material 
Vars | |
| 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. |
| 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 |
Procs | |
| 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 | |
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
-
Handles initializing the material.
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Arguments:
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- _id: The ID the material should use. Overrides the existing ID.
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
- M - person consuming the mat
- S - (optional) item the mat is contained in (NOT the item with the mat itself)
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
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Returns the composition of this material.
-
Mostly used for alloys when breaking down materials.
-
Arguments:
-
- amount: The amount of the material to break down.