uh oh 
Vars | |
| accepts_sapper_power | if the building can be supported by a sapper structure |
|---|---|
| cap_tick_spacing | maximum allowed tick spacing for mult calculations due to lag |
| compute | base compute provided. negative amount means it uses compute |
| flock_desc | Shown on the TGUI tooltip for the structure |
| flock_id | The actual name of the structure shown to the flock |
| hitTwitch | Should it twitch on being hit? |
| last_process | TIME of last process |
| online_compute_cost | compute required to stay online |
| passthrough | can flockdrones pass through this akin to a grille? |
| resourcecost | resource cost for building |
| show_in_tutorial | Does this structure show up in the list of flock structures shown in the tutorial? |
| tick_spacing | normal expected tick spacing |
| time_started | when did we get created? |
Procs | |
| get_multiplier | multipler for flock loop, used to compensate for lag |
| skip_process | overridable checks for if we should skip processing this cycle |
Var Details
accepts_sapper_power 
if the building can be supported by a sapper structure
cap_tick_spacing 
maximum allowed tick spacing for mult calculations due to lag
compute 
base compute provided. negative amount means it uses compute
flock_desc 
Shown on the TGUI tooltip for the structure
flock_id 
The actual name of the structure shown to the flock
hitTwitch 
Should it twitch on being hit?
last_process 
TIME of last process
online_compute_cost 
compute required to stay online
passthrough 
can flockdrones pass through this akin to a grille?
resourcecost 
resource cost for building
show_in_tutorial 
Does this structure show up in the list of flock structures shown in the tutorial?
tick_spacing 
normal expected tick spacing
time_started 
when did we get created?
Proc Details
get_multiplier
multipler for flock loop, used to compensate for lag
skip_process
overridable checks for if we should skip processing this cycle