Properties
Aside from standard qualities like damage and weight, items, objects, and creatures can have physical or metaphysical properties that affect how they behave and how other items interact with them.
Metal
Metal items can rust, be magnetized, and be pulled by pulsed field magnets. Creatures can be metallic as well. This means their entire body becomes pulled if magnetic pulsed, and will refuse to properly function if rusted. Metal items (but not creatures) cannot be set on fire.[1]
For modding purposes, this property corresponds to the Metal
object part.
Organic
A thing that is organic[2]:
- cannot safely contain
acid[3]
- can be healed by
convalessence[4]
- turns to
ashes when destroyed by fire or light damage[5]
- is vulnerable to a
thirst thistle's thirsting effect[6]
Cannot be removed once equipped
Items with this property can't be unequipped normally by the player, but can be unequipped under other circumstances by the game, such as when they're destroyed.
For modding purposes, this property corresponds to the Cursed
, CursedCybernetics
, and NaturalEquipment
object parts.
EMP Sensitive
This item will deactivate if hit by an EMP blast, usually from Electromagnetic Pulse or an EMP grenade.
For modding purposes, this property usually corresponds to having an IsEMPSensitive
attribute of true
on an appropriate object part. There are several such parts; refer to ObjectBlueprints.xml
for examples. There is a generic base class that supports parts with involved conditional behavior, called IActivePart
; see Modding:Active Parts for details. IsEMPSensitive
is a field on that class.
Some parts implement hardcoded EMP sensitivity because they do not use IActivePart
. These include support parts for geomagnetic discs, night vision implants, mines, bombs, high-powered magnets, melee weapon elemental damage, walltraps, and conveyor belts.[7]
EMP-Sensitive Furniture
Barathrum clock with Q Girl pendulum
ergo chair
grav chair
hyperbiotic chair
reclamation cist
torture chair
EMP-Sensitive Walls
EMP-Sensitive Melee Weapons
Ari
ceremonial vibrokhopesh
force knife
gaslight chisel
gaslight flyssa
gaslight kris
maghammer
nanopneumatic jackhammer
prayer rod
Shayna
steel butcher knife
stun rod
syphon baton
vibro blade
vibro dagger
Yal
EMP-Sensitive Ranged Weapons
arc cannon
arc winder
blast cannon
blood-gradient hand vacuum
chain laser
di-thermo beam
eigenpistol
eigenrifle
electrobow
freeze ray
geomagnetic disc
grappling gun
hand rail
high-voltage arc winder
hypertractor
laser pistol
laser rifle
light rail
linear cannon
longreach grappling gun
normality gas pump
nullray pistol
phase cannon
point-defense drone
psychal fleshgun
space inverter
spaser pistol
spaser rifle
turbow
EMP-Sensitive Creatures
anomaly extinguisher
baetyl
baetyl cherub
blast cannon tinker
boosterbot
CAP-N
chain laser emplacement
chaingun turret
chaingun turret tinker
chrome pyramid
chromeling
cloneling
conservator
crypt sitter
dawning ape
decarbonizer
diplomacy droid
drillbot
dynamic turret tinker
E-Ros
Ebenshabat
eigenturret tinker
fulcrete catapult
galgal
Girsh Agolgot
Girsh Bethsaida
Girsh Qas
Girsh Qon
Girsh Rermadon
Girsh Shug'ruith the Burrower
Herododicus
important fish
infiltrator
interdictor
laser turret
laser turret tinker
leering stalker
low-light laser turret tinker
Many Eyes
mechanical baetyl cherub
mechanical robot cherub
mercurial
microturret
miner Mk I
miner Mk II
miner Mk III
musket turret
NaN-N/A
phase cannon tinker
plastronoid
plated chromeling
pulsed field magnet
reprogrammed scrap shoveler
rifle turret
rifle turret tinker
robot cherub
rocket turret
rocket turret tinker
Rodanis Y
saw-hander
scrap shoveler
Shem -1
sparking baetyl
Starformed Ehalcodon
strip fly
temple mecha mk Ia
temple mecha mk Ib
temple mecha mk II
traipsing mortar
unplanished godhed
urn duster
Vivira
Warden 1-FF, reprogrammed conservator
waydroid
Other EMP-Sensitive Equipment/Objects
3D cobblers
advanced toolkit
anti-gravity boots
antimatter cell
arcwyrk
basic toolkit
becoming nook
Bethesda Susa recoiler
bio-scanning bracelet
biodynamic cell
biodynamic power plant
black mote
brass foaminator
broadcast power station
chem cell
chiral rings
chrome idol
chromeling signal relay
combustion cell
compass bracelet
- -conveyor belt
conveyor drive unit
crystalline halo
Dagasha's spur
dazzle cheek
displacer bracelet
electric crematorium
electric generator
electrodicus
Ezra recoiler
fidget cell
flux gauge
food processor
force bracelet
force projector
fusion power station
fusion pumping station
ganglionic teleprojector
gas burner
gas tumbler
gate
glass furnace
glass printer
Golgotha recoiler
Graftek
Grit Gate recoiler
gyrocopter backpack
high-energy thermo cask
high-powered magnet
high-voltage power line
hologram bracelet
hydraulic brass foaminator
hydraulic irrigator
hydraulic press
hydraulic turbine
hyperbiotic bed
induction charging station
industrial fan
Joppa recoiler
Kah's loop
kiln
Kyakukya recoiler
lathe
lead-acid cell
leyline puppeteers
life loop
liquid-cooled unicomputer
loudspeaker
magnetic bottle
magnetized boots
mecha power core
medassist module
mercurial cloak
micromanipulator array
millstone
mindrone
motorized treads
Nacham's ribbon
nano-neuro animator
navigation system
night vision
night-sight interpolators
night-vision goggles
ninefold boots
norm core mk I
norm core mk II
norm core mk III
normality gas
nuclear cell
onboard recoiler
ontological anchor
Otherpearl
palladium mesh tabard
penetrating radar
pickaxe
plastifer chem vest
power line
powered armillary sphere
powered exoskeleton
powered telescope
Reality Distortion Based
Capabilities that are reality distortion based are subject to being interfered with by normality.
On items, this property usually corresponds to having an IsRealityDistortionBased
attribute of true
on an appropriate object part. This is another configuration point provided by IActivePart
; see Modding:Active Parts for details.
Some mutation parts can also be configured for this property, using fields called either IsRealityDistortionBased
or RealityDistortionBased
. There is no way to change these fields via Mutations.xml, so this is only manipulable by scripting mods.
Occluding
Occluding objects are objects that block a character's field of view. Objects that are occluding also block non-seeping gases from passing through their tile. In terms of AI, even though the enemy knows their target is behind an occluding object, and the object does not block bullets, they will still refuse to fire until they are able to see their target again. Occluding items can also prevent NPCs from witnessing the player stealing an object. The most common class of objects that occlude light are walls (including closed doors and vents). Other occluding objects are shown below.[8]
Occluding Plants and Fungi
Occluding Statues and Monuments
Occluding Objects
Non-plant, non-statue, non-wall
objects that are occluding.
Non-Occluding Walls
Most walls are occluding, but the
following are exceptions to that rule:
Object |
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Occluding Holograms
Surprisingly, although holographic,
these objects are occluding.
References
- ↑
XRL.World.Parts.Metal
, methodMakeNonflammable
- ↑ For modding purposes, “organic” means having an
Inorganic
integer property set to 0, rather than 1. - ↑
XRL.Liquids.LiquidAcid
, methodSafeContainer
- ↑
XRL.Liquids.LiquidConvalessence
, methodGetHealingLocationValue
- ↑
XRL.World.Parts.BurnToAshesIfOrganic
- ↑
XRL.World.Parts.ThirstOnHit
- ↑ Most of these special cases can be found by searching the codebase for "IsEMPed", an IComponent method used for less conventional EMP status checking.
- ↑ Occlusion can be set on an object by adding
Occluding="true"
in the object'sRender
part.
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