material
Vars | |
allergen_flags | What allergens are present on this material? |
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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. |
gemstone_chance | Chance of a natural wall made of this material dropping a gemstone, if the gemstone_types list is populated. |
gemstone_types | Assoc weighted list of gemstone material types to weighting. |
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. |
paint_verb | What verb is used when describing a colored piece of this material? e.g. 'dyed' or 'painted' If an item has a null paint_verb, it automatically sets it based on material. |
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. |
Procs | |
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. |
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.
gemstone_chance
Chance of a natural wall made of this material dropping a gemstone, if the gemstone_types list is populated.
gemstone_types
Assoc weighted list of gemstone material types to weighting.
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.
paint_verb
What verb is used when describing a colored piece of this material? e.g. 'dyed' or 'painted' If an item has a null paint_verb, it automatically sets it based on material.
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.