code/__DEFINES/chemistry.dm 
BOTTLE_ICON_CHOICES | Amount of bottle icon variations in total |
---|---|
PILL_ICON_CHOICES | Amount of random icon variations for pills in total |
HUNGER_FACTOR | How fast mob nutrition normally decreases |
BLOOD_NUTRITION_COST | Additional mob nutrition cost when regenerating blood |
COLD_NUTRITION_COST | Additional mob nutrition cost when cold |
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 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_HYDRO | Rare chemicals ONLY aquired via hydroponics, Those are mostly useless but very important for hard difficulty on contracts. |
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_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_GLOWING | reaction that glows. nothing to add. |
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_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. |
CHEM_REACTION_ENDOTHERMIC | potential replacment for CHEM_REACTION_CALM. makes the reaction go slower. no longer will stuff mix instantly. |
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_LEGENDARY_LIST | Legendary properties, no PROPERTY_TYPE_ANOMALOUS, only normal ones. |
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 made through random generated property combinations, hints are found groundside. |
PROPERTY_ADMIN | can only be spawned through admin powers |
RESEARCH_LEVEL_INCREASE_MULTIPLIER | Scales cost of increasing clearance using credits |
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 |
TECHTREE_LEVEL_MULTIPLIER | Scales tech level to max amplification level |
LEGENDARY_COMBINE_PROPERTIES | how many properties to combine into legendary |
CIPHERING_COMBINE_PROPERTIES | how many properties to combine into ciphering from encrypted. |
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 chems required to turn shrapnel into a special type |
INCENDIARY_SHARDS_MAX_REDUCTION | The 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