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
HUNGER_FACTORHow fast mob nutrition normally decreases
BLOOD_NUTRITION_COSTAdditional mob nutrition cost when regenerating blood
COLD_NUTRITION_COSTAdditional mob nutrition cost when cold
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 that are either cant be made or require rare or expandable components.
CHEM_CLASS_SPECIALChemicals that cant be made
CHEM_CLASS_ULTRARandomly generated chemicals
CHEM_CLASS_HYDRORare chemicals ONLY aquired via hydroponics, Those are mostly useless but very important for hard difficulty on contracts.
CHEM_REACTION_CALMreaction that has nothing to it. this is whats making the reaction occur, thus it always must be enabled, or replaced with CHEM_REACTION_ENDOTHERMIC.
CHEM_REACTION_BUBBLINGreaction that bubbles when mixed, causing the person holding it get splashed by it unless wearing protective equipment, mixing small amounts (under 5) is safe, everything else needs suit for complete protection. cannot defend with closing the lid.
CHEM_REACTION_GLOWINGreaction that glows. nothing to add.
CHEM_REACTION_FIREreaction that sets things around on fire, its still mixed, but everything is on fire. the beaker is set on fire 3 seconds after the reaction. smoke and sound are given immediatly, countered by having water.
CHEM_REACTION_SMOKINGreaction that makes smoke from its contents while mixing. spread of smoke is depending on amount mixed. protect yourself with a gas mask or close the lid quick enough before it starts to smoke.
CHEM_REACTION_ENDOTHERMICpotential replacment for CHEM_REACTION_CALM. makes the reaction go slower. no longer will stuff mix instantly.
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_LEGENDARY_LISTLegendary properties, no PROPERTY_TYPE_ANOMALOUS, only normal ones.
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 made through random generated property combinations, hints are found groundside.
PROPERTY_ADMINcan only be spawned through admin powers
RESEARCH_LEVEL_INCREASE_MULTIPLIERScales cost of increasing clearance using credits
RESEARCH_CONTRACT_CHEM_AMOUNTAmount of contract chemicals that should be generated
RESEARCH_CONTRACT_NOT_PICKEDreroll in X minutes if our contract is NOT picked
RESEARCH_CONTRACT_PICKEDreroll in X minutes if our contract IS picked
TECHTREE_LEVEL_MULTIPLIERScales tech level to max amplification level
LEGENDARY_COMBINE_PROPERTIEShow many properties to combine into legendary
CIPHERING_COMBINE_PROPERTIEShow many properties to combine into ciphering from encrypted.
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 chems required to turn shrapnel into a special type
INCENDIARY_SHARDS_MAX_REDUCTIONThe maximum amount of shards is divided by this number if the shards are of special type

Define Details

BLOOD_NUTRITION_COST

Additional mob nutrition cost when regenerating blood

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_HYDRO

Rare chemicals ONLY aquired via hydroponics, Those are mostly useless but very important for hard difficulty on contracts.

CHEM_CLASS_NONE

Default. Chemicals not used in the chem generator

CHEM_CLASS_RARE

Chemicals that are either cant be made or require rare or expandable components.

CHEM_CLASS_SPECIAL

Chemicals that cant be made

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

CHEM_REACTION_BUBBLING

reaction that bubbles when mixed, causing the person holding it get splashed by it unless wearing protective equipment, mixing small amounts (under 5) is safe, everything else needs suit for complete protection. cannot defend with closing the lid.

CHEM_REACTION_CALM

reaction that has nothing to it. this is whats making the reaction occur, thus it always must be enabled, or replaced with CHEM_REACTION_ENDOTHERMIC.

CHEM_REACTION_ENDOTHERMIC

potential replacment for CHEM_REACTION_CALM. makes the reaction go slower. no longer will stuff mix instantly.

CHEM_REACTION_FIRE

reaction that sets things around on fire, its still mixed, but everything is on fire. the beaker is set on fire 3 seconds after the reaction. smoke and sound are given immediatly, countered by having water.

CHEM_REACTION_GLOWING

reaction that glows. nothing to add.

CHEM_REACTION_SMOKING

reaction that makes smoke from its contents while mixing. spread of smoke is depending on amount mixed. protect yourself with a gas mask or close the lid quick enough before it starts to smoke.

CIPHERING_COMBINE_PROPERTIES

how many properties to combine into ciphering from encrypted.

COLD_NUTRITION_COST

Additional mob nutrition cost when cold

EXPLOSION_PHORON_THRESHOLD

The minimum amount of chems required to turn shrapnel into a special type

HUNGER_FACTOR

How fast mob nutrition normally decreases

INCENDIARY_SHARDS_MAX_REDUCTION

The maximum amount of shards is divided by this number if the shards are of special type

LEGENDARY_COMBINE_PROPERTIES

how many properties to combine into legendary

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 made through random generated property combinations, hints are found groundside.

PROPERTY_LEGENDARY_LIST

Legendary properties, no PROPERTY_TYPE_ANOMALOUS, only normal ones.

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_CONTRACT_CHEM_AMOUNT

Amount of contract chemicals that should be generated

RESEARCH_CONTRACT_NOT_PICKED

reroll in X minutes if our contract is NOT picked

RESEARCH_CONTRACT_PICKED

reroll in X minutes if our contract IS picked

RESEARCH_LEVEL_INCREASE_MULTIPLIER

Scales cost of increasing clearance using credits

TECHTREE_LEVEL_MULTIPLIER

Scales tech level to max amplification level