Daedalus Dock - Modules - TypesVar Details - Proc Details

stack

Vars

absorption_capacityHow much blood this stack can absorb until the owner starts loosing blood again.
absorption_rate_modifierHow much this stack reduces blood flow, multiplier
amountThe amount of STUFF currently in the stack.
burn_cleanliness_bonusLike splint_factor but for burns instead of bone wounds. This is a multiplier used to speed up burn recoveries
dynamically_set_nameIf TRUE, dynamically adjust the name of the item based on singular/plural quantities.
full_w_classThe weight class the stack should have at amount > 2/3rds max_amount
has_unique_girderDoes this stack require a unique girder in order to make a wall?
is_cyborgIt's TRUE if module is used by a cyborg, and uses its storage
material_typeDatum material type that this stack is made of
mats_per_unitlist that tells you how much is in a single unit.
matter_amountAmount of matter for RCD
max_amountThe maximum amount of STUFF this stack can hold. also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
merge_typeThis path and its children should merge with this stack, defaults to src.type
multiple_genderThe gender of the stack.
novariantsIf FALSE, the stack changes icon state based on the ratio of amount to max amount.
singular_genderThe gender of a single instance of the stack.
singular_nameThe name of one piece of the stack.
splint_slowdownIf set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)
stack_nameThe name used to describe the group of objects.

Procs

absorb_bloodAbsorb an incoming bleed amount, return the amount we failed to absorb.
add
build_recipeReturns a list of properties of a given recipe
can_merge
is_valid_recipeChecks if the recipe is valid to be used
is_zero_amountReturns TRUE if the item stack is the equivalent of a 0 amount item.
mergeMerges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
merge_without_delMerges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
on_movable_entered_occupied_turfSignal handler for connect_loc element. Called when a movable enters the turf we're currently occupying. Merges if possible.
recursively_build_recipesBuilds all recipes in a given recipe list and returns an association list containing them
set_custom_materialsOverride to make things like metalgen accurately set custom materials
set_mats_per_unit
split_stack
update_custom_materialsUpdates the custom materials list of this stack.
update_genderUpdate the gender var based on if the stack contains 1 or more items.
update_maptextSet the maptext for the item that shows how much junk is inside the trunk.

Var Details

absorption_capacity

How much blood this stack can absorb until the owner starts loosing blood again.

absorption_rate_modifier

How much this stack reduces blood flow, multiplier

amount

The amount of STUFF currently in the stack.

burn_cleanliness_bonus

Like splint_factor but for burns instead of bone wounds. This is a multiplier used to speed up burn recoveries

dynamically_set_name

If TRUE, dynamically adjust the name of the item based on singular/plural quantities.

full_w_class

The weight class the stack should have at amount > 2/3rds max_amount

has_unique_girder

Does this stack require a unique girder in order to make a wall?

is_cyborg

It's TRUE if module is used by a cyborg, and uses its storage

material_type

Datum material type that this stack is made of

mats_per_unit

list that tells you how much is in a single unit.

matter_amount

Amount of matter for RCD

max_amount

The maximum amount of STUFF this stack can hold. also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount

merge_type

This path and its children should merge with this stack, defaults to src.type

multiple_gender

The gender of the stack.

novariants

If FALSE, the stack changes icon state based on the ratio of amount to max amount.

singular_gender

The gender of a single instance of the stack.

singular_name

The name of one piece of the stack.

splint_slowdown

If set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)

stack_name

The name used to describe the group of objects.

Proc Details

absorb_blood

Absorb an incoming bleed amount, return the amount we failed to absorb.

add

build_recipe

Returns a list of properties of a given recipe

Arguments:

can_merge

is_valid_recipe

Checks if the recipe is valid to be used

Arguments:

is_zero_amount

Returns TRUE if the item stack is the equivalent of a 0 amount item.

Also deletes the item if delete_if_zero is TRUE and the stack does not have is_cyborg set to true.

merge

Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.

This proc deletes src if the remaining amount after the transfer is 0.

merge_without_del

Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.

This calls use() without check = FALSE, preventing the item from qdeling itself if it reaches 0 stack size.

As a result, this proc can leave behind a 0 amount stack.

on_movable_entered_occupied_turf

Signal handler for connect_loc element. Called when a movable enters the turf we're currently occupying. Merges if possible.

recursively_build_recipes

Builds all recipes in a given recipe list and returns an association list containing them

Arguments:

set_custom_materials

Override to make things like metalgen accurately set custom materials

set_mats_per_unit

split_stack

update_custom_materials

Updates the custom materials list of this stack.

update_gender

Update the gender var based on if the stack contains 1 or more items.

update_maptext

Set the maptext for the item that shows how much junk is inside the trunk.