Class Tags
java.lang.Object
com.fs.starfarer.api.impl.campaign.ids.Tags
- Author:
- Alex
-
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final String
static final String
static final String
On hull specs and variants.static final String
Fighter wings with this tag can be installed on automated ships.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
For phase cloak, whether it can be disrupted by nearby shots/objects.static final String
Put on a hullmod that it's apply() methods don't get called when the player is using autofit from the refit screen.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
Will expire at some point in the near future; not everything that expires is guaranteed to have this tag.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
Just #league thingsstatic final String
static final String
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static final String
Difference from "hide" is that invisible can be seen if selected with code, i.e.static final String
static final String
static final String
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static final String
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static final String
static final String
static final String
static final String
static final String
On ship hulls.static final String
static final String
static final String
static final String
static final String
static final String
Does not generate supplies/machinery/fuel/weapons/hullmods/etc - anything at all - when destroyed in battle.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
For weapon tooltip.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
Unused/unimplemented.static final String
static final String
static final String
static final String
Included in the planet search filter, if known aboutstatic final String
static final String
static final String
static final String
static final String
static final String
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static final String
static final String
static final String
static final String
static final String
For fighters that need a ship entry instead of a fighter wing entry.static final String
static final String
On human-ship shrouded hullmods.static final String
Will not be used to initialize a modular ship's/station's default _Hull variant with a set of empty modules.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
Stuff that shouldn't be able to be destroyed.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
In ship_systems.csv, NOT on shipsstatic final String
static final String
On fleet members and on variants.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
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static final String
static final String
Used to mark systems that would be "interesting" for the player to visit, due to ruins, derelicts, anything special, and so on.static final String
Used to mark systems that would be "interesting" for the player to visit, due to ruins, derelicts, anything special, and so on.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
Marker meaning that this system should not be picked again for something special during procgen, like the "Red Planet" mission.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
On fighter hull.static final String
static final String
static final String
static final String
Derelict ship does not allow story point recovery.static final String
static final String
static final String
static final String
static final String
static final String
static final String
Faster spawning for a not-a-real-ship just used to fire beams (and generate threat for the AI to respond to them).static final String
static final String
static final String
static final String
static final String
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static final String
Can apply to wing or to fighter's hull variant.static final String
static final String
static final String
static final String
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Constructor Summary
Constructors -
Method Summary
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Field Details
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TAG_NO_AUTOFIT
On fleet members and on variants.- See Also:
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TAG_AUTOMATED_NO_PENALTY
- See Also:
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TAG_RETAIN_SMODS_ON_RECOVERY
- See Also:
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TAG_NO_AUTOFIT_UNLESS_PLAYER
- See Also:
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NO_SIM
- See Also:
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INDUSTRY_DO_NOT_SHOW_IN_BUILD_DIALOG
- See Also:
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DO_NOT_APPLY_HULLMOD_DURING_AUTOFIT
Put on a hullmod that it's apply() methods don't get called when the player is using autofit from the refit screen.- See Also:
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NO_STANDARD_DATA
For weapon tooltip.- See Also:
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AUTOMATED
On hull specs and variants. Not required - just an extra way to signal the ship is automated.- See Also:
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NO_BATTLE_SALVAGE
Does not generate supplies/machinery/fuel/weapons/hullmods/etc - anything at all - when destroyed in battle.- See Also:
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MONSTER
On ship hulls.- See Also:
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CENTER_DIAMOND_ON_HULL_CENTER
- See Also:
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SYSTEM_USES_DAMPER_FIELD_AI
In ship_systems.csv, NOT on ships- See Also:
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SPECIAL_ALLOWS_SYSTEM_USE
- See Also:
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SYSTEM_ALLOWS_SPECIAL_USE
- See Also:
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UNRECOVERABLE
Derelict ship does not allow story point recovery.- See Also:
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VARIANT_ALLOW_EXCESS_OP_ETC
- See Also:
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VARIANT_ALWAYS_RETAIN_SMODS_ON_SALVAGE
- See Also:
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VARIANT_CONSISTENT_WEAPON_DROPS
- See Also:
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VARIANT_DO_NOT_DROP_AI_CORE_FROM_CAPTAIN
- See Also:
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VARIANT_ALWAYS_RECOVERABLE
- See Also:
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VARIANT_UNBOARDABLE
- See Also:
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SKIP_FOR_DEFAULT_HULL_MODULES
Will not be used to initialize a modular ship's/station's default _Hull variant with a set of empty modules.- See Also:
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HULL_UNRESTORABLE
- See Also:
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VARIANT_UNRESTORABLE
- See Also:
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VARIANT_FX_DRONE
Faster spawning for a not-a-real-ship just used to fire beams (and generate threat for the AI to respond to them). Automatically added by createFXDrone().- See Also:
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DISRUPTABLE
For phase cloak, whether it can be disrupted by nearby shots/objects.- See Also:
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NO_MARKET_INFO
- See Also:
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MARKET_NO_INDUSTRIES_ALLOWED
- See Also:
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MARKET_NO_OFFICER_SPAWN
- See Also:
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AUTOMATED_RECOVERABLE
- See Also:
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RESTRICTED
- See Also:
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MILITARY_MARKET_ONLY
- See Also:
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AUTOMATED_FIGHTER
Fighter wings with this tag can be installed on automated ships.- See Also:
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ONLY_ALLOW_AUTOMATED_FIGHTERS
- See Also:
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NO_ENTITY_TOOLTIP
- See Also:
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NO_TOPOGRAPHY_SCANS
- See Also:
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PK_SYSTEM
- See Also:
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SYSTEM_CUT_OFF_FROM_HYPER
- See Also:
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SYSTEM_ABYSSAL
- See Also:
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SYSTEM_CAN_SPAWN_THREAT
- See Also:
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THEME_HIDDEN
- See Also:
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THEME_CORE_UNPOPULATED
- See Also:
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THEME_CORE_POPULATED
- See Also:
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THEME_CORE
- See Also:
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DO_NOT_SHOW_STRANDED_DIALOG
- See Also:
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THEME_INTERESTING
Used to mark systems that would be "interesting" for the player to visit, due to ruins, derelicts, anything special, and so on. These systems will be more likely to be picked for containing the targets of randomly generated missions. Should ONLY be used where it's acceptable that this may happen.- See Also:
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THEME_INTERESTING_MINOR
Used to mark systems that would be "interesting" for the player to visit, due to ruins, derelicts, anything special, and so on. These systems will be more likely to be picked for containing the targets of randomly generated missions. Should ONLY be used where it's acceptable that this may happen.- See Also:
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THEME_MISC
- See Also:
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THEME_MISC_SKIP
- See Also:
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THEME_RUINS
- See Also:
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THEME_RUINS_MAIN
- See Also:
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THEME_RUINS_SECONDARY
- See Also:
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THEME_SPECIAL
Marker meaning that this system should not be picked again for something special during procgen, like the "Red Planet" mission.- See Also:
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THEME_DERELICT
- See Also:
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THEME_DERELICT_MOTHERSHIP
- See Also:
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THEME_DERELICT_CRYOSLEEPER
- See Also:
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THEME_DERELICT_SURVEY_SHIP
- See Also:
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THEME_DERELICT_PROBES
- See Also:
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HAS_CORONAL_TAP
- See Also:
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THEME_UNSAFE
- See Also:
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THEME_REMNANT
- See Also:
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THEME_REMNANT_MAIN
- See Also:
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THEME_REMNANT_SECONDARY
- See Also:
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THEME_REMNANT_NO_FLEETS
- See Also:
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THEME_REMNANT_DESTROYED
- See Also:
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THEME_REMNANT_SUPPRESSED
- See Also:
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THEME_REMNANT_RESURGENT
- See Also:
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SALVAGE_ENTITY_NO_REMOVE
- See Also:
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SALVAGE_ENTITY_NO_DEBRIS
- See Also:
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SALVAGE_ENTITY_NON_CUSTOM
- See Also:
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WEAPON_REMNANTS
- See Also:
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SHIP_REMNANTS
- See Also:
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SHIP_CAN_NOT_SCUTTLE
- See Also:
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SHIP_UNIQUE_SIGNATURE
- See Also:
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SHIP_RECOVERABLE
- See Also:
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SHIP_LIMITED_TOOLTIP
- See Also:
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LIMITED_TOOLTIP_IF_LOCKED
- See Also:
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DO_NOT_RESPAWN_PLAYER_IN
- See Also:
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MODULE_UNSELECTABLE
- See Also:
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MODULE_REFIT_BRIGHT
- See Also:
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MODULE_NO_STATUS_BAR
- See Also:
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MODULE_HULL_BAR_ONLY
- See Also:
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HULLMOD_PHASE_BRAWLER
- See Also:
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HULLMOD_NO_DROP
- See Also:
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HULLMOD_NO_DROP_SALVAGE
- See Also:
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HULLMOD_DMOD
- See Also:
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HULLMOD_DAMAGE
- See Also:
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HULLMOD_DAMAGE_PHASE
- See Also:
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HULLMOD_CIV
- See Also:
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HULLMOD_REQ_SHIELDS
- See Also:
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HULLMOD_NOT_CIV
- See Also:
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HULLMOD_CIV_ONLY
- See Also:
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HULLMOD_DAMAGE_STRUCT
- See Also:
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HULLMOD_DESTROYED_ALWAYS
- See Also:
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HULLMOD_FIGHTER_BAY_DAMAGE
- See Also:
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HULLMOD_CARRIER_ALWAYS
- See Also:
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HULLMOD_PEAK_TIME
- See Also:
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HULLMOD_NOT_PHASE
- See Also:
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HULLMOD_NOT_AUTO
- See Also:
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HULLMOD_NO_BUILD_IN
- See Also:
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HULLMOD_SHIELDS
- See Also:
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HULLMOD_DEFENSIVE
- See Also:
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HULLMOD_OFFENSIVE
- See Also:
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HULLMOD_ENGINES
- See Also:
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HULLMOD_SPECIAL
- See Also:
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WING_NO_DROP
- See Also:
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WING_NO_SELL
- See Also:
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WING_RAPID_REFORM
- See Also:
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WING_LEADER_NO_SWARM
- See Also:
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WING_WINGMEN_NO_SWARM
- See Also:
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WING_MATCH_LEADER_FACING
- See Also:
-
WING_ATTACK_AT_AN_ANGLE
- See Also:
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WING_KEEP_AT_RANGE
- See Also:
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WING_INDEPENDENT_OF_CARRIER
- See Also:
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WING_TARGET_ESCORT_TARGET
- See Also:
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THREAT_SWARM_AI
On fighter hull.- See Also:
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SWARM_FIGHTER
- See Also:
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THREAT
- See Also:
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THREAT_TIMID
- See Also:
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THREAT_CAUTIOUS
- See Also:
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THREAT_AGGRESSIVE
- See Also:
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THREAT_RECKLESS
- See Also:
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THREAT_HIVE
- See Also:
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THREAT_OVERSEER
- See Also:
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THREAT_FABRICATOR
- See Also:
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THREAT_COMBAT
- See Also:
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THREAT_SKIRMISH
- See Also:
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FRAGMENT
- See Also:
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FRAGMENT_GLOW
- See Also:
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DWELLER
- See Also:
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DWELLER_TIMID
- See Also:
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DWELLER_CAUTIOUS
- See Also:
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DWELLER_AGGRESSIVE
- See Also:
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DWELLER_RECKLESS
- See Also:
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DWELLER_VORTEX
- See Also:
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DWELLER_EJECTA
- See Also:
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SHROUDED
On human-ship shrouded hullmods.- See Also:
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NO_ARMOR_SCHEMATIC
- See Also:
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OVERSEER_CHARGE
Unused/unimplemented.- See Also:
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OVERSEER_CHARGE_FIGHTER
- See Also:
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WING_STAY_IN_FRONT_OF_SHIP
Can apply to wing or to fighter's hull variant.- See Also:
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NO_DROP
- See Also:
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NO_BP_DROP
- See Also:
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WEAPON_NO_SELL
- See Also:
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NO_SELL
- See Also:
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MISSION_ITEM
- See Also:
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PLANET_SEARCH
Included in the planet search filter, if known about- See Also:
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SHOW_IN_PLANET_LIST
- See Also:
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COLONY_ITEM
- See Also:
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STORY_CRITICAL
Stuff that shouldn't be able to be destroyed. Currently only works for campaign objectives. See also: MemFlags.STORY_CRITIAL, for things that are story critical with specific "reasons" and stop being critical once the reasons are all no longer valid.- See Also:
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STAR
- See Also:
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PLANET
- See Also:
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GAS_GIANT
- See Also:
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TERRAIN
- See Also:
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SYSTEM_ANCHOR
- See Also:
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NON_CLICKABLE
- See Also:
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FADING_OUT_AND_EXPIRING
- See Also:
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ACCRETION_DISK
- See Also:
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AMBIENT_LS
- See Also:
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HAS_INTERACTION_DIALOG
- See Also:
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COMM_RELAY
- See Also:
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NAV_BUOY
- See Also:
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SENSOR_ARRAY
- See Also:
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OBJECTIVE
- See Also:
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STABLE_LOCATION
- See Also:
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MISSION_LOCATION
- See Also:
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MAKESHIFT
- See Also:
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USE_STATION_VISUAL
- See Also:
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STATION
- See Also:
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GATE
- See Also:
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ORBITAL_JUNK
- See Also:
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TRANSIENT
- See Also:
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JUMP_POINT
- See Also:
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STELLAR_MIRROR
- See Also:
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STELLAR_SHADE
- See Also:
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CRYOSLEEPER
- See Also:
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CORONAL_TAP
- See Also:
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WARNING_BEACON
- See Also:
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BEACON_LOW
- See Also:
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BEACON_MEDIUM
- See Also:
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BEACON_HIGH
- See Also:
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PROTECTS_FROM_CORONA_IN_BATTLE
- See Also:
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FLEET_IGNORES_CORONA
- See Also:
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SALVAGE_MUSIC
- See Also:
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SALVAGEABLE
- See Also:
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DEBRIS_FIELD
- See Also:
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WRECK
- See Also:
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SYSTEM_ALREADY_USED_FOR_STORY
- See Also:
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EXPIRES
Will expire at some point in the near future; not everything that expires is guaranteed to have this tag.- See Also:
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NOT_RANDOM_MISSION_TARGET
- See Also:
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NEUTRINO
- See Also:
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NEUTRINO_LOW
- See Also:
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NEUTRINO_HIGH
- See Also:
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REPORT_REP
- See Also:
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REPORT_PRICES
- See Also:
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REPORT_IMPORTANT
- See Also:
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REPORT_NOMAP
- See Also:
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REPORT_NO_SYSTEM
- See Also:
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FLEET_LOG
- See Also:
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INCOME_REPORT
- See Also:
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MISSION_PRIORITY
- See Also:
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MISSION_NON_REPEATABLE
- See Also:
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INTEL_IMPORTANT
- See Also:
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INTEL_NEW
- See Also:
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INTEL_BOUNTY
- See Also:
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INTEL_MAJOR_EVENT
- See Also:
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INTEL_CONTACTS
- See Also:
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INTEL_FLEET_DEPARTURES
- See Also:
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INTEL_SMUGGLING
- See Also:
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INTEL_EXPLORATION
- See Also:
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INTEL_MARKER
- See Also:
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INTEL_FLEET_LOG
- See Also:
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INTEL_SALVAGE
- See Also:
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INTEL_LOCAL
- See Also:
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INTEL_TRADE
- See Also:
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INTEL_MISSIONS
- See Also:
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INTEL_ACCEPTED
- See Also:
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INTEL_STORY
- See Also:
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INTEL_COMMISSION
- See Also:
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INTEL_AGREEMENTS
- See Also:
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INTEL_HOSTILITIES
- See Also:
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INTEL_MILITARY
- See Also:
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INTEL_BEACON
- See Also:
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INTEL_GATES
- See Also:
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INTEL_SHRINES
- See Also:
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INTEL_COLONIES
- See Also:
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INTEL_COMM_SNIFFERS
- See Also:
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INTEL_DECIVILIZED
- See Also:
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INTEL_PRODUCTION
- See Also:
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CONTACT_MILITARY
- See Also:
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CONTACT_TRADE
- See Also:
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CONTACT_UNDERWORLD
- See Also:
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CONTACT_SCIENCE
- See Also:
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CONTACT_PATHER
- See Also:
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INVOLUNTARY_RETIREMENT
- See Also:
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REPLACEMENT_ARCHON
- See Also:
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GHOST
- See Also:
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UNAFFECTED_BY_SLIPSTREAM
- See Also:
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IMMUNE_TO_REMORA_PULSE
- See Also:
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ZIG_GHOST
- See Also:
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OMEGA
- See Also:
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DAMAGE_SPECIAL
- See Also:
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DAMAGE_SOFT_FLUX
- See Also:
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LIDAR
- See Also:
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NOVA
- See Also:
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FIXED_RANGE
- See Also:
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FIRES_ONE_BURST
- See Also:
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KANTA_GIFT
- See Also:
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LUDDIC_SHRINE
- See Also:
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SLIPSTREAM_VISIBLE_IN_ABYSS
- See Also:
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TEMPORARY_LOCATION
- See Also:
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STAR_HIDDEN_ON_MAP
- See Also:
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RELOAD_1PT
- See Also:
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RELOAD_1_AND_A_HALF_PT
- See Also:
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RELOAD_2PT
- See Also:
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RELOAD_3PT
- See Also:
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RELOAD_4PT
- See Also:
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RELOAD_5PT
- See Also:
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RELOAD_6PT
- See Also:
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NO_RELOAD
- See Also:
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SHIP_SYSTEM_DEFENSIVE
- See Also:
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SHIP_SYSTEM_OFFENSIVE
- See Also:
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SHIP_SYSTEM_MOVEMENT
- See Also:
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HIDE_IN_CODEX
- See Also:
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SHOW_IN_CODEX_AS_SHIP
For fighters that need a ship entry instead of a fighter wing entry.- See Also:
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INVISIBLE_IN_CODEX
Difference from "hide" is that invisible can be seen if selected with code, i.e. the entry actually exists.- See Also:
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CODEX_UNLOCKABLE
- See Also:
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CODEX_REQUIRE_RELATED
- See Also:
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SHOW_IN_CODEX
- See Also:
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DWELLER_LIGHT
- See Also:
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GENS_YARIBAY
Just #league things- See Also:
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GENS_HANNAN
- See Also:
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GENS_KATO
- See Also:
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Constructor Details
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Tags
public Tags()
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