/tg/ Station 13 - Modules - TypesVar Details - Proc Details

fleshmind_controller

Balance Defines

The fleshmind controller

This is the heart of the corruption, here is where we handle spreading and other stuff.

Vars

active_wireweedCurrently active and able to spread wireweed.
attack_probProbably of wireweed attacking structures per process
base_spread_progress_per_secondOur base spread progress per second
can_attackCan the wireweed attack?
controlled_machine_componentsA list of all of our currently controlled machine components.
controlled_mobsA list of all of our currently controlled mobs.
controlled_structuresA list of all current structures.
controlled_wallsA list of all our wireweed walls.
controlled_wireweedA list of all of our current wireweed.
controller_firstnameFirst name, set automatically.
controller_fullnameThis is the name we will use to identify all of our babies.
controller_secondnameSecond name, set automatically.
coresA list of all of our current cores
current_pointsHow many points we currently have. Use calculate_current_points for an exact realtime value.
death_behaviourWhat's the type of our death behaviour.
do_initial_expansionWhen we spawn, do we create an expansion zone?
end_gameHave we reached the end game?
infected_crewA list of all of our currently infected people.
initial_expansion_spreadsHow many spread in our initial expansion.
initial_expansion_structuresHow many structures in our initial expansion.
last_level_up_pointsUsed to track our last points since levelup.
levelOur core level, what is spawned will depend on the level of this core.
level_up_cooldownA cooldown to determine the level up grace period when the station destroys a core while there's still plenty of points.
level_up_progress_requiredTo level up, we must reach this threshold.
next_core_damage_wireweed_activationA cooldown to determine when we can activate nearby wireweed after the core has been attacked.
next_core_damage_wireweed_activation_cooldownThe amount of time until we can activate nearby wireweed again.
point_eventSubtraction var to remove or add points based off certain events.
sent_codeDid we send the code?
spawns_wallsWhether the wireweed can spawn walls.
spread_progressProgress to the next wireweed spread.
spread_progress_per_secondHow much progress to spreading we get per second.
spreads_for_structureHow many times do we need to spread to spawn an extra structure.
structure_progressionProgress to spawning the next structure.
structure_typesTypes of structures we can spawn.
tyrant_spawnedHave we spawned a tyrant at level 3?
vent_distance_checkDO we check distance when spreading through vents?
wall_off_planetaryWhether the wireweed can spawn walls to seal off planetary environments.
wall_off_vaccuumWhether the wireweed can spawn walls to seal off vaccuum.
wall_probProbability of wireweed making a wall when able per process
wall_typeWe have the ability to make walls, this defines what kind of walls we make.
wireweed_attacks_doorsCan we attack doors?
wireweed_attacks_windowsCan we attack windows?
wireweed_typeOur wireweed type, defines what is spawned when we grow.

Procs

activate_wireweed_nearbyActivates wireweed of this controller in a range around a location, following atmos adjacency.
calculate_current_pointsReturns the amount of evolution points this current controller has.
controller_deathHandles the controller(thus AI) dying
core_damagedWhen the core is damaged, activate nearby wireweed just to make sure that we've sealed up walls near the core, which could be important to prevent cheesing.
core_deathWhen a core is destroyed.
delete_everythingDeletes everything, unless an argument is passed, then it just deletes structures
handle_slow_decayHandles the slow decay of an empire.
level_upLevel Up
mob_deathWhen a mob dies, called by mob
spawn_mobSpawns and registers a mob at location
spawn_structureSpawns and registers a structure at location
spawn_structuresSpawns an amount of structured across all wireweed, guaranteed to spawn atleast 1 of each type
spawn_wallSpawns and registers a wall at location
spawn_wireweedSpawns and registers a wireweed at location
structure_deathWhen a structure dies, called by structure
wall_deathWhen a wall dies, called by wall
wireweed_processThe process of handling active wireweed behaviours

Var Details

active_wireweed

Currently active and able to spread wireweed.

attack_prob

Probably of wireweed attacking structures per process

base_spread_progress_per_second

Our base spread progress per second

can_attack

Can the wireweed attack?

controlled_machine_components

A list of all of our currently controlled machine components.

controlled_mobs

A list of all of our currently controlled mobs.

controlled_structures

A list of all current structures.

controlled_walls

A list of all our wireweed walls.

controlled_wireweed

A list of all of our current wireweed.

controller_firstname

First name, set automatically.

controller_fullname

This is the name we will use to identify all of our babies.

controller_secondname

Second name, set automatically.

cores

A list of all of our current cores

current_points

How many points we currently have. Use calculate_current_points for an exact realtime value.

death_behaviour

What's the type of our death behaviour.

do_initial_expansion

When we spawn, do we create an expansion zone?

end_game

Have we reached the end game?

infected_crew

A list of all of our currently infected people.

initial_expansion_spreads

How many spread in our initial expansion.

initial_expansion_structures

How many structures in our initial expansion.

last_level_up_points

Used to track our last points since levelup.

level

Our core level, what is spawned will depend on the level of this core.

level_up_cooldown

A cooldown to determine the level up grace period when the station destroys a core while there's still plenty of points.

level_up_progress_required

To level up, we must reach this threshold.

next_core_damage_wireweed_activation

A cooldown to determine when we can activate nearby wireweed after the core has been attacked.

next_core_damage_wireweed_activation_cooldown

The amount of time until we can activate nearby wireweed again.

point_event

Subtraction var to remove or add points based off certain events.

sent_code

Did we send the code?

spawns_walls

Whether the wireweed can spawn walls.

spread_progress

Progress to the next wireweed spread.

spread_progress_per_second

How much progress to spreading we get per second.

spreads_for_structure

How many times do we need to spread to spawn an extra structure.

structure_progression

Progress to spawning the next structure.

structure_types

Types of structures we can spawn.

tyrant_spawned

Have we spawned a tyrant at level 3?

vent_distance_check

DO we check distance when spreading through vents?

wall_off_planetary

Whether the wireweed can spawn walls to seal off planetary environments.

wall_off_vaccuum

Whether the wireweed can spawn walls to seal off vaccuum.

wall_prob

Probability of wireweed making a wall when able per process

wall_type

We have the ability to make walls, this defines what kind of walls we make.

wireweed_attacks_doors

Can we attack doors?

wireweed_attacks_windows

Can we attack windows?

wireweed_type

Our wireweed type, defines what is spawned when we grow.

Proc Details

activate_wireweed_nearby

Activates wireweed of this controller in a range around a location, following atmos adjacency.

calculate_current_points

Returns the amount of evolution points this current controller has.

controller_death

Handles the controller(thus AI) dying

core_damaged

When the core is damaged, activate nearby wireweed just to make sure that we've sealed up walls near the core, which could be important to prevent cheesing.

core_death

When a core is destroyed.

delete_everything

Deletes everything, unless an argument is passed, then it just deletes structures

handle_slow_decay

Handles the slow decay of an empire.

level_up

Level Up

Levels up the controller by one and handles any special level up events.

mob_death

When a mob dies, called by mob

spawn_mob

Spawns and registers a mob at location

spawn_structure

Spawns and registers a structure at location

spawn_structures

Spawns an amount of structured across all wireweed, guaranteed to spawn atleast 1 of each type

spawn_wall

Spawns and registers a wall at location

spawn_wireweed

Spawns and registers a wireweed at location

structure_death

When a structure dies, called by structure

wall_death

When a wall dies, called by wall

wireweed_process

The process of handling active wireweed behaviours