code/__DEFINES/construction/material.dm 
| SHEET_MATERIAL_AMOUNT | The amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units. |
|---|---|
| HALF_SHEET_MATERIAL_AMOUNT | The amount of materials you get from half a sheet. Used in standard object quantities. 50 units. |
| SMALL_MATERIAL_AMOUNT | The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units. |
| COIN_MATERIAL_AMOUNT | The amount of material that goes into a coin, which determines the value of the coin. |
| MAX_STACK_SIZE | The maximum size of a stack object. |
| MAXCOIL | Maximum amount of cable in a coil |
| MATERIAL_INIT_MAPLOAD | Used to make a material initialize at roundstart. |
| MATERIAL_INIT_BESPOKE | Used to make a material type able to be instantiated on demand after roundstart. |
| MATERIAL_SILO_STORED | This material can be stored in an ore silo |
| MATERIAL_BASIC_RECIPES | This material can be used in basic recipes, such as chairs/toilets/tiles |
| MATERIAL_CLASS_RIGID | This material counts as a rigid enough solid to be used to craft tough objects like carving blocks or air tanks |
| MATERIAL_CLASS_AMORPHOUS | The opposite of rigid, this means that the material cannot hold a solid form (like sand) and cannot be used in item crafting |
| MATERIAL_CLASS_METAL | This material is a metal and can be used in construction as one |
| MATERIAL_CLASS_FABRIC | This material is a fabric and can be used to make clothing |
| MATERIAL_CLASS_CRYSTAL | This material is a crystal and can be used to make windows or shards |
| MATERIAL_CLASS_ORGANIC | This is an organic material, meaning its probably alive in some way. Or was alive at one point, rather. |
| MATERIAL_CLASS_POLYMER | This is a polymer of some sorts |
| MATERIAL_CLASS_ANY | Wildcard flag for recipes and alike to allow any material to be used |
| ITEM_MATERIAL_CLASSES | All material class flags usable for generic crafting |
| MATERIAL_TYPE_CLASSES | All material type class flags |
| MATERIAL_PROPERTY_MAX | Maximum value for a core material property |
| MATERIAL_PROPERTY_DIVERGENCE | Allows to easily add "deadzones" for properties, and only adjust stats if they go below/above said deadzones. Basically two starting points for modifiers. |
| MATERIAL_MIN_FORCE_MULTIPLIER | Minimum theoretical item force multiplier from materials |
| MATERIAL_MAX_FORCE_MULTIPLIER | Maximum theoretical item force multiplier from materials |
| MATERIAL_DENSITY_SLOWDOWN | Slowdown per density over 6 / below 3 per sheet of material |
| MATERIAL_REAGENT_CONSUMPTION_MULT | Multiplier for the amount of reagents added to the item upon accidental consumption |
| MATERIAL_REAGENTS_PER_SHEET | Amount of reagents per sheet of material. Not affected by density for simplicity and easier consistency upkeep |
| MATCONTAINER_EXAMINE | If the container shows the amount of contained materials on examine. |
| MATCONTAINER_NO_INSERT | If the container cannot have materials inserted through attackby(). |
| MATCONTAINER_ANY_INTENT | If the user can insert mats into the container despite the intent. |
| MATCONTAINER_SILENT | If the user won't receive a warning when attacking the container with an unallowed item. |
| MATCONTAINER_ACCEPT_ALLOYS | Alloys won't be disassembled in its components when inserted. |
| MATERIAL_NO_DESCRIPTORS | Prevents material items from displaying their descriptors in examine_more with sci glasses |
| MATERIAL_EFFECTS | Whether a material's mechanical effects should apply to the atom. This is necessary for other flags to work. |
| MATERIAL_COLOR | Applies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead |
| MATERIAL_ADD_PREFIX | Whether a prefix describing the material should be added to the name |
| MATERIAL_AFFECT_STATISTICS | Whether a material should affect the stats of the atom |
| MATERIAL_GREYSCALE | Applies the material greyscale color to the atom's greyscale color. |
| MATERIAL_NO_SLOWDOWN | Materials like plasteel and alien alloy won't apply slowdowns. |
| MATERIAL_NO_EDIBILITY | This item is not affected by the standard food-related effects of materials like meat and pizza. Necessary for the edible component counterparts, on_edible_applied() and on_edible_removed() |
| MATERIAL_NO_REAGENTS | Ignore custom material grind results |
| MATERIAL_INSERT_ITEM_NO_MATS | No material was found inside them item |
| MATERIAL_INSERT_ITEM_NO_SPACE | The container does not have the space for the item |
| MATERIAL_INSERT_ITEM_FAILURE | The item material type was not accepted or other reasons |
| MATERIAL_SLOWDOWN_PLASTEEL | The slowdown value of one SHEET_MATERIAL_AMOUNT of plasteel. |
| MATERIAL_SLOWDOWN_ALIEN_ALLOY | The slowdown value of one SHEET_MATERIAL_AMOUNT of alien alloy. |
| MATERIAL_QUANTITY_COMMON | How much quantity of a material stock exists for common materials like iron & glass. |
| MATERIAL_QUANTITY_UNCOMMON | How much quantity of a material stock exists for uncommon materials like silver & titanium. |
| MATERIAL_QUANTITY_RARE | How much quantity of a material stock exists for rare materials like gold, uranium, & diamond. |
| MATERIAL_QUANTITY_EXOTIC | How much quantity of a material stock exists for exotic materials like diamond & bluespace crystals. |
| MATERIAL_RARITY_COMMON | Is this material going to spawn often in ore vents? (80% of vents on lavaland) |
| MATERIAL_RARITY_SEMIPRECIOUS | Is this material going to spawn often in ore vents? (53% of vents on lavaland) |
| MATERIAL_RARITY_PRECIOUS | Is this material going to spawn uncommonly in ore vents? (33% of vents on lavaland) |
| MATERIAL_RARITY_RARE | Is this material going to spawn rarely in ore vents? (20% of vents on lavaland) |
| MATERIAL_RARITY_UNDISCOVERED | Is this material only going to spawn once in ore vents? (6% of vents on lavaland) |
| MATERIAL_LIST_OPTIMAL_AMOUNT | The key to access the 'optimal' amount of a material key from its assoc value list. |
| MATERIAL_LIST_MULTIPLIER | The key to access the multiplier used to selectively control effects and modifiers of a material. |
| GET_MATERIAL_MODIFIER | A macro that ensures some multiplicative modifiers higher than 1 don't become lower than 1 and vice-versa because of the multiplier. |
Define Details
COIN_MATERIAL_AMOUNT 
The amount of material that goes into a coin, which determines the value of the coin.
GET_MATERIAL_MODIFIER 
A macro that ensures some multiplicative modifiers higher than 1 don't become lower than 1 and vice-versa because of the multiplier.
HALF_SHEET_MATERIAL_AMOUNT 
The amount of materials you get from half a sheet. Used in standard object quantities. 50 units.
ITEM_MATERIAL_CLASSES 
All material class flags usable for generic crafting
MATCONTAINER_ACCEPT_ALLOYS 
Alloys won't be disassembled in its components when inserted.
MATCONTAINER_ANY_INTENT 
If the user can insert mats into the container despite the intent.
MATCONTAINER_EXAMINE 
If the container shows the amount of contained materials on examine.
MATCONTAINER_NO_INSERT 
If the container cannot have materials inserted through attackby().
MATCONTAINER_SILENT 
If the user won't receive a warning when attacking the container with an unallowed item.
MATERIAL_ADD_PREFIX 
Whether a prefix describing the material should be added to the name
MATERIAL_AFFECT_STATISTICS 
Whether a material should affect the stats of the atom
MATERIAL_BASIC_RECIPES 
This material can be used in basic recipes, such as chairs/toilets/tiles
MATERIAL_CLASS_AMORPHOUS 
The opposite of rigid, this means that the material cannot hold a solid form (like sand) and cannot be used in item crafting
MATERIAL_CLASS_ANY 
Wildcard flag for recipes and alike to allow any material to be used
MATERIAL_CLASS_CRYSTAL 
This material is a crystal and can be used to make windows or shards
MATERIAL_CLASS_FABRIC 
This material is a fabric and can be used to make clothing
MATERIAL_CLASS_METAL 
This material is a metal and can be used in construction as one
MATERIAL_CLASS_ORGANIC 
This is an organic material, meaning its probably alive in some way. Or was alive at one point, rather.
MATERIAL_CLASS_POLYMER 
This is a polymer of some sorts
MATERIAL_CLASS_RIGID 
This material counts as a rigid enough solid to be used to craft tough objects like carving blocks or air tanks
MATERIAL_COLOR 
Applies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead
MATERIAL_DENSITY_SLOWDOWN 
Slowdown per density over 6 / below 3 per sheet of material
MATERIAL_EFFECTS 
Whether a material's mechanical effects should apply to the atom. This is necessary for other flags to work.
MATERIAL_GREYSCALE 
Applies the material greyscale color to the atom's greyscale color.
MATERIAL_INIT_BESPOKE 
Used to make a material type able to be instantiated on demand after roundstart.
MATERIAL_INIT_MAPLOAD 
Used to make a material initialize at roundstart.
MATERIAL_INSERT_ITEM_FAILURE 
The item material type was not accepted or other reasons
MATERIAL_INSERT_ITEM_NO_MATS 
No material was found inside them item
MATERIAL_INSERT_ITEM_NO_SPACE 
The container does not have the space for the item
MATERIAL_LIST_MULTIPLIER 
The key to access the multiplier used to selectively control effects and modifiers of a material.
MATERIAL_LIST_OPTIMAL_AMOUNT 
The key to access the 'optimal' amount of a material key from its assoc value list.
MATERIAL_MAX_FORCE_MULTIPLIER 
Maximum theoretical item force multiplier from materials
MATERIAL_MIN_FORCE_MULTIPLIER 
Minimum theoretical item force multiplier from materials
MATERIAL_NO_DESCRIPTORS 
Prevents material items from displaying their descriptors in examine_more with sci glasses
MATERIAL_NO_EDIBILITY 
This item is not affected by the standard food-related effects of materials like meat and pizza. Necessary for the edible component counterparts, on_edible_applied() and on_edible_removed()
MATERIAL_NO_REAGENTS 
Ignore custom material grind results
MATERIAL_NO_SLOWDOWN 
Materials like plasteel and alien alloy won't apply slowdowns.
MATERIAL_PROPERTY_DIVERGENCE 
Allows to easily add "deadzones" for properties, and only adjust stats if they go below/above said deadzones. Basically two starting points for modifiers.
MATERIAL_PROPERTY_MAX 
Maximum value for a core material property
MATERIAL_QUANTITY_COMMON 
How much quantity of a material stock exists for common materials like iron & glass.
MATERIAL_QUANTITY_EXOTIC 
How much quantity of a material stock exists for exotic materials like diamond & bluespace crystals.
MATERIAL_QUANTITY_RARE 
How much quantity of a material stock exists for rare materials like gold, uranium, & diamond.
MATERIAL_QUANTITY_UNCOMMON 
How much quantity of a material stock exists for uncommon materials like silver & titanium.
MATERIAL_RARITY_COMMON 
Is this material going to spawn often in ore vents? (80% of vents on lavaland)
MATERIAL_RARITY_PRECIOUS 
Is this material going to spawn uncommonly in ore vents? (33% of vents on lavaland)
MATERIAL_RARITY_RARE 
Is this material going to spawn rarely in ore vents? (20% of vents on lavaland)
MATERIAL_RARITY_SEMIPRECIOUS 
Is this material going to spawn often in ore vents? (53% of vents on lavaland)
MATERIAL_RARITY_UNDISCOVERED 
Is this material only going to spawn once in ore vents? (6% of vents on lavaland)
MATERIAL_REAGENTS_PER_SHEET 
Amount of reagents per sheet of material. Not affected by density for simplicity and easier consistency upkeep
MATERIAL_REAGENT_CONSUMPTION_MULT 
Multiplier for the amount of reagents added to the item upon accidental consumption
MATERIAL_SILO_STORED 
This material can be stored in an ore silo
MATERIAL_SLOWDOWN_ALIEN_ALLOY 
The slowdown value of one SHEET_MATERIAL_AMOUNT of alien alloy.
MATERIAL_SLOWDOWN_PLASTEEL 
The slowdown value of one SHEET_MATERIAL_AMOUNT of plasteel.
MATERIAL_TYPE_CLASSES 
All material type class flags
MAXCOIL 
Maximum amount of cable in a coil
MAX_STACK_SIZE 
The maximum size of a stack object.
SHEET_MATERIAL_AMOUNT 
The amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units.
SMALL_MATERIAL_AMOUNT 
The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units.