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

stack

Vars

absorption_capacityHow much blood flow this stack can absorb if used as a bandage on a cut wound, note that absorption is how much we lower the flow rate, not the raw amount of blood we suck up
absorption_rateHow quickly we lower the blood flow on a cut wound we're bandaging. Expected lifetime of this bandage in seconds is thus absorption_capacity/absorption_rate, or until the cut heals, whichever comes first
burn_cleanliness_bonusLike splint_factor but for burns instead of bone wounds. This is a multiplier used to speed up burn recoveries
has_unique_girderDoes this stack require a unique girder in order to make a wall?
material_typeDatum material type that this stack is made of
matter_amountAmount of matter for RCD
splint_factorIf set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)

Procs

add
build_recipeReturns a list of properties of a given recipe
can_merge
is_valid_recipeChecks if the recipe is valid to be used
is_zero_amountReturns TRUE if the item stack is the equivalent of a 0 amount item.
mergeMerges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
merge_without_delMerges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
on_movable_entered_occupied_turfSignal handler for connect_loc element. Called when a movable enters the turf we're currently occupying. Merges if possible.
recursively_build_recipesBuilds all recipes in a given recipe list and returns an association list containing them
set_custom_materialsOverride to make things like metalgen accurately set custom materials
set_mats_per_unit
split_stack
update_custom_materialsUpdates the custom materials list of this stack.

Var Details

absorption_capacity

How much blood flow this stack can absorb if used as a bandage on a cut wound, note that absorption is how much we lower the flow rate, not the raw amount of blood we suck up

absorption_rate

How quickly we lower the blood flow on a cut wound we're bandaging. Expected lifetime of this bandage in seconds is thus absorption_capacity/absorption_rate, or until the cut heals, whichever comes first

burn_cleanliness_bonus

Like splint_factor but for burns instead of bone wounds. This is a multiplier used to speed up burn recoveries

has_unique_girder

Does this stack require a unique girder in order to make a wall?

material_type

Datum material type that this stack is made of

matter_amount

Amount of matter for RCD

splint_factor

If set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)

Proc Details

add

build_recipe

Returns a list of properties of a given recipe

Arguments:

can_merge

is_valid_recipe

Checks if the recipe is valid to be used

Arguments:

is_zero_amount

Returns TRUE if the item stack is the equivalent of a 0 amount item.

Also deletes the item if delete_if_zero is TRUE and the stack does not have is_cyborg set to true.

merge

Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.

This proc deletes src if the remaining amount after the transfer is 0.

merge_without_del

Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.

This calls use() without check = FALSE, preventing the item from qdeling itself if it reaches 0 stack size.

As a result, this proc can leave behind a 0 amount stack.

on_movable_entered_occupied_turf

Signal handler for connect_loc element. Called when a movable enters the turf we're currently occupying. Merges if possible.

recursively_build_recipes

Builds all recipes in a given recipe list and returns an association list containing them

Arguments:

set_custom_materials

Override to make things like metalgen accurately set custom materials

set_mats_per_unit

split_stack

update_custom_materials

Updates the custom materials list of this stack.