byond - Modules - TypesDefine Details

code/__DEFINES/chemistry.dm

BOTTLE_ICON_CHOICESAmount of bottle icon variations in total
PILL_ICON_CHOICESAmount of random icon variations for pills in total
CHEM_CLASS_NONEDefault. Chemicals not used in the chem generator
CHEM_CLASS_BASICChemicals that can be dispensed directly from the dispenser (iron, oxygen)
CHEM_CLASS_COMMONChemicals which recipe is commonly known and made (bicaridine, alkysine, salt)
CHEM_CLASS_UNCOMMONChemicals which recipe is uncommonly known and made (spacedrugs, foaming agent)
CHEM_CLASS_RAREChemicals without a recipe but can be obtained on the Almayer, or requires rare components
CHEM_CLASS_SPECIALChemicals without a recipe and can't be obtained on the Almayer, or requires special components
CHEM_CLASS_ULTRARandomly generated chemicals
REAGENT_TYPE_MEDICALUsed to restrict recipes in the generator from employing all reagents of this type
REAGENT_SCANNABLEWhether the reagent shows up on health analysers.
REAGENT_NOT_INGESTIBLEWhether the reagent canNOT be ingested and must be delivered through injection. Used by electrogenetic property.
REAGENT_CANNOT_OVERDOSEWhether 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_GENERATIONReagent doesn't randomly generate in chemicals
PROPERTY_DISABLEDthe property is disabled and can't spawn anywhere, however is still functional
PROPERTY_COMMONcan be generated anywhere and available in round start chems
PROPERTY_UNCOMMONcan be generated anywhere, but not available in round start chems
PROPERTY_RAREcan only be generated at specific gen_tiers, but can also be made through specific property combinations
PROPERTY_LEGENDARYcan strictly only be generated at specific gen_tiers
PROPERTY_ADMINcan only be spawned through admin powers
RESEARCH_LEVEL_INCREASE_MULTIPLIERScales cost of increasing clearance using credits
TECHTREE_LEVEL_MULTIPLIERScales tech level to max amplification level
CHEM_FIRE_PENETRATION_THRESHOLDThe minimum amount of a fire penetrating chemical required to turn a fire into fire penetrating
CHEM_FIRE_STAR_THRESHOLDAn intensity greater than this will cause a fire to be star shape
CHEM_FIRE_PHOSPHORUS_PER_RADIUSAmount of phosphorus that equals 1 radius of white phosphorus smoke
EXPLOSION_PHORON_THRESHOLDThe minimum amount of phoron required to turn shrapnel into incendiary shrapnel
INCENDIARY_SHARDS_MAX_REDUCTIONThe maximum amount of shards is divided by this number if the shards are incendiary

Define Details

BOTTLE_ICON_CHOICES

Amount of bottle icon variations in total

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