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_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. |
Procs | |
| 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 |
| 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 |
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