Space Station 13 - Nebula13 - Modules - TypesVar Details - Proc Details

material

Vars

allergen_flagsWhat allergens are present on this material?
bakes_into_materialDoes high temperature baking change this material into something else?
boil_evaporation_per_runHow much of this boils away per evaporation run?
boiling_pointK, point that material will become a gas.
brute_armorBrute damage to a wall is divided by this value if the wall is reinforced by this material.
burn_armorSame as above, but for Burn damage type. If blank brute_armor's value is used.
can_boil_to_gasSemi-temporary fix to issues with soup/tea boil-off - only set to TRUE on water and ethanol at time of commit.
conductiveObjects with this var add CONDUCTS to flags on spawn.
crafting_skillWhen a stack recipe doesn't specify a skill to use, use this skill.
cut_delayDelay in ticks when cutting through this wall.
dug_drop_typeWhat form does this take if dug out of the ground, if any?
exoplanet_rarity_gasHow rare is this material in exoplanet atmospheres?
exoplanet_rarity_plantHow rare is this material in exoplanet xenoflora?
explosion_resistanceOnly used by walls currently.
fishing_bait_valueA multiplier for this material when used in fishing bait.
has_textile_fibersCan objects containing this material be used for textile spinning?
ignition_pointK, point at which the material catches on fire.
integrityGeneral-use HP value for products.
latent_heatkJ/kg, enthalpy of vaporization
liquid_densityg/ml
luminescenceDoes this material glow?
max_fluid_opacityHow opaque can fluids be?
melting_pointK, walls will take damage if they're next to a fire hotter than this
min_fluid_opacityHow transparent can fluids be?
molar_masskg/mol
nutriment_animalNutrition values!
opacityIs the material transparent? 0.5< makes transparent walls/doors.
radioactivityRadiation var. Used in wall and object processing to irradiate surroundings.
rich_material_weightOre generation constant for common materials.
solid_densityg/ml
sparse_material_weightOre generation constant for rare materials.
tans_toIf set to a material type, stacks of this material will be able to be tanned on a drying rack after being wetted to convert them to tans_to.
temperature_burn_milestone_materialSet to a type to indicate that a type with a matching milestone type should be used as a reference point for burn temperatures.
temperature_damage_thresholdSet automatically if null based on ignition, boiling and melting point
tensile_strengthA relative value used only by fishing line at time of commit.
tillableWhether or not turfs made of this material can support plants.
turf_touch_thresholdPoint at which the fluid will proc turf interaction logic. Workaround for mops being ruined forever by 1u of anything else being added.
wall_support_valueUsed for checking if a material can function as a wall support.

Procs

create_objectGeneric material product (sheets, bricks, etc). Used ALL THE TIME. May return an instance list, a single instance, or nothing if there is no instance produced.
phase_at_temperatureReturns the phase of the matterial at the given temperature and pressure Defaults to standard temperature and pressure (20c at one atmosphere)
place_cuttingsPlaces downa as many shards as needed for the given amount of matter units. Returns a list of all the cuttings.

Var Details

allergen_flags

What allergens are present on this material?

bakes_into_material

Does high temperature baking change this material into something else?

boil_evaporation_per_run

How much of this boils away per evaporation run?

boiling_point

K, point that material will become a gas.

brute_armor

Brute damage to a wall is divided by this value if the wall is reinforced by this material.

burn_armor

Same as above, but for Burn damage type. If blank brute_armor's value is used.

can_boil_to_gas

Semi-temporary fix to issues with soup/tea boil-off - only set to TRUE on water and ethanol at time of commit.

conductive

Objects with this var add CONDUCTS to flags on spawn.

crafting_skill

When a stack recipe doesn't specify a skill to use, use this skill.

cut_delay

Delay in ticks when cutting through this wall.

dug_drop_type

What form does this take if dug out of the ground, if any?

exoplanet_rarity_gas

How rare is this material in exoplanet atmospheres?

exoplanet_rarity_plant

How rare is this material in exoplanet xenoflora?

explosion_resistance

Only used by walls currently.

fishing_bait_value

A multiplier for this material when used in fishing bait.

has_textile_fibers

Can objects containing this material be used for textile spinning?

ignition_point

K, point at which the material catches on fire.

integrity

General-use HP value for products.

latent_heat

kJ/kg, enthalpy of vaporization

liquid_density

g/ml

luminescence

Does this material glow?

max_fluid_opacity

How opaque can fluids be?

melting_point

K, walls will take damage if they're next to a fire hotter than this

min_fluid_opacity

How transparent can fluids be?

molar_mass

kg/mol

nutriment_animal

Nutrition values!

opacity

Is the material transparent? 0.5< makes transparent walls/doors.

radioactivity

Radiation var. Used in wall and object processing to irradiate surroundings.

rich_material_weight

Ore generation constant for common materials.

solid_density

g/ml

sparse_material_weight

Ore generation constant for rare materials.

tans_to

If set to a material type, stacks of this material will be able to be tanned on a drying rack after being wetted to convert them to tans_to.

temperature_burn_milestone_material

Set to a type to indicate that a type with a matching milestone type should be used as a reference point for burn temperatures.

temperature_damage_threshold

Set automatically if null based on ignition, boiling and melting point

tensile_strength

A relative value used only by fishing line at time of commit.

tillable

Whether or not turfs made of this material can support plants.

turf_touch_threshold

Point at which the fluid will proc turf interaction logic. Workaround for mops being ruined forever by 1u of anything else being added.

wall_support_value

Used for checking if a material can function as a wall support.

Proc Details

create_object

Generic material product (sheets, bricks, etc). Used ALL THE TIME. May return an instance list, a single instance, or nothing if there is no instance produced.

phase_at_temperature

Returns the phase of the matterial at the given temperature and pressure Defaults to standard temperature and pressure (20c at one atmosphere)

place_cuttings

Places downa as many shards as needed for the given amount of matter units. Returns a list of all the cuttings.