fish
Vars | |
aquarium_vc_color | If present aquarium visual will be of this color |
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average_size | Average size for this fish type in centimeters. Will be used as gaussian distribution with 20% deviation for fishing, bought fish are always standard size |
average_weight | Average weight for this fish type in grams |
beauty | The beauty this fish provides to the aquarium it's inserted in. |
bites_amount | If you wonder why this isn't being tracked by the edible component instead: We reset the this value when revived, and slowly chip it away as we heal. Of course, it would be daunting to get this to be handled by the edible component given its complexity. |
breeding_timeout | How long it takes to produce new fish |
breeding_wait | The time limit before new fish can be created |
compatible_types | If set, the fish can also breed with these fishes types |
death_text | The message shown when the fish dies. |
dedicated_in_aquarium_icon | this icon file will be used for in-aquarium visual for the fish |
dedicated_in_aquarium_icon_state | The icon_state that will be used for in-aquarium visual for the fish If not set, "[initial(icon_state)]_small" will be used instead |
disliked_bait | Bait identifiers that make catching this fish harder and less likely Bait identifiers: Path | Trait | list("Type"="Foodtype","Value"= Food Type Flag like [MEAT]) |
electrogenesis_cooldown | cooldown on creating tesla zaps |
electrogenesis_power | power of the tesla zap created by the fish in a bioelectric generator. Scales with size. |
evolution_types | A list of possible evolutions. If set, offsprings may be of a different, new fish type if conditions are met. |
favorite_bait | Bait identifiers that make catching this fish easier and more likely Bait identifiers: Path | Trait | list("Type"="Foodtype","Value"= Food Type Flag like [MEAT]) |
feeding_frequency | How often the fish needs to be fed |
fillet_type | Fish autogenerated from this behaviour will be processable into this |
fish_flags | Flags for fish variables that would otherwise be TRUE/FALSE |
fish_id | An identifier for this fish used to track progress for fish caught between rounds in a way that's resilient to repathing (and removing paths). Only catchable fish need it. Once set, the value shouldn't be changed, so don't make typos. |
fish_movement_type | path to datums that dictate how the fish moves during the fishing minigame |
fish_traits | List of fish trait types, these may modify probabilty/difficulty depending on rod/user properties or dictate how the fish behaves or some of its qualities. |
fishing_difficulty_modifier | Base additive modifier to fishing difficulty |
food | What type of reagent this fish needs to be fed. |
health | Current fish health. Dies at 0. |
icon_state_dead | icon used when the fish is dead, ifset. |
last_feeding | Time of last the fish was fed |
material_weight_mult | Stores the current total weight modifier from materials. |
maximum_size | The maximum size this fish can reach, calculated the first time update_size_and_weight() is called. |
maximum_weight | The maximum weight this fish can reach, calculated the first time update_size_and_weight() is called. |
min_pressure | Outside of an aquarium, the pressure needs to be within these two variables for the environment to be safe. |
num_fillets | number of fillets given by the fish. It scales with its size. |
random_case_rarity | How rare this fish is in the random cases |
required_fluid_type | Required fluid type for this fish to live. |
required_temperature_max | Maximum possible temperature for the fish to live. |
required_temperature_min | Required minimum temperature for the fish to live. |
safe_air_limits | When outside of an aquarium, these gases that are checked (as well as pressure and temp) to assert if the environment is safe or not. |
size | Size in centimeters. Null until update_size_and_weight is called. Number of fillets and w_class scale with it. |
spawn_types | If set, when procreating these are the types of fish that will be generate instead of 'type' |
sprite_height | height of aquarium visual icon |
sprite_width | width of aquarium visual icon |
stable_population | Won't breed more than this amount in single aquarium. |
status | Fish status |
temp_size | Temporarily stores the new size of the fish from randomize_size_and_weight() to be used by update_size_weight() later, so that it can be deferred. |
temp_weight | Temporarily stores the new weight of the fish from randomize_size_and_weight() to be used by update_size_weight() later, so that it can be deferred. |
weight | Weight in grams. Null until update_size_and_weight is called. Grind results scale with it. Don't think too hard how a trout could fit in a blender. |
weight_size_deviation | The general deviation from the average weight and size this fish has in the wild |
Procs | |
UsedforProcessing | When processed, the reagents inside this fish will be passed to the created atoms. |
adjust_reagents_capacity | adjusts the maximum volume of the fish reagents holder and update the amount of food to bite |
after_eat | Fish is not a reagent holder yet it's edible, so it doen't behave like most other snacks which means it has its own way of handling being bitten, which is defined here. |
calculate_fish_force_bonus | A proc that makes the fish slightly stronger or weaker if there's a noticeable discrepancy between size and weight. |
check_liked | Checks if the fish is liked or not when eaten by a human. |
feed | Feed the fishes with the contents of the fish feed |
flop_animation | This flopping animation played while the fish is alive. |
generate_fish_reagents | A proc that returns a static reagent holder with a set reagents that you'd get when eating this fish. |
get_aquarium_fishes | Returns tracked_fish_by_type but flattened and without the items in the blacklist, also shuffled if shuffle is TRUE. |
get_base_edible_reagents_to_add | The proc that adds in the main reagents this fish has when eaten (without accounting for traits) |
get_export_price | Returns the price of this fish, for the fish export. |
get_food_types | A proc that returns the food types the edible component has when initialized. |
get_hunger | Returns the 0-1 value for hunger |
inherit_traits | This proc has fish_traits list populated with fish_traits paths from three different lists: traits from x_traits and y_traits are compared, and inserted if conditions are met; traits from fixed_traits are inserted unconditionally. traits from removed_traits will be removed from the for loop. |
make_edible | Main proc that makes the fish edible. |
on_fish_cooked | Kill the fish, remove the raw and gore food types, and the infectiveness too if not under-cooked. |
on_fish_cooked_again | Just kill the fish, again, and perhaps remove the infective comp. |
on_grind | Grinding a fish replaces some the protein it has with blood and gibs. You ain't getting a clean smoothie out of it. |
on_temp_animation | Refreshes flopping animation after temporary animation finishes |
proper_environment | Checks if our current environment lets us live. |
randomize_size_and_weight | This proc takes a base size, base weight and deviation arguments to generate new size and weight through a gaussian distribution (bell curve) Mainly used to determinate the size and weight of caught fish. |
sate_hunger | Proc that should be called when the fish is fed. By default, it grows the fish depending on various variables. |
set_max_size_and_weight | Set the maximum size and weight a fish can reach from base size and weight args if they have't been set already. |
start_flopping | Starts flopping animation |
stop_flopping | Stops flopping animation |
swim_animation | Create looping random path animation, pixel offsets parameters include offsets already |
update_fish_force | Reset weapon-related variables of this items and recalculates those values based on the fish weight and size. |
update_size_and_weight | Updates weight and size, along with weight class, number of fillets you can get and grind results. |
well_cooked | The fish is well cooked. Change how the fish tastes, remove the infective comp and add the relative trait. |
Var Details
aquarium_vc_color
If present aquarium visual will be of this color
average_size
Average size for this fish type in centimeters. Will be used as gaussian distribution with 20% deviation for fishing, bought fish are always standard size
average_weight
Average weight for this fish type in grams
beauty
The beauty this fish provides to the aquarium it's inserted in.
bites_amount
If you wonder why this isn't being tracked by the edible component instead: We reset the this value when revived, and slowly chip it away as we heal. Of course, it would be daunting to get this to be handled by the edible component given its complexity.
breeding_timeout
How long it takes to produce new fish
breeding_wait
The time limit before new fish can be created
compatible_types
If set, the fish can also breed with these fishes types
death_text
The message shown when the fish dies.
dedicated_in_aquarium_icon
this icon file will be used for in-aquarium visual for the fish
dedicated_in_aquarium_icon_state
The icon_state that will be used for in-aquarium visual for the fish If not set, "[initial(icon_state)]_small" will be used instead
disliked_bait
Bait identifiers that make catching this fish harder and less likely Bait identifiers: Path | Trait | list("Type"="Foodtype","Value"= Food Type Flag like [MEAT])
electrogenesis_cooldown
cooldown on creating tesla zaps
electrogenesis_power
power of the tesla zap created by the fish in a bioelectric generator. Scales with size.
evolution_types
A list of possible evolutions. If set, offsprings may be of a different, new fish type if conditions are met.
favorite_bait
Bait identifiers that make catching this fish easier and more likely Bait identifiers: Path | Trait | list("Type"="Foodtype","Value"= Food Type Flag like [MEAT])
feeding_frequency
How often the fish needs to be fed
fillet_type
Fish autogenerated from this behaviour will be processable into this
fish_flags
Flags for fish variables that would otherwise be TRUE/FALSE
fish_id
An identifier for this fish used to track progress for fish caught between rounds in a way that's resilient to repathing (and removing paths). Only catchable fish need it. Once set, the value shouldn't be changed, so don't make typos.
fish_movement_type
path to datums that dictate how the fish moves during the fishing minigame
fish_traits
List of fish trait types, these may modify probabilty/difficulty depending on rod/user properties or dictate how the fish behaves or some of its qualities.
fishing_difficulty_modifier
Base additive modifier to fishing difficulty
food
What type of reagent this fish needs to be fed.
health
Current fish health. Dies at 0.
icon_state_dead
icon used when the fish is dead, ifset.
last_feeding
Time of last the fish was fed
material_weight_mult
Stores the current total weight modifier from materials.
maximum_size
The maximum size this fish can reach, calculated the first time update_size_and_weight() is called.
maximum_weight
The maximum weight this fish can reach, calculated the first time update_size_and_weight() is called.
min_pressure
Outside of an aquarium, the pressure needs to be within these two variables for the environment to be safe.
num_fillets
number of fillets given by the fish. It scales with its size.
random_case_rarity
How rare this fish is in the random cases
required_fluid_type
Required fluid type for this fish to live.
required_temperature_max
Maximum possible temperature for the fish to live.
required_temperature_min
Required minimum temperature for the fish to live.
safe_air_limits
When outside of an aquarium, these gases that are checked (as well as pressure and temp) to assert if the environment is safe or not.
size
Size in centimeters. Null until update_size_and_weight is called. Number of fillets and w_class scale with it.
spawn_types
If set, when procreating these are the types of fish that will be generate instead of 'type'
sprite_height
height of aquarium visual icon
sprite_width
width of aquarium visual icon
stable_population
Won't breed more than this amount in single aquarium.
status
Fish status
temp_size
Temporarily stores the new size of the fish from randomize_size_and_weight() to be used by update_size_weight() later, so that it can be deferred.
temp_weight
Temporarily stores the new weight of the fish from randomize_size_and_weight() to be used by update_size_weight() later, so that it can be deferred.
weight
Weight in grams. Null until update_size_and_weight is called. Grind results scale with it. Don't think too hard how a trout could fit in a blender.
weight_size_deviation
The general deviation from the average weight and size this fish has in the wild
Proc Details
UsedforProcessing
When processed, the reagents inside this fish will be passed to the created atoms.
adjust_reagents_capacity
adjusts the maximum volume of the fish reagents holder and update the amount of food to bite
after_eat
Fish is not a reagent holder yet it's edible, so it doen't behave like most other snacks which means it has its own way of handling being bitten, which is defined here.
calculate_fish_force_bonus
A proc that makes the fish slightly stronger or weaker if there's a noticeable discrepancy between size and weight.
check_liked
Checks if the fish is liked or not when eaten by a human.
feed
Feed the fishes with the contents of the fish feed
flop_animation
This flopping animation played while the fish is alive.
generate_fish_reagents
A proc that returns a static reagent holder with a set reagents that you'd get when eating this fish.
get_aquarium_fishes
Returns tracked_fish_by_type but flattened and without the items in the blacklist, also shuffled if shuffle is TRUE.
get_base_edible_reagents_to_add
The proc that adds in the main reagents this fish has when eaten (without accounting for traits)
get_export_price
Returns the price of this fish, for the fish export.
get_food_types
A proc that returns the food types the edible component has when initialized.
get_hunger
Returns the 0-1 value for hunger
inherit_traits
This proc has fish_traits list populated with fish_traits paths from three different lists: traits from x_traits and y_traits are compared, and inserted if conditions are met; traits from fixed_traits are inserted unconditionally. traits from removed_traits will be removed from the for loop.
This proc should only be called if the fish was spawned with the apply_qualities arg set to FALSE and hasn't had inherited traits already.
make_edible
Main proc that makes the fish edible.
on_fish_cooked
Kill the fish, remove the raw and gore food types, and the infectiveness too if not under-cooked.
on_fish_cooked_again
Just kill the fish, again, and perhaps remove the infective comp.
on_grind
Grinding a fish replaces some the protein it has with blood and gibs. You ain't getting a clean smoothie out of it.
on_temp_animation
Refreshes flopping animation after temporary animation finishes
proper_environment
Checks if our current environment lets us live.
randomize_size_and_weight
This proc takes a base size, base weight and deviation arguments to generate new size and weight through a gaussian distribution (bell curve) Mainly used to determinate the size and weight of caught fish.
sate_hunger
Proc that should be called when the fish is fed. By default, it grows the fish depending on various variables.
set_max_size_and_weight
Set the maximum size and weight a fish can reach from base size and weight args if they have't been set already.
start_flopping
Starts flopping animation
stop_flopping
Stops flopping animation
swim_animation
Create looping random path animation, pixel offsets parameters include offsets already
update_fish_force
Reset weapon-related variables of this items and recalculates those values based on the fish weight and size.
update_size_and_weight
Updates weight and size, along with weight class, number of fillets you can get and grind results.
well_cooked
The fish is well cooked. Change how the fish tastes, remove the infective comp and add the relative trait.