/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/supermatter.dm

MIASMA_CONSUMPTION_PPThe minimum pressure for a pure miasma atmosphere to begin being consumed. Higher values mean it takes more miasma pressure to make miasma start being consumed. Should be >= 0
MIASMA_PRESSURE_SCALINGHow the amount of miasma consumed per tick scales with partial pressure. Higher values decrease the rate miasma consumption scales with partial pressure. Should be >0
MIASMA_GASMIX_SCALINGHow much the amount of miasma consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the miasma consumed.
MIASMA_POWER_GAINThe amount of matter power generated for every mole of miasma consumed. Higher values mean miasma generates more power.
CO2_CONSUMPTION_PPThe minimum pressure for a pure CO2 atmosphere to begin being consumed. Higher values mean it takes more CO2 pressure to make CO2 be consumed. Should be >= 0
CO2_PRESSURE_SCALINGHow the amount of CO2 consumed per tick scales with partial pressure. Higher values decrease the rate CO2 consumption scales with partial pressure. Should be >0
CO2_GASMIX_SCALINGHow much the amount of CO2 consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the CO2 consumed.
GAS_HEAT_POWER_SCALING_COEFFICIENTThe internal energy gain coefficient.
BASE_POWER_TRANSMISSION_RATEThe base zap power transmission of the supermatter crystal in W/MeV.
DETONATION_RADIATION_RANGEAll humans within this range will be irradiated
SUPERMATTER_FAST_HEALING_RATEIf the crystal is healing faster than this per damage check, we suppress the Common radio notification for the cooldown
SUPERMATTER_COUNTDOWN_TIMEHow long it takes for the supermatter to delaminate after hitting 0 integrity
SUPERMATTER_SLIVER_REMOVED_COUNTDOWN_TIMEHow long it takes for the supermatter to delaminate after hitting 0 integrity if a sliver has been removed
SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWNto prevent accent sounds from layering
ZAP_ENERGY_ACCUMULATION_NORMALNormal zap energy accumulation key from normal operations.
ZAP_ENERGY_ACCUMULATION_HIGH_ENERGYHigh energy zap energy accumulation key from high energy extra effects.
ZAP_ENERGY_DISCHARGE_PORTIONZap energy discharge portion per tick.
POWERLOSS_CUBIC_DIVISORThe divisor scaling value for cubic power loss.
POWERLOSS_LINEAR_RATEThe rate at which the linear power loss function scales with power.
SM_DELAM_PRIO_NONEMeans it's not forced, sm decides itself by checking the /datum/sm_delam/proc/can_select
SM_DELAM_PRIO_IN_GAMEIn-game factors like the destabilizing crystal /obj/item/destabilizing_crystal. Purged when SM heals to 100
SM_DELAM_STRATEGY_PURGEPurge the current forced delam and make it zero again (back to normal). Needs to be higher priority than current forced_delam though.
SM_PROCESS_DISABLEDTotally disable the processing of the SM, used on the hugbox
SM_PROCESS_TIMESTOPTotally disable the processing of the SM, set when the timestop effect hit the SM
SM_PROCESS_ENABLEDEnable the SM to process atmos and internal procs
SUPERMATTER_ERRORUnknown status, shouldn't happen but just in case.
SUPERMATTER_INACTIVENo or minimal energy
SUPERMATTER_NORMALNormal operation
SUPERMATTER_NOTIFYAmbient temp 80% of the default temp for SM to take damage.
SUPERMATTER_WARNINGIntegrity below /obj/machinery/power/supermatter_crystal/var/warning_point. Start complaining on comms.
SUPERMATTER_DANGERIntegrity below /obj/machinery/power/supermatter_crystal/var/danger_point. Start spawning anomalies.
SUPERMATTER_EMERGENCYIntegrity below /obj/machinery/power/supermatter_crystal/var/emergency_point. Start complaining to more people.
SUPERMATTER_DELAMINATINGCurrently counting down to delamination. True /obj/machinery/power/supermatter_crystal/var/final_countdown
SM_POWER_EXTERNAL_IMMEDIATEHow much energy we get from external factors that are applied immediately.
SM_POWER_EXTERNAL_TRICKLEHow much energy we get from external factors that are applied over time.
SM_POWER_HEATHow much energy is gained from the temperature. Enabled by gas.
SM_POWER_POWERLOSSHow much energy the SM loses. Happens over time. Order matters here. We depend on current power + power gained from the factors above for the loss calc.
SM_POWER_POWERLOSS_GASHow much of the energy the SM loses is recouped. From gas factors here. Order matters here. We depend on the powerloss amount.
SM_POWER_POWERLOSS_SOOTHEDHow much of the energy the SM loses is recouped. From the psychologist this time. Order matters here. We depend on the powerloss amount.
SM_DAMAGE_HEATHow many damage we take from heat.
SM_DAMAGE_POWERHow many damage we take from too much internal energy.
SM_DAMAGE_MOLESHow many damage we take from too much moles around us.
SM_DAMAGE_HEAL_HEATHow many we healed. Happens when temp is low.
SM_DAMAGE_EXTERNALHow many damage do we take from external factors. This one is discrete.
SM_DAMAGE_SPACEDHow many damage do we take from space exposure. Here to prevent people from spacing SM chambers. Also discrete.
SM_WASTE_BASEHow much waste multiplier we get just from existing.
SM_WASTE_GASHow much waste multiplier we get because of the gases around us.
SM_WASTE_SOOTHEDHow much waste multiplier we (don't) get because there is a psychologist.
SM_TEMP_LIMIT_BASEHow many kelvins we get before taking damage, Given by god.
SM_TEMP_LIMIT_GASHow many extra kelvins we get before taking damage, this time from gases. Order matters, depends on base resistance.
SM_TEMP_LIMIT_SOOTHEDHow many extra kelvins we get before taking damage, this time from psychologist.
SM_TEMP_LIMIT_LOW_MOLESHow many extra kelvins we get before taking damage because our moles are low. I know, this is fucking hilarious. Order matters, depends on base resistance.
SM_ZAP_BASEHow much we are multiplying our zap energy.
SM_ZAP_GASHow much we are multiplying our zap energy because of gas factors.
CASCADE_DELAMINATIONDelamination types.
SUPERMATTER_COLOURColours used for effects.

Define Details

BASE_POWER_TRANSMISSION_RATE

The base zap power transmission of the supermatter crystal in W/MeV.

CASCADE_DELAMINATION

Delamination types.

CO2_CONSUMPTION_PP

The minimum pressure for a pure CO2 atmosphere to begin being consumed. Higher values mean it takes more CO2 pressure to make CO2 be consumed. Should be >= 0

CO2_GASMIX_SCALING

How much the amount of CO2 consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the CO2 consumed.

CO2_PRESSURE_SCALING

How the amount of CO2 consumed per tick scales with partial pressure. Higher values decrease the rate CO2 consumption scales with partial pressure. Should be >0

DETONATION_RADIATION_RANGE

All humans within this range will be irradiated

GAS_HEAT_POWER_SCALING_COEFFICIENT

The internal energy gain coefficient.

MIASMA_CONSUMPTION_PP

The minimum pressure for a pure miasma atmosphere to begin being consumed. Higher values mean it takes more miasma pressure to make miasma start being consumed. Should be >= 0

MIASMA_GASMIX_SCALING

How much the amount of miasma consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the miasma consumed.

MIASMA_POWER_GAIN

The amount of matter power generated for every mole of miasma consumed. Higher values mean miasma generates more power.

MIASMA_PRESSURE_SCALING

How the amount of miasma consumed per tick scales with partial pressure. Higher values decrease the rate miasma consumption scales with partial pressure. Should be >0

POWERLOSS_CUBIC_DIVISOR

The divisor scaling value for cubic power loss.

POWERLOSS_LINEAR_RATE

The rate at which the linear power loss function scales with power.

SM_DAMAGE_EXTERNAL

How many damage do we take from external factors. This one is discrete.

SM_DAMAGE_HEAL_HEAT

How many we healed. Happens when temp is low.

SM_DAMAGE_HEAT

How many damage we take from heat.

SM_DAMAGE_MOLES

How many damage we take from too much moles around us.

SM_DAMAGE_POWER

How many damage we take from too much internal energy.

SM_DAMAGE_SPACED

How many damage do we take from space exposure. Here to prevent people from spacing SM chambers. Also discrete.

SM_DELAM_PRIO_IN_GAME

In-game factors like the destabilizing crystal /obj/item/destabilizing_crystal. Purged when SM heals to 100

SM_DELAM_PRIO_NONE

Means it's not forced, sm decides itself by checking the /datum/sm_delam/proc/can_select

SM_DELAM_STRATEGY_PURGE

Purge the current forced delam and make it zero again (back to normal). Needs to be higher priority than current forced_delam though.

SM_POWER_EXTERNAL_IMMEDIATE

How much energy we get from external factors that are applied immediately.

SM_POWER_EXTERNAL_TRICKLE

How much energy we get from external factors that are applied over time.

SM_POWER_HEAT

How much energy is gained from the temperature. Enabled by gas.

SM_POWER_POWERLOSS

How much energy the SM loses. Happens over time. Order matters here. We depend on current power + power gained from the factors above for the loss calc.

SM_POWER_POWERLOSS_GAS

How much of the energy the SM loses is recouped. From gas factors here. Order matters here. We depend on the powerloss amount.

SM_POWER_POWERLOSS_SOOTHED

How much of the energy the SM loses is recouped. From the psychologist this time. Order matters here. We depend on the powerloss amount.

SM_PROCESS_DISABLED

Totally disable the processing of the SM, used on the hugbox

SM_PROCESS_ENABLED

Enable the SM to process atmos and internal procs

SM_PROCESS_TIMESTOP

Totally disable the processing of the SM, set when the timestop effect hit the SM

SM_TEMP_LIMIT_BASE

How many kelvins we get before taking damage, Given by god.

SM_TEMP_LIMIT_GAS

How many extra kelvins we get before taking damage, this time from gases. Order matters, depends on base resistance.

SM_TEMP_LIMIT_LOW_MOLES

How many extra kelvins we get before taking damage because our moles are low. I know, this is fucking hilarious. Order matters, depends on base resistance.

SM_TEMP_LIMIT_SOOTHED

How many extra kelvins we get before taking damage, this time from psychologist.

SM_WASTE_BASE

How much waste multiplier we get just from existing.

SM_WASTE_GAS

How much waste multiplier we get because of the gases around us.

SM_WASTE_SOOTHED

How much waste multiplier we (don't) get because there is a psychologist.

SM_ZAP_BASE

How much we are multiplying our zap energy.

SM_ZAP_GAS

How much we are multiplying our zap energy because of gas factors.

SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN

to prevent accent sounds from layering

SUPERMATTER_COLOUR

Colours used for effects.

SUPERMATTER_COUNTDOWN_TIME

How long it takes for the supermatter to delaminate after hitting 0 integrity

SUPERMATTER_DANGER

Integrity below /obj/machinery/power/supermatter_crystal/var/danger_point. Start spawning anomalies.

SUPERMATTER_DELAMINATING

Currently counting down to delamination. True /obj/machinery/power/supermatter_crystal/var/final_countdown

SUPERMATTER_EMERGENCY

Integrity below /obj/machinery/power/supermatter_crystal/var/emergency_point. Start complaining to more people.

SUPERMATTER_ERROR

Unknown status, shouldn't happen but just in case.

SUPERMATTER_FAST_HEALING_RATE

If the crystal is healing faster than this per damage check, we suppress the Common radio notification for the cooldown

SUPERMATTER_INACTIVE

No or minimal energy

SUPERMATTER_NORMAL

Normal operation

SUPERMATTER_NOTIFY

Ambient temp 80% of the default temp for SM to take damage.

SUPERMATTER_SLIVER_REMOVED_COUNTDOWN_TIME

How long it takes for the supermatter to delaminate after hitting 0 integrity if a sliver has been removed

SUPERMATTER_WARNING

Integrity below /obj/machinery/power/supermatter_crystal/var/warning_point. Start complaining on comms.

ZAP_ENERGY_ACCUMULATION_HIGH_ENERGY

High energy zap energy accumulation key from high energy extra effects.

ZAP_ENERGY_ACCUMULATION_NORMAL

Normal zap energy accumulation key from normal operations.

ZAP_ENERGY_DISCHARGE_PORTION

Zap energy discharge portion per tick.