code/__DEFINES/clockwork.dm 
NO_SPELL | Use NONE for continue interaction REMINDER: The clockwork_power(var) and clockwork_beacons(list) have been moved at _glovalvars/game_modes |
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CLOCK_POWER_CONVERT | Power gains permanent |
CLOCK_POWER_BEACON | Power gains as time progresses. Goes in process() so it makes x power per second. |
CLOCK_POPULATION_THRESHOLD | At what population does it switch to highpop values |
CLOCK_POWER_PER_CREW_LOW | Power per crew demand. (Lowpop) |
CLOCK_POWER_REVEAL_LOW | Percent for power to reveal (Lowpop) |
CLOCK_CREW_REVEAL_LOW | Percent clockers to reveal (Lowpop) |
CLOCK_POWER_PER_CREW_HIGH | Power per crew demand. (highpop) |
CLOCK_POWER_REVEAL_HIGH | Percent for power to reveal (Highpop) |
CLOCK_CREW_REVEAL_HIGH | Percent clockers to reveal (Highpop) |
Define Details
CLOCK_CREW_REVEAL_HIGH 
Percent clockers to reveal (Highpop)
CLOCK_CREW_REVEAL_LOW 
Percent clockers to reveal (Lowpop)
CLOCK_POPULATION_THRESHOLD 
At what population does it switch to highpop values
CLOCK_POWER_BEACON 
Power gains as time progresses. Goes in process() so it makes x power per second.
CLOCK_POWER_CONVERT 
Power gains permanent
CLOCK_POWER_PER_CREW_HIGH 
Power per crew demand. (highpop)
CLOCK_POWER_PER_CREW_LOW 
Power per crew demand. (Lowpop)
CLOCK_POWER_REVEAL_HIGH 
Percent for power to reveal (Highpop)
CLOCK_POWER_REVEAL_LOW 
Percent for power to reveal (Lowpop)
NO_SPELL 
Use NONE for continue interaction REMINDER: The clockwork_power(var) and clockwork_beacons(list) have been moved at _glovalvars/game_modes