/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/construction/material.dm

SHEET_MATERIAL_AMOUNTThe amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units.
HALF_SHEET_MATERIAL_AMOUNTThe amount of materials you get from half a sheet. Used in standard object quantities. 50 units.
SMALL_MATERIAL_AMOUNTThe amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units.
COIN_MATERIAL_AMOUNTThe amount of material that goes into a coin, which determines the value of the coin.
MAX_STACK_SIZEThe maximum size of a stack object.
MAXCOILMaximum amount of cable in a coil
MATERIAL_INIT_MAPLOADUsed to make a material initialize at roundstart.
MATERIAL_INIT_BESPOKEUsed to make a material type able to be instantiated on demand after roundstart.
MATERIAL_SILO_STOREDThis material can be stored in an ore silo
MATERIAL_BASIC_RECIPESThis material can be used in basic recipes, such as chairs/toilets/tiles
MATERIAL_CLASS_RIGIDThis material counts as a rigid enough solid to be used to craft tough objects like carving blocks or air tanks
MATERIAL_CLASS_AMORPHOUSThe opposite of rigid, this means that the material cannot hold a solid form (like sand) and cannot be used in item crafting
MATERIAL_CLASS_METALThis material is a metal and can be used in construction as one
MATERIAL_CLASS_FABRICThis material is a fabric and can be used to make clothing
MATERIAL_CLASS_CRYSTALThis material is a crystal and can be used to make windows or shards
MATERIAL_CLASS_ORGANICThis is an organic material, meaning its probably alive in some way. Or was alive at one point, rather.
MATERIAL_CLASS_POLYMERThis is a polymer of some sorts
MATERIAL_CLASS_ANYWildcard flag for recipes and alike to allow any material to be used
ITEM_MATERIAL_CLASSESAll material class flags usable for generic crafting
MATERIAL_TYPE_CLASSESAll material type class flags
MATERIAL_PROPERTY_MAXMaximum value for a core material property
MATERIAL_PROPERTY_DIVERGENCEAllows 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_MULTIPLIERMinimum theoretical item force multiplier from materials
MATERIAL_MAX_FORCE_MULTIPLIERMaximum theoretical item force multiplier from materials
MATERIAL_DENSITY_SLOWDOWNSlowdown per density over 6 / below 3 per sheet of material
MATERIAL_REAGENT_CONSUMPTION_MULTMultiplier for the amount of reagents added to the item upon accidental consumption
MATERIAL_REAGENTS_PER_SHEETAmount of reagents per sheet of material. Not affected by density for simplicity and easier consistency upkeep
MATCONTAINER_EXAMINEIf the container shows the amount of contained materials on examine.
MATCONTAINER_NO_INSERTIf the container cannot have materials inserted through attackby().
MATCONTAINER_ANY_INTENTIf the user can insert mats into the container despite the intent.
MATCONTAINER_SILENTIf the user won't receive a warning when attacking the container with an unallowed item.
MATCONTAINER_ACCEPT_ALLOYSAlloys won't be disassembled in its components when inserted.
MATERIAL_NO_DESCRIPTORSPrevents material items from displaying their descriptors in examine_more with sci glasses
MATERIAL_EFFECTSWhether a material's mechanical effects should apply to the atom. This is necessary for other flags to work.
MATERIAL_COLORApplies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead
MATERIAL_ADD_PREFIXWhether a prefix describing the material should be added to the name
MATERIAL_AFFECT_STATISTICSWhether a material should affect the stats of the atom
MATERIAL_GREYSCALEApplies the material greyscale color to the atom's greyscale color.
MATERIAL_NO_SLOWDOWNMaterials like plasteel and alien alloy won't apply slowdowns.
MATERIAL_NO_EDIBILITYThis 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_REAGENTSIgnore custom material grind results
MATERIAL_INSERT_ITEM_NO_MATSNo material was found inside them item
MATERIAL_INSERT_ITEM_NO_SPACEThe container does not have the space for the item
MATERIAL_INSERT_ITEM_FAILUREThe item material type was not accepted or other reasons
MATERIAL_SLOWDOWN_PLASTEELThe slowdown value of one SHEET_MATERIAL_AMOUNT of plasteel.
MATERIAL_SLOWDOWN_ALIEN_ALLOYThe slowdown value of one SHEET_MATERIAL_AMOUNT of alien alloy.
MATERIAL_QUANTITY_COMMONHow much quantity of a material stock exists for common materials like iron & glass.
MATERIAL_QUANTITY_UNCOMMONHow much quantity of a material stock exists for uncommon materials like silver & titanium.
MATERIAL_QUANTITY_RAREHow much quantity of a material stock exists for rare materials like gold, uranium, & diamond.
MATERIAL_QUANTITY_EXOTICHow much quantity of a material stock exists for exotic materials like diamond & bluespace crystals.
MATERIAL_RARITY_COMMONIs this material going to spawn often in ore vents? (80% of vents on lavaland)
MATERIAL_RARITY_SEMIPRECIOUSIs this material going to spawn often in ore vents? (53% of vents on lavaland)
MATERIAL_RARITY_PRECIOUSIs this material going to spawn uncommonly in ore vents? (33% of vents on lavaland)
MATERIAL_RARITY_RAREIs this material going to spawn rarely in ore vents? (20% of vents on lavaland)
MATERIAL_RARITY_UNDISCOVEREDIs this material only going to spawn once in ore vents? (6% of vents on lavaland)
MATERIAL_LIST_OPTIMAL_AMOUNTThe key to access the 'optimal' amount of a material key from its assoc value list.
MATERIAL_LIST_MULTIPLIERThe key to access the multiplier used to selectively control effects and modifiers of a material.
GET_MATERIAL_MODIFIERA 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.