Properties

Aside from standard properties like damage and weight, items, objects, and creatures can have miscellaneous other properties that affect how they behave.

Metal
Metal items can rust and be pulled by. Creatures can be metallic as well. This means their entire body becomes pulled if magnetic pulsed, and will refuse to properly function if rusted.

For modding purposes, this property corresponds to the  object part.

Organic
For modding purposes, this property corresponds to having a zero  integer property.

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,  , and   object parts.

EMP Sensitive
This item will deactivate if hit by an EMP blast, usually from Electromagnetic Impulse or an EMP grenade.

For modding purposes, this property usually corresponds to having an  attribute of   on an appropriate object part. There are several such parts; refer to  for examples. There is a generic base class that supports parts with involved conditional behavior, called ; see Modding:Active Parts for details. is a field on that class.

Some parts implement hardcoded EMP sensitivity because they do not use. These include support parts for geomagnetic discs, night vision implants, mines, bombs, high-powered magnets, melee weapon elemental damage, walltraps, and conveyor belts.

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  attribute of   on an appropriate object part. This is another configuration point provided by ; see Modding:Active Parts for details.

Some mutation parts can also be configured for this property, using fields called either  or. 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 classes of objects that occlude light are walls, trees, and brinestalk. A portable occluding item is the.

This can be set on an object by adding  in the object's   part.