Space Station 13 - Nebula13 - Modules - TypesVar Details

bodytype

Vars

additional_emotesAdd emotes to this list to add them to the defaults (ie. a humanoid species that also has a purr)
apply_encasedAssociative list of organ_tag = "encased value". If set, sets the organ's encased var to the corresponding value; used in surgery. If the list is set, organ tags not present in the list will get encased set to null.
arterial_bleed_multiplierUsed to modify the arterial_bleed_severity of organs.
body_flagsA bitfield representing various bodytype-specific features.
breathing_organIf set, an organ with this tag is required for breathing
cold_discomfort_stringsAesthetic messages about feeling chilly.
default_emotesGeneralized emote list available to mobs with this bodytype.
descSeen when examining a prosthetic limb, if non-null.
edible_reagentThe reagent organs are filled with, which currently affects what mobs that eat the organ will receive. TODO: Remove this in a later matter edibility refactor.
eye_base_low_light_visionFractional multiplier (0 to 1) for the base alpha of the darkness overlay. A value of 1 means darkness is completely invisible.
eye_flash_modStun from blindness modifier.
eye_low_light_vision_adjustment_speedThe rate at which low light vision adjusts towards the final value, as a fractional multiplier of the difference between the current and target alphas. ie. set to 0.15 for a 15% shift towards the target value each tick.
eye_low_light_vision_effectivenessFractional multiplier for the overall effectiveness of low light vision for this species. Caps the final alpha value of the darkness plane.
eye_low_light_vision_thresholdThe lumcount (turf luminosity) threshold under which adaptive low light vision will begin processing.
hardinessModifies min and max broken damage for the limb.
has_eyesDetermines if eyes should render on heads using this bodytype.
has_limbsAssociative list of organ_tag = organ_data. Organ data currently supports setting "path" and "descriptor", while "has_children" is automatically set.
has_organAssociative list of organ tags (ex. BP_HEART) to paths. Used to initialize organs and to check if a bodytype 'should have' (this can mean 'can have' or 'needs') an organ.
heat_discomfort_stringsAesthetic messages about feeling warm.
is_roboticDetermines if this bodytype can be repaired by nanopaste, sparks when damaged, can malfunction, and can take EMP damage.
limb_mappingAn associative list of target zones (ex. BP_CHEST, BP_MOUTH) mapped to all possible keys associated with the zone. Used for species with body layouts that do not map directly to a standard humanoid body.
limb_techWhat tech levels should limbs of this type use/need?
manual_dexterityFor hands, determines the dexterity value passed to get_manual_dexterity(). If null, defers to species.
matterUsed to initialize organ matter
modifier_stringPrefixed to the initial name of the limb, if non-null.
modular_limb_tierDetermines how the limb behaves with regards to manual attachment/detachment.
movement_slowdownApplies a slowdown value to this limb.
nail_nounUsed when filing your nails.
nameName used in general.
organ_materialUsed to initialize organ material
override_limb_typesThis list is merged into has_limbs in bodytype initialization. Used for species that only need to change one or two entries in has_limbs.
pref_nameName used in preference bodytype selection. Defaults to name.
removed_emotesAdd emotes to this list to remove them from defaults (ie. blinking for a species with no eyes)
rotate_on_proneSet to FALSE if the mob will update prone icon based on state rather than transform.
vision_organIf set, an organ with this tag is required for vision.
vital_organ_failure_death_delayThe grace period before mob death when an organ in vital_organs is lost
vital_organsLosing an organ from this list will give a grace period of vital_organ_failure_death_delay then kill the mob.

Var Details

additional_emotes

Add emotes to this list to add them to the defaults (ie. a humanoid species that also has a purr)

apply_encased

Associative list of organ_tag = "encased value". If set, sets the organ's encased var to the corresponding value; used in surgery. If the list is set, organ tags not present in the list will get encased set to null.

arterial_bleed_multiplier

Used to modify the arterial_bleed_severity of organs.

body_flags

A bitfield representing various bodytype-specific features.

breathing_organ

If set, an organ with this tag is required for breathing

cold_discomfort_strings

Aesthetic messages about feeling chilly.

default_emotes

Generalized emote list available to mobs with this bodytype.

desc

Seen when examining a prosthetic limb, if non-null.

edible_reagent

The reagent organs are filled with, which currently affects what mobs that eat the organ will receive. TODO: Remove this in a later matter edibility refactor.

eye_base_low_light_vision

Fractional multiplier (0 to 1) for the base alpha of the darkness overlay. A value of 1 means darkness is completely invisible.

eye_flash_mod

Stun from blindness modifier.

eye_low_light_vision_adjustment_speed

The rate at which low light vision adjusts towards the final value, as a fractional multiplier of the difference between the current and target alphas. ie. set to 0.15 for a 15% shift towards the target value each tick.

eye_low_light_vision_effectiveness

Fractional multiplier for the overall effectiveness of low light vision for this species. Caps the final alpha value of the darkness plane.

eye_low_light_vision_threshold

The lumcount (turf luminosity) threshold under which adaptive low light vision will begin processing.

hardiness

Modifies min and max broken damage for the limb.

has_eyes

Determines if eyes should render on heads using this bodytype.

has_limbs

Associative list of organ_tag = organ_data. Organ data currently supports setting "path" and "descriptor", while "has_children" is automatically set.

has_organ

Associative list of organ tags (ex. BP_HEART) to paths. Used to initialize organs and to check if a bodytype 'should have' (this can mean 'can have' or 'needs') an organ.

heat_discomfort_strings

Aesthetic messages about feeling warm.

is_robotic

Determines if this bodytype can be repaired by nanopaste, sparks when damaged, can malfunction, and can take EMP damage.

limb_mapping

An associative list of target zones (ex. BP_CHEST, BP_MOUTH) mapped to all possible keys associated with the zone. Used for species with body layouts that do not map directly to a standard humanoid body.

limb_tech

What tech levels should limbs of this type use/need?

manual_dexterity

For hands, determines the dexterity value passed to get_manual_dexterity(). If null, defers to species.

matter

Used to initialize organ matter

modifier_string

Prefixed to the initial name of the limb, if non-null.

modular_limb_tier

Determines how the limb behaves with regards to manual attachment/detachment.

movement_slowdown

Applies a slowdown value to this limb.

nail_noun

Used when filing your nails.

name

Name used in general.

organ_material

Used to initialize organ material

override_limb_types

This list is merged into has_limbs in bodytype initialization. Used for species that only need to change one or two entries in has_limbs.

pref_name

Name used in preference bodytype selection. Defaults to name.

removed_emotes

Add emotes to this list to remove them from defaults (ie. blinking for a species with no eyes)

rotate_on_prone

Set to FALSE if the mob will update prone icon based on state rather than transform.

vision_organ

If set, an organ with this tag is required for vision.

vital_organ_failure_death_delay

The grace period before mob death when an organ in vital_organs is lost

vital_organs

Losing an organ from this list will give a grace period of vital_organ_failure_death_delay then kill the mob.