep the names the same, or everything breaks
paper
H-87 Cloning Apparatus Manual - Cloning Manual -- A big ol' manual.
book
custom - CUSTOM BOOKS
from_file
AI Programming 101 - Head and Silicon Guides
Geothermal Capture System Field Training Manual - Engineering and Mechanics Guides
The Buddy Book - Medical and Science Guides
The Helpful Hydroponics Handbook - Civilian Guides
Dummies guide to material science - MatSci and Mining
Creature Conspectus Original Edition - FUN AND GAMES GUIDES
manufacturer blueprint - Manufacturer blueprints can be read by any manufacturer unit to add the referenced object to the unit's production options.
If non-zero, the name and description of this blueprint will be overriden on New() with standardized values
Type-AX Resonator - Nadir Resonators
Newspaper - A blank newspaper, which will randomly generate a headline usually.
tumbling creeper - This determinates if the trap is armed or not
how much damage the trap does when stepped upon. Will be set when harvested
how much damage the trap does when crashed into. Will be set when harvested
T-MO Watch - used to make the colon in the time blink like a clock display
used to show analog or screen displays on sprite
true when in hands or pockets
used for timer mode
power_stones/Owl Stone - Gimmick Stones
radio_tape/audio_book/Commander's Log - 'Customer Support Ticket #121' - obj/item/radio_tape/audio_book/commander_announcement
food - Amount this food heals for when eaten
Amount of space this takes up in a stomach
Which utensil we need to use to eat this
Color for various food items
Can it be used to make custom food like for pizzas
Amount of cheer this food adds/subtracts when eaten
Add medal name here in the format of e.g. "That tasted funny".
Was this food created by an emagged oven? To prevent re-rolling of food in emagged ovens.
Will ants spawn to eat this food if it's on the floor
Has this food already spawned ants
Can this food be sliced with a knife
Type to spawn when we slice this food
How many slices to spawn after slicing
If the food is inert while slicing (ie chemical reactions won't occur)
When we want to name them slices or wedges or what-have-you
Has this already reacted when being digested
How digested is this while in stomach
How digested something needs to be before it dissolves
synthetic pustule - how much blood to remove per process tick, medium pustule is very fast
how much chemical you get per unit of chemical in
synthflesh organ multiplier
satchel - if you try to put stacks inside the item, this one limits how much you can in one action. Creating 100 items out of a stack in a single action should not happen.
this list are for items that are in the allowed-list for other reasons, but should not be able to be put in satchels
the maximum weight class the satchels should be able to carry.
secondary_system/Alloyed Solutions Ore Scoop/Hold - if you try to put stacks inside the item, this one limits how much you can in one action. Creating 100 items out of a stack in a single action should not happen.
youshouldntseeme sword - //////////////////////////////////////////////// Swords ////////////////////////////////////////////
if this is TRUE, blocking with this weapon can slice thrown food items midair
The amount of stamina it costs to slice food midair
laser_sink - The abstract concept of a thing that does stuff when hit by a laser
ptl_seller - This is a stupid singleton sink that exists so that lasers that hit the edge of the z-level have something to connect to
lattice - metal beam lattices for connecting station parts.
auto - lattice spawners, for mapping large quantities of lattice at once.
They auto connect in four directions depending on the lattices around them, plus you can set them to connect to certain turfs.
turf_attaching - connect to all non turf/space turfs
wall_attaching - connect to all simulated and unsimulated walls
barricade - literally only used in 'assets/maps/prefabs/prefab_water_honk.dmm' Why not just use a girder?
directional_icons - a lattice that starts off with icon_state "lattice-dir"
directional_icons_alt - a lattice that starts off with icon_state "lattice-dir-b"
atmospherics - Quick overview:
Pipes combine to form pipelines.
Pipelines and other atmospheric objects combine to form pipe_networks.
Note: A single pipe_network represents a completely open space.
Pipes -> Pipelines
Pipelines + Other Objects -> Pipe network
cryogenic healing pod - Whether the cell is turned on or not
Mob inside the tube being healed
The beaker containing chems which are applied to the occupant. May or may not be present.
Additional power usage when the pod is occupied (and on)
manufacturing unit - This is used to make icon state changes cleaner by setting it to "fab-[icon_base]"
appended in get_desc() to the base description, to make subtype definitions cleaner
How much power is consumed while active? This is determined automatically when the unit starts a production cycle
This is a timer and not a true/false; it's decremented every process() tick
This is a bitflag used to track wire states, for hacking and such. Replace it with something cleaner if an option exists when you're reading this :p
Used as a cache when outputting messages to users
Used when deducting payment for ores from a Rockbox
This is an antispam timer to prevent autoclickers from lagging the server
Base class for material pieces that the manufacturer accepts. Keep this as material pieces only unless you're making larger changes to the system
The amount of each free resource that the manufacturer comes preloaded with
See free_resource_amt; this is the list of resources being populated from
A list of every option available in this unit subtype by default
Options gained from scanned blueprints
Options provided by an inserted manudrive
These options are available by default, but can't be printed unless the machine is hacked
gas extractor - cogwerks - a gas extractor for the engine
Primary Siphon Control - manual control panel for core operation of siphon itself (raising and lowering, on and off); stays physically paired to the siphon
gravitational singularity - ///////////////////////////////////////////////// Singularity /////////////////////////////
boolean for the spaghettification animation spin direction
If true the sucked-in objects will get stuck to the singularity
Number of objects absorbed by the singularity
number of players absorbed
if it should call gib on mobs
admin - Singularity that can exist on restricted z levels
meat/FreshFlesh - This is currently unused as it was intended for use in PR 6684, but it was removed upon request. This might be a temporary removal, so it's staying here.
vehicle - Rider is basically the "driver" of the vehicle
Sanity variable to prevent the vehicle from crashing multiple times due to a single collision
Does the vehicle have air conditioning? (check /datum/lifeprocess/bodytemp in bodytemp.dm for details)
Can we see the driver from outside of the vehicle? (used for overlays)
Storage for the ability buttons after initialization
List of types of ability buttons to be initialized
See /mob/proc/drop_item() in mob.dm and /atom/movable/proc/throw_at in throwing.dm
Whether any attack with an item that has a force value will immediately eject the rider (only works if rider_visible is true)
Speed, lower is faster, minimum of MINIMUM_EFFECTIVE_DELAY
Do we go through space?
What overlay icon do we use for the booster upgrade? (we have to initialize this in New)
barrel_embers - firey embers, for use with burning_barrel
bloody_aura - Used for bloodlings, maybe would be cool for other stuff!
petals - Used for Lavender reagent
plain_data - Data type for storing just data, without any procs or other fanciness. Meant to be used instead of deeply nested lists for e.g. TGUI ui_data.
procpath - Type used to sanely access vars on a proc.
Example: