/tg/ Station 13 - Modules - TypesVar Details - Proc Details

material

Vars

alphaBase alpha of the material
cached_texture_filter_iconA cached icon for the texture filter
colorBase color of the material, for items that don't have greyscale configs nor are made of multiple materials. Item isn't changed in color if this is null. This can be a RGB or color matrix, but it cannot be RGBA as alpha is automatically filled in.
debris_typeWhat type of debris the tile will leave behind when shattered.
descA short description of the material. Not used anywhere, yet...
greyscale_colorIf the color is a color matrix and either the item uses greyscale configs or is made of multiple colored materials. This will be used instead because neither greyscale configs nor BlendRGB() support color matrices. Also this has to be RRGGBB, six characters, no alpha channel as it's automatically filled in.
idWhat the material is indexed by in the SSmaterials.materials list. Defaults to the type of the material.
init_flagsBitflags that influence how SSmaterials handles this material.
item_sound_overrideCan be used to override the sound items make, lets add some SLOSHing.
mat_flagsMaterial behaviors, controls how the material is categorized and in what recipes it can be used
mat_propertiesList of material property IDs to their values, 0 - 10
mat_rust_resistanceHow resistant the material is to rusting when applied to a turf
material_reagentReagent type(s) of this material. Can be a reagent typepath or a list.
mineral_rarityHow likely this mineral is to be found in a boulder during mining.
minimum_value_overrideThis is the minimum value of the material, used in the stock market for any mat that isn't set to null
nameWhat the material is referred to as IC.
ore_typeWhat type of ore is this material associated with? Used for mining, and not every material has one.
points_per_unitHow many points per units of ore does this grant?
shard_typeWhat type of shard the material will shatter to
sheet_typeThe type of sheet this material creates.
starlight_colorStarlight color of the material This is the color of light it'll emit if its turf is transparent and over space. Defaults to GLOB.starlight_color if not set
texture_layer_icon_stateWhat texture icon state to overlay
tradableIs this material traded on the stock market?
tradable_base_quantityIf this material is tradable, what is the base quantity of the material on the stock market?
turf_sound_overrideCan be used to override the stepsound a turf makes. MORE SLOOOSH
value_per_unitThis is the amount of value per 1 unit of the material

Procs

Initialize
get_armor_modifiersReturns the list of armor modifiers, with each element having its assoc value multiplied by the multiplier arg
on_accidental_mat_consumptionThis proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption. Arguments
on_appliedThis proc is called when the material is added to an object.
on_edible_appliedCalled in /datum/component/edible/proc/on_material_effects
on_edible_removedCalled in /datum/component/edible/proc/on_remove_material_effects
on_main_appliedThis proc is called when the material becomes the one the object is composed of the most
on_main_removedThis proc is called when the material is no longer the one the object is composed by the most
on_removedThis proc is called when the material is removed from an object.
return_composition

Var Details

alpha

Base alpha of the material

cached_texture_filter_icon

A cached icon for the texture filter

color

Base color of the material, for items that don't have greyscale configs nor are made of multiple materials. Item isn't changed in color if this is null. This can be a RGB or color matrix, but it cannot be RGBA as alpha is automatically filled in.

debris_type

What type of debris the tile will leave behind when shattered.

desc

A short description of the material. Not used anywhere, yet...

greyscale_color

If the color is a color matrix and either the item uses greyscale configs or is made of multiple colored materials. This will be used instead because neither greyscale configs nor BlendRGB() support color matrices. Also this has to be RRGGBB, six characters, no alpha channel as it's automatically filled in.

Basically, set this if the color is a color matrix (list)

id

What the material is indexed by in the SSmaterials.materials list. Defaults to the type of the material.

init_flags

Bitflags that influence how SSmaterials handles this material.

item_sound_override

Can be used to override the sound items make, lets add some SLOSHing.

mat_flags

Material behaviors, controls how the material is categorized and in what recipes it can be used

mat_properties

List of material property IDs to their values, 0 - 10

mat_rust_resistance

How resistant the material is to rusting when applied to a turf

material_reagent

Reagent type(s) of this material. Can be a reagent typepath or a list.

mineral_rarity

How likely this mineral is to be found in a boulder during mining.

minimum_value_override

This is the minimum value of the material, used in the stock market for any mat that isn't set to null

name

What the material is referred to as IC.

ore_type

What type of ore is this material associated with? Used for mining, and not every material has one.

points_per_unit

How many points per units of ore does this grant?

shard_type

What type of shard the material will shatter to

sheet_type

The type of sheet this material creates.

starlight_color

Starlight color of the material This is the color of light it'll emit if its turf is transparent and over space. Defaults to GLOB.starlight_color if not set

texture_layer_icon_state

What texture icon state to overlay

tradable

Is this material traded on the stock market?

tradable_base_quantity

If this material is tradable, what is the base quantity of the material on the stock market?

turf_sound_override

Can be used to override the stepsound a turf makes. MORE SLOOOSH

value_per_unit

This is the amount of value per 1 unit of the material

Proc Details

Initialize

get_armor_modifiers

Returns the list of armor modifiers, with each element having its assoc value multiplied by the multiplier arg

on_accidental_mat_consumption

This proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption. Arguments

on_applied

This proc is called when the material is added to an object.

on_edible_applied

Called in /datum/component/edible/proc/on_material_effects

on_edible_removed

Called in /datum/component/edible/proc/on_remove_material_effects

on_main_applied

This proc is called when the material becomes the one the object is composed of the most

on_main_removed

This proc is called when the material is no longer the one the object is composed by the most

on_removed

This proc is called when the material is removed from an object.

return_composition