Goonstation 13 - Modules - TypesVar Details - Proc Details

/datum/manufacture

Vars

apply_materialWhether or not to apply a material onto the object upon completion. By default, this is the material used For the first material requirement specified.
categoryNamed category which the blueprint will reside in for manufacturers. See manufacturer.dm for list. If a blueprint has an invalid category, it will be assigned "Miscellaneous".
createHow many times it'll make each thing in the list - or not, depending on randomize_output
item_outputsList of object types which the blueprint outputs upon satisfaction of requirements
item_requirementsAn associated list of requirement datum to amount of requirement to use. See manufacturing_requirements.dm for more on those. This list is overriden on children, and on New() the requirement ID strings are resolved to their datum instances in the cache
namePlayer-read name of the blueprint
randomise_output0 - will create each item in the list once per loop (see manufacturer.dm Line 755) 1 - will pick() a random item in the list once per loop 2 - will pick() a random item before the loop begins then output one of the selected item each loop
timeHow many seconds it takes to complete the blueprint

Procs

setup_manufacturing_requirementsSetup the manufacturing requirements for this datum, using the cache instead of init() on each

Var Details

apply_material

Whether or not to apply a material onto the object upon completion. By default, this is the material used For the first material requirement specified.

category

Named category which the blueprint will reside in for manufacturers. See manufacturer.dm for list. If a blueprint has an invalid category, it will be assigned "Miscellaneous".

create

How many times it'll make each thing in the list - or not, depending on randomize_output

item_outputs

List of object types which the blueprint outputs upon satisfaction of requirements

item_requirements

An associated list of requirement datum to amount of requirement to use. See manufacturing_requirements.dm for more on those. This list is overriden on children, and on New() the requirement ID strings are resolved to their datum instances in the cache

name

Player-read name of the blueprint

randomise_output

0 - will create each item in the list once per loop (see manufacturer.dm Line 755) 1 - will pick() a random item in the list once per loop 2 - will pick() a random item before the loop begins then output one of the selected item each loop

time

How many seconds it takes to complete the blueprint

Proc Details

setup_manufacturing_requirements

Setup the manufacturing requirements for this datum, using the cache instead of init() on each