Space Station 13 - Modules - TypesVar Details - Proc Details

vending

Vars

activeNo sales pitches if off
ads_listUnimplemented list of ads that are meant to show up somewhere, but don't.
aggressiveIf the vendor should tip on anyone who walks by. Mainly used for brand intelligence
aggressive_slogan_delayHow often slogans will be used by vendors if they're aggressive.
aggressive_tilt_chanceHow often will the vendor tip when you walk by it when aggressive is true?
categoryThe category of this vendor. Used for announcing brand intelligence.
crit_damage_factorFactor of extra damage to deal when triggering a crit
currently_vendingItem currently being bought
emaggedAllows people to access a vendor that's normally access restricted.
extended_inventorycan we access the hidden inventory?
flickeringblocks further flickering while true
force_no_power_icon_statedo I look unpowered, even when powered?
hit_warning_cooldown_lengthHow long to wait before resetting the warning cooldown
icon_addonIcon to be an overlay over the base sprite
icon_brokenIcon for the broken overlay, defaults to icon_state + _broken
icon_denyIcon_state when denying access
icon_lightmaskIcon for the lightmask, defaults to icon_state + _off, _lightmask if one is defined.
icon_offIcon for the off overlay, defaults to icon_state + _off
icon_panelIcon for the panel overlay, defaults to icon_state + _panel
icon_vendIcon_state when vending
inserted_itemthe actual item inserted
item_slotboolean, whether this vending machine can accept people inserting items into it, used for coffee vendors
last_hit_timeLast time the machine was punched
num_shardsnumber of shards to apply when a crit embeds
scan_idIf true, enforce access checks on customers. Disabled by messing with wires.
seconds_electrifiedShocks people like an airlock
self_knockover_factorFactor of extra damage to deal when you knock it over onto yourself
shoot_chanceHow often are we firing the items? (prob(...))
shoot_inventoryFire items at customers! We're broken!
shoot_speedHow hard are we firing the items?
shut_upIf true, prevent saying sales pitches
slogan_listList of slogans the vendor will say, optional
squish_damageAmount of damage to deal when tipped
tiltableIf this vending machine can be tipped or not
tiltedIf this vendor is currently tipped
vend_delayHow long vendor takes to vend one item.
vend_readyIf off, vendor is busy and unusable until current action finishes
vendor_accountthe money account that is tethered to this vendor

Procs

build_inventoryBuild src.produdct_records from the products lists
refill_inventoryRefill our inventory from the passed in product list into the record list
restockRefill a vending machine from a refill canister
unbuild_inventoryGiven a record list, go through and and return a list of type -> amount
update_canisterSet up a refill canister that matches this machines products

Var Details

active

No sales pitches if off

ads_list

Unimplemented list of ads that are meant to show up somewhere, but don't.

aggressive

If the vendor should tip on anyone who walks by. Mainly used for brand intelligence

aggressive_slogan_delay

How often slogans will be used by vendors if they're aggressive.

aggressive_tilt_chance

How often will the vendor tip when you walk by it when aggressive is true?

category

The category of this vendor. Used for announcing brand intelligence.

crit_damage_factor

Factor of extra damage to deal when triggering a crit

currently_vending

Item currently being bought

emagged

Allows people to access a vendor that's normally access restricted.

extended_inventory

can we access the hidden inventory?

flickering

blocks further flickering while true

force_no_power_icon_state

do I look unpowered, even when powered?

hit_warning_cooldown_length

How long to wait before resetting the warning cooldown

icon_addon

Icon to be an overlay over the base sprite

icon_broken

Icon for the broken overlay, defaults to icon_state + _broken

icon_deny

Icon_state when denying access

icon_lightmask

Icon for the lightmask, defaults to icon_state + _off, _lightmask if one is defined.

icon_off

Icon for the off overlay, defaults to icon_state + _off

icon_panel

Icon for the panel overlay, defaults to icon_state + _panel

icon_vend

Icon_state when vending

inserted_item

the actual item inserted

item_slot

boolean, whether this vending machine can accept people inserting items into it, used for coffee vendors

last_hit_time

Last time the machine was punched

num_shards

number of shards to apply when a crit embeds

scan_id

If true, enforce access checks on customers. Disabled by messing with wires.

seconds_electrified

Shocks people like an airlock

self_knockover_factor

Factor of extra damage to deal when you knock it over onto yourself

shoot_chance

How often are we firing the items? (prob(...))

shoot_inventory

Fire items at customers! We're broken!

shoot_speed

How hard are we firing the items?

shut_up

If true, prevent saying sales pitches

slogan_list

List of slogans the vendor will say, optional

squish_damage

Amount of damage to deal when tipped

tiltable

If this vending machine can be tipped or not

tilted

If this vendor is currently tipped

vend_delay

How long vendor takes to vend one item.

vend_ready

If off, vendor is busy and unusable until current action finishes

vendor_account

the money account that is tethered to this vendor

Proc Details

build_inventory

Build src.produdct_records from the products lists

src.products, src.contraband, src.premium, and src.prices allow specifying products that the vending machine is to carry without manually populating src.product_records.

refill_inventory

Refill our inventory from the passed in product list into the record list

Arguments:

restock

Refill a vending machine from a refill canister

This takes the products from the refill canister and then fills the products,contraband and premium product categories

Arguments:

unbuild_inventory

Given a record list, go through and and return a list of type -> amount

update_canister

Set up a refill canister that matches this machines products

This is used when the machine is deconstructed, so the items aren't "lost"