code/__DEFINES/chemistry.dm
PILL_ICON_CHOICES | Amount of random icon variations for pills in total |
---|---|
CHEM_CLASS_NONE | Default. Chemicals not used in the chem generator |
CHEM_CLASS_BASIC | Chemicals that can be dispensed directly from the dispenser (iron, oxygen) |
CHEM_CLASS_COMMON | Chemicals which recipe is commonly known and made (bicaridine, alkysine, salt) |
CHEM_CLASS_UNCOMMON | Chemicals which recipe is uncommonly known and made (spacedrugs, foaming agent) |
CHEM_CLASS_RARE | Chemicals without a recipe but can be obtained on the Almayer, or requires rare components |
CHEM_CLASS_SPECIAL | Chemicals without a recipe and can't be obtained on the Almayer, or requires special components |
CHEM_CLASS_ULTRA | Randomly generated chemicals |
REAGENT_TYPE_MEDICAL | Used to restrict recipes in the generator from employing all reagents of this type |
REAGENT_SCANNABLE | Whether the reagent shows up on health analysers. |
REAGENT_NOT_INGESTIBLE | Whether the reagent canNOT be ingested and must be delivered through injection. Used by electrogenetic property. |
REAGENT_CANNOT_OVERDOSE | Whether the reagent canNOT trigger its overdose effects. Used by regulating property. For ordinary reagents with no overdose effect, instead keep var/overdose at 0. |
REAGENT_NO_GENERATION | Reagent doesn't randomly generate in chemicals |
PROPERTY_DISABLED | the property is disabled and can't spawn anywhere, however is still functional |
PROPERTY_COMMON | can be generated anywhere and available in round start chems |
PROPERTY_UNCOMMON | can be generated anywhere, but not available in round start chems |
PROPERTY_RARE | can only be generated at specific gen_tiers, but can also be made through specific property combinations |
PROPERTY_LEGENDARY | can strictly only be generated at specific gen_tiers |
PROPERTY_ADMIN | can only be spawned through admin powers |
RESEARCH_LEVEL_INCREASE_MULTIPLIER | Scales cost of increasing clearance using credits |
TECHTREE_LEVEL_MULTIPLIER | Scales tech level to max amplification level |
CHEM_FIRE_PENETRATION_THRESHOLD | The minimum amount of a fire penetrating chemical required to turn a fire into fire penetrating |
CHEM_FIRE_STAR_THRESHOLD | An intensity greater than this will cause a fire to be star shape |
CHEM_FIRE_PHOSPHORUS_PER_RADIUS | Amount of phosphorus that equals 1 radius of white phosphorus smoke |
EXPLOSION_PHORON_THRESHOLD | The minimum amount of phoron required to turn shrapnel into incendiary shrapnel |
INCENDIARY_SHARDS_MAX_REDUCTION | The maximum amount of shards is divided by this number if the shards are incendiary |
Define Details
CHEM_CLASS_BASIC
Chemicals that can be dispensed directly from the dispenser (iron, oxygen)
CHEM_CLASS_COMMON
Chemicals which recipe is commonly known and made (bicaridine, alkysine, salt)
CHEM_CLASS_NONE
Default. Chemicals not used in the chem generator
CHEM_CLASS_RARE
Chemicals without a recipe but can be obtained on the Almayer, or requires rare components
CHEM_CLASS_SPECIAL
Chemicals without a recipe and can't be obtained on the Almayer, or requires special components
CHEM_CLASS_ULTRA
Randomly generated chemicals
CHEM_CLASS_UNCOMMON
Chemicals which recipe is uncommonly known and made (spacedrugs, foaming agent)
CHEM_FIRE_PENETRATION_THRESHOLD
The minimum amount of a fire penetrating chemical required to turn a fire into fire penetrating
CHEM_FIRE_PHOSPHORUS_PER_RADIUS
Amount of phosphorus that equals 1 radius of white phosphorus smoke
CHEM_FIRE_STAR_THRESHOLD
An intensity greater than this will cause a fire to be star shape
EXPLOSION_PHORON_THRESHOLD
The minimum amount of phoron required to turn shrapnel into incendiary shrapnel
INCENDIARY_SHARDS_MAX_REDUCTION
The maximum amount of shards is divided by this number if the shards are incendiary
PILL_ICON_CHOICES
Amount of random icon variations for pills in total
PROPERTY_ADMIN
can only be spawned through admin powers
PROPERTY_COMMON
can be generated anywhere and available in round start chems
PROPERTY_DISABLED
the property is disabled and can't spawn anywhere, however is still functional
PROPERTY_LEGENDARY
can strictly only be generated at specific gen_tiers
PROPERTY_RARE
can only be generated at specific gen_tiers, but can also be made through specific property combinations
PROPERTY_UNCOMMON
can be generated anywhere, but not available in round start chems
REAGENT_CANNOT_OVERDOSE
Whether the reagent canNOT trigger its overdose effects. Used by regulating property. For ordinary reagents with no overdose effect, instead keep var/overdose at 0.
REAGENT_NOT_INGESTIBLE
Whether the reagent canNOT be ingested and must be delivered through injection. Used by electrogenetic property.
REAGENT_NO_GENERATION
Reagent doesn't randomly generate in chemicals
REAGENT_SCANNABLE
Whether the reagent shows up on health analysers.
REAGENT_TYPE_MEDICAL
Used to restrict recipes in the generator from employing all reagents of this type
RESEARCH_LEVEL_INCREASE_MULTIPLIER
Scales cost of increasing clearance using credits
TECHTREE_LEVEL_MULTIPLIER
Scales tech level to max amplification level