Materials subsystem, material defines instead of strings, structure materials. (#8447)

The shitcode crusade begins.
This commit is contained in:
Matt Atlas
2020-03-18 20:19:11 +01:00
committed by GitHub
parent d952493ca0
commit 82437acd43
127 changed files with 687 additions and 646 deletions
+32 -28
View File
@@ -19,7 +19,7 @@
if(!default_type)
default_type = DEFAULT_WALL_MATERIAL
material = get_material_by_name("[default_type]")
material = SSmaterials.get_material_by_name(default_type)
if(!material)
qdel(src)
return
@@ -85,37 +85,37 @@
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-silver"
default_type = "iron"
default_type = MATERIAL_IRON
apply_colour = 1
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"
default_type = "sandstone"
default_type = MATERIAL_SANDSTONE
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/boots.ogg'
/obj/item/stack/material/marble
name = "marble brick"
icon_state = "sheet-marble"
default_type = "marble"
default_type = MATERIAL_MARBLE
drop_sound = 'sound/items/drop/boots.ogg'
/obj/item/stack/material/diamond
name = "diamond"
icon_state = "sheet-diamond"
default_type = "diamond"
default_type = MATERIAL_DIAMOND
drop_sound = 'sound/items/drop/glass.ogg'
/obj/item/stack/material/uranium
name = "uranium"
icon_state = "sheet-uranium"
default_type = "uranium"
default_type = MATERIAL_URANIUM
/obj/item/stack/material/phoron
name = "solid phoron"
icon_state = "sheet-phoron"
default_type = "phoron"
default_type = MATERIAL_PHORON
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/glass.ogg'
@@ -123,46 +123,51 @@
name = "plastic"
icon_state = "sheet-plastic"
item_state = "sheet-plastic"
default_type = "plastic"
default_type = MATERIAL_PLASTIC
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/card.ogg'
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-gold"
default_type = "gold"
default_type = MATERIAL_GOLD
icon_has_variants = TRUE
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
default_type = MATERIAL_OSMIUM
/obj/item/stack/material/silver
name = "silver"
icon_state = "sheet-silver"
default_type = "silver"
default_type = MATERIAL_SILVER
icon_has_variants = TRUE
//Valuable resource, cargo can sell it.
/obj/item/stack/material/platinum
name = "platinum"
icon_state = "sheet-adamantine"
default_type = "platinum"
default_type = MATERIAL_PLATINUM
icon_has_variants = TRUE
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
name = "metallic hydrogen"
icon_state = "sheet-mythril"
default_type = "mhydrogen"
default_type = MATERIAL_HYDROGEN_METALLIC
//Fuel for MRSPACMAN generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-silver"
default_type = "tritium"
default_type = MATERIAL_TRITIUM
apply_colour = 1
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
default_type = "osmium"
default_type = MATERIAL_OSMIUM
apply_colour = 1
/obj/item/stack/material/steel
@@ -175,30 +180,30 @@
name = "plasteel"
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
default_type = "plasteel"
default_type = MATERIAL_PLASTEEL
icon_has_variants = TRUE
/obj/item/stack/material/wood
name = "wooden plank"
icon_state = "sheet-wood"
default_type = "wood"
default_type = MATERIAL_WOOD
drop_sound = 'sound/items/drop/wooden.ogg'
/obj/item/stack/material/woodlog
name = "log"
icon_state = "sheet-wood"
default_type = "log"
default_type = MATERIAL_WOOD_LOG
/obj/item/stack/material/woodbranch
name = "branch"
icon_state = "sheet-wood"
default_type = "branch"
default_type = MATERIAL_WOOD_BRANCH
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
default_type = "cloth"
default_type = MATERIAL_CLOTH
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/clothing.ogg'
@@ -216,35 +221,35 @@
/obj/item/stack/material/cardboard
name = "cardboard"
icon_state = "sheet-card"
default_type = "cardboard"
default_type = MATERIAL_CARDBOARD
drop_sound = 'sound/items/drop/box.ogg'
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."
icon_state = "sheet-leather"
default_type = "leather"
default_type = MATERIAL_LEATHER
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
/obj/item/stack/material/glass
name = "glass"
icon_state = "sheet-glass"
default_type = "glass"
default_type = MATERIAL_GLASS
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/glass.ogg'
/obj/item/stack/material/glass/wired
name = "wired glass"
icon = 'icons/obj/stacks/tiles.dmi'
icon_state = "glass_wire"
icon_state = MATERIAL_GLASS_WIRED
default_type = "wired glass"
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
icon_state = "sheet-rglass"
item_state = "sheet-rglass"
default_type = "rglass"
default_type = MATERIAL_GLASS_REINFORCED
/obj/item/stack/material/glass/phoronglass
name = "borosilicate glass"
@@ -252,7 +257,7 @@
singular_name = "borosilicate glass sheet"
icon_state = "sheet-phoronglass"
item_state = "sheet-pglass"
default_type = "borosilicate glass"
default_type = MATERIAL_GLASS_PHORON
/obj/item/stack/material/glass/phoronrglass
name = "reinforced borosilicate glass"
@@ -260,8 +265,7 @@
singular_name = "reinforced borosilicate glass sheet"
icon_state = "sheet-phoronrglass"
item_state = "sheet-prglass"
default_type = "reinforced borosilicate glass"
default_type = MATERIAL_GLASS_REINFORCED_PHORON
/obj/item/stack/material/bronze
name = "bronze"
icon_state = "sheet-brass"
@@ -271,5 +275,5 @@
/obj/item/stack/material/titanium
name = "titanium"
icon_state = "sheet-titanium"
default_type = "titanium"
default_type = MATERIAL_TITANIUM
icon_has_variants = TRUE
+6 -6
View File
@@ -14,25 +14,25 @@
/obj/item/stack/material/cyborg/plastic
icon_state = "sheet-plastic"
default_type = "plastic"
default_type = MATERIAL_PLASTIC
/obj/item/stack/material/cyborg/steel
icon_state = "sheet-metal"
default_type = "steel"
default_type = MATERIAL_STEEL
/obj/item/stack/material/cyborg/plasteel
icon_state = "sheet-plasteel"
default_type = "plasteel"
default_type = MATERIAL_PLASTEEL
/obj/item/stack/material/cyborg/wood
icon_state = "sheet-wood"
default_type = "wood"
default_type = MATERIAL_WOOD
/obj/item/stack/material/cyborg/glass
icon_state = "sheet-glass"
default_type = "glass"
default_type = MATERIAL_GLASS
/obj/item/stack/material/cyborg/glass/reinforced
icon_state = "sheet-rglass"
default_type = "rglass"
default_type = MATERIAL_GLASS_REINFORCED
charge_costs = list(500, 1000)
+70 -107
View File
@@ -24,43 +24,16 @@
wood
*/
// Assoc list containing all material datums indexed by name.
var/list/name_to_material
//Returns the material the object is made of, if applicable.
//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
/obj/proc/get_material()
return null
return
//mostly for convenience
/obj/proc/get_material_name()
var/material/material = get_material()
if(material)
return material.name
// Builds the datum list above.
/proc/populate_material_list(force_remake=0)
if(name_to_material && !force_remake) return // Already set up!
name_to_material = list()
for(var/type in typesof(/material) - /material)
var/material/new_mineral = new type
if(!new_mineral.name)
continue
name_to_material[lowertext(new_mineral.name)] = new_mineral
return 1
// Safety proc to make sure the material list exists before trying to grab from it.
/proc/get_material_by_name(name)
if(!name_to_material)
populate_material_list()
return name_to_material[name]
/proc/material_display_name(name)
var/material/material = get_material_by_name(name)
if(material)
return material.display_name
return null
// Material definition and procs follow.
/material
var/name // Unique name for use in indexing the list.
@@ -264,7 +237,7 @@ var/list/name_to_material
// Datum definitions follow.
/material/uranium
name = "uranium"
name = MATERIAL_URANIUM
stack_type = /obj/item/stack/material/uranium
radioactivity = 12
icon_base = "stone"
@@ -277,7 +250,7 @@ var/list/name_to_material
golem = "Uranium Golem"
/material/diamond
name = "diamond"
name = MATERIAL_DIAMOND
stack_type = /obj/item/stack/material/diamond
flags = MATERIAL_UNMELTABLE
cut_delay = 60
@@ -293,7 +266,7 @@ var/list/name_to_material
golem = "Diamond Golem"
/material/gold
name = "gold"
name = MATERIAL_GOLD
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
weight = 30
@@ -305,7 +278,7 @@ var/list/name_to_material
golem = "Gold Golem"
/material/bronze
name = "bronze"
name = MATERIAL_BRONZE
stack_type = /obj/item/stack/material/bronze
weight = 30
hardness = 50
@@ -314,8 +287,17 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 2)
golem = "Bronze Golem"
/material/osmium
name = MATERIAL_OSMIUM
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999ff"
stack_origin_tech = list(TECH_MATERIAL = 5)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
value = 30
/material/silver
name = "silver"
name = MATERIAL_SILVER
stack_type = /obj/item/stack/material/silver
icon_colour = "#D1E6E3"
weight = 22
@@ -327,7 +309,7 @@ var/list/name_to_material
golem = "Bronze Golem"
/material/phoron
name = "phoron"
name = MATERIAL_PHORON
stack_type = /obj/item/stack/material/phoron
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
icon_base = "stone"
@@ -340,25 +322,8 @@ var/list/name_to_material
sheet_plural_name = "crystals"
golem = "Phoron Golem"
/*
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
if(isnull(ignition_point))
return 0
if(temperature < ignition_point)
return 0
var/totalPhoron = 0
for(var/turf/simulated/floor/target_tile in range(2,T))
var/phoronToDeduce = (temperature/30) * effect_multiplier
totalPhoron += phoronToDeduce
target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
spawn (0)
target_tile.hotspot_expose(temperature, 400)
return round(totalPhoron/100)
*/
/material/stone
name = "sandstone"
name = MATERIAL_SANDSTONE
stack_type = /obj/item/stack/material/sandstone
icon_base = "stone"
icon_reinf = "reinf_stone"
@@ -374,7 +339,7 @@ var/list/name_to_material
golem = "Sand Golem"
/material/stone/marble
name = "marble"
name = MATERIAL_MARBLE
icon_colour = "#AAAAAA"
weight = 26
hardness = 70
@@ -395,7 +360,7 @@ var/list/name_to_material
hitsound = 'sound/weapons/smash.ogg'
/material/diona
name = "biomass"
name = MATERIAL_DIONA
icon_colour = null
stack_type = null
icon_base = "biomass"
@@ -419,7 +384,7 @@ var/list/name_to_material
shard_type = SHARD_NONE
/material/plasteel
name = "plasteel"
name = MATERIAL_PLASTEEL
stack_type = /obj/item/stack/material/plasteel
integrity = 400
melting_point = 6000
@@ -437,7 +402,7 @@ var/list/name_to_material
hitsound = 'sound/weapons/smash.ogg'
/material/plasteel/titanium
name = "titanium"
name = MATERIAL_TITANIUM
stack_type = /obj/item/stack/material/titanium
integrity = 600
conductivity = 2.38
@@ -451,7 +416,7 @@ var/list/name_to_material
golem = "Titanium Golem"
/material/glass
name = "glass"
name = MATERIAL_GLASS
stack_type = /obj/item/stack/material/glass
flags = MATERIAL_BRITTLE
icon_colour = "#00E1FF"
@@ -544,7 +509,7 @@ var/list/name_to_material
return (hardness > 35) //todo
/material/glass/wired
name = "wired glass"
name = MATERIAL_GLASS_WIRED
display_name = "wired glass"
stack_type = /obj/item/stack/material/glass/wired
flags = MATERIAL_BRITTLE
@@ -556,14 +521,14 @@ var/list/name_to_material
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
window_options = list()
created_window = null
wire_product = null
rod_product = null
/material/glass/reinforced
name = "rglass"
name = MATERIAL_GLASS_REINFORCED
display_name = "reinforced glass"
stack_type = /obj/item/stack/material/glass/reinforced
flags = MATERIAL_BRITTLE
@@ -575,14 +540,14 @@ var/list/name_to_material
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
/material/glass/phoron
name = "borosilicate glass"
name = MATERIAL_GLASS_PHORON
display_name = "borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
@@ -595,7 +560,7 @@ var/list/name_to_material
golem = "Phoron Golem"
/material/glass/phoron/reinforced
name = "reinforced borosilicate glass"
name = MATERIAL_GLASS_REINFORCED_PHORON
display_name = "reinforced borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -608,7 +573,7 @@ var/list/name_to_material
rod_product = null
/material/plastic
name = "plastic"
name = MATERIAL_PLASTIC
stack_type = /obj/item/stack/material/plastic
flags = MATERIAL_BRITTLE
icon_base = "solid"
@@ -622,13 +587,13 @@ var/list/name_to_material
golem = "Plastic Golem"
/material/plastic/holographic
name = "holoplastic"
name = MATERIAL_PLASTIC_HOLO
display_name = "plastic"
stack_type = null
shard_type = SHARD_NONE
/material/osmium
name = "osmium"
name = MATERIAL_OSMIUM
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999FF"
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -636,7 +601,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/tritium
name = "tritium"
name = MATERIAL_TRITIUM
stack_type = /obj/item/stack/material/tritium
icon_colour = "#777777"
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -644,7 +609,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/mhydrogen
name = "mhydrogen"
name = MATERIAL_HYDROGEN_METALLIC
display_name = "metallic hydrogen"
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
@@ -653,7 +618,7 @@ var/list/name_to_material
golem = "Metallic Hydrogen Golem"
/material/platinum
name = "platinum"
name = MATERIAL_PLATINUM
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
@@ -663,7 +628,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/iron
name = "iron"
name = MATERIAL_IRON
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
@@ -675,7 +640,7 @@ var/list/name_to_material
// Adminspawn only, do not let anyone get this.
/material/elevatorium
name = "elevatorium"
name = MATERIAL_ELEVATOR
display_name = "elevator panelling"
stack_type = null
icon_colour = "#666666"
@@ -687,7 +652,7 @@ var/list/name_to_material
protectiveness = 80
/material/wood
name = "wood"
name = MATERIAL_WOOD
stack_type = /obj/item/stack/material/wood // why wouldn't it have a stacktype seriously guys why
icon_colour = "#824B28"
integrity = 50
@@ -711,7 +676,7 @@ var/list/name_to_material
hitsound = 'sound/effects/woodhit.ogg'
/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
name = "log"
name = MATERIAL_WOOD_LOG
stack_type = /obj/item/stack/material/woodlog
icon_colour = "#824B28"
integrity = 50
@@ -727,7 +692,7 @@ var/list/name_to_material
sheet_plural_name = "logs"
/material/wood/branch
name = "branch"
name = MATERIAL_WOOD_BRANCH
stack_type = /obj/item/stack/material/woodbranch
icon_colour = "#824B28"
integrity = 50
@@ -740,9 +705,8 @@ var/list/name_to_material
sheet_singular_name = "branch"
sheet_plural_name = "branch"
/material/rust
name = "rust"
name = MATERIAL_RUST
display_name = "rusty steel"
stack_type = null
icon_colour = "#B7410E"
@@ -754,13 +718,13 @@ var/list/name_to_material
weight = 18
/material/wood/holographic
name = "holowood"
name = MATERIAL_WOOD_HOLO
display_name = "wood"
stack_type = null
shard_type = SHARD_NONE
/material/cardboard
name = "cardboard"
name = MATERIAL_CARDBOARD
stack_type = /obj/item/stack/material/cardboard
flags = MATERIAL_BRITTLE
integrity = 10
@@ -777,8 +741,8 @@ var/list/name_to_material
destruction_desc = "crumples"
golem = "Cardboard Golem"
/material/cloth //todo
name = "cloth"
/material/cloth
name = MATERIAL_CLOTH
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "wood"
ignition_point = T0C+232
@@ -789,7 +753,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cult
name = "cult"
name = MATERIAL_CULT
display_name = "daemon stone"
icon_base = "cult"
icon_colour = COLOR_CULT
@@ -807,7 +771,7 @@ var/list/name_to_material
new /obj/effect/decal/cleanable/blood(target)
/material/cult/reinf
name = "cult_reinforced"
name = MATERIAL_CULT_REINFORCED
icon_colour = COLOR_CULT_REINFORCED
display_name = "human remains"
@@ -815,7 +779,7 @@ var/list/name_to_material
new /obj/effect/decal/remains/human(target)
/material/resin
name = "resin"
name = MATERIAL_RESIN
icon_colour = "#E85DD8"
dooropen_noise = 'sound/effects/attackblob.ogg'
door_icon_base = "resin"
@@ -823,9 +787,8 @@ var/list/name_to_material
sheet_singular_name = "blob"
sheet_plural_name = "blobs"
//TODO PLACEHOLDERS:
/material/leather
name = "leather"
name = MATERIAL_LEATHER
icon_colour = "#5C4831"
stack_origin_tech = list(TECH_MATERIAL = 2)
flags = MATERIAL_PADDING
@@ -835,7 +798,7 @@ var/list/name_to_material
golem = "Homunculus"
/material/carpet
name = "carpet"
name = MATERIAL_CARPET
display_name = "comfy"
use_name = "red upholstery"
icon_colour = "#DA020A"
@@ -848,7 +811,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cotton
name = "cotton"
name = MATERIAL_COTTON
display_name ="cotton"
icon_colour = "#FFFFFF"
flags = MATERIAL_PADDING
@@ -858,7 +821,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_teal
name = "teal"
name = MATERIAL_CLOTH_TEAL
display_name ="teal"
use_name = "teal cloth"
icon_colour = "#00EAFA"
@@ -869,7 +832,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_black
name = "black"
name = MATERIAL_CLOTH_BLACK
display_name = "black"
use_name = "black cloth"
icon_colour = "#505050"
@@ -880,7 +843,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_green
name = "green"
name = MATERIAL_CLOTH_GREEN
display_name = "green"
use_name = "green cloth"
icon_colour = "#01C608"
@@ -890,8 +853,8 @@ var/list/name_to_material
protectiveness = 1 // 4%
golem = "Cloth Golem"
/material/cloth_puple
name = "purple"
/material/cloth_purple
name = MATERIAL_CLOTH_PURPLE
display_name = "purple"
use_name = "purple cloth"
icon_colour = "#9C56C4"
@@ -902,7 +865,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_blue
name = "blue"
name = MATERIAL_CLOTH_BLUE
display_name = "blue"
use_name = "blue cloth"
icon_colour = "#6B6FE3"
@@ -913,7 +876,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_beige
name = "beige"
name = MATERIAL_CLOTH_BEIGE
display_name = "beige"
use_name = "beige cloth"
icon_colour = "#E8E7C8"
@@ -924,7 +887,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_lime
name = "lime"
name = MATERIAL_CLOTH_LIME
display_name = "lime"
use_name = "lime cloth"
icon_colour = "#62E36C"
@@ -935,7 +898,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/hide //TODO make different hides somewhat different among them
name = "hide"
name = MATERIAL_HIDE
stack_origin_tech = list(TECH_MATERIAL = 2)
stack_type = /obj/item/stack/material/animalhide
door_icon_base = "wood"
@@ -949,38 +912,38 @@ var/list/name_to_material
golem = "Homunculus"
/material/hide/corgi
name = "corgi hide"
name = MATERIAL_HIDE_CORGI
stack_type = /obj/item/stack/material/animalhide/corgi
icon_colour = "#F9A635"
/material/hide/cat
name = "cat hide"
name = MATERIAL_HIDE_CAT
stack_type = /obj/item/stack/material/animalhide/cat
icon_colour = "#444444"
/material/hide/monkey
name = "monkey hide"
name = MATERIAL_HIDE_MONKEY
stack_type = /obj/item/stack/material/animalhide/monkey
icon_colour = "#914800"
/material/hide/lizard
name = "lizard hide"
name = MATERIAL_HIDE_LIZARD
stack_type = /obj/item/stack/material/animalhide/lizard
icon_colour = "#34AF10"
/material/hide/xeno
name = "alien hide"
name = MATERIAL_HIDE_ALIEN
stack_type = /obj/item/stack/material/animalhide/xeno
icon_colour = "#525288"
protectiveness = 10 // 33%
/material/hide/human
name = "human hide"
name = MATERIAL_HIDE_HUMAN
stack_type = /obj/item/stack/material/animalhide/human
icon_colour = "#833C00"
/material/bone
name = "bone"
name = MATERIAL_BONE
icon_colour = "#e3dac9"
icon_base = "stone"
icon_reinf = "reinf_stone"
@@ -995,14 +958,14 @@ var/list/name_to_material
golem = "Homunculus"
/material/bone/necromancer
name = "cursed bone"
name = MATERIAL_BONE_CURSED
weight = 20
integrity = 150
hardness = 60
protectiveness = 20 // 50%
/material/vaurca
name = "alien biomass"
name = MATERIAL_VAURCA
display_name = "alien biomass"
stack_type = null
icon_colour = "#1C7400"
@@ -1016,7 +979,7 @@ var/list/name_to_material
conductivity = 10
/material/shuttle
name = "shuttle"
name = MATERIAL_SHUTTLE
display_name = "spaceship alloy"
stack_type = null
icon_colour = "#6C7364"
@@ -1029,7 +992,7 @@ var/list/name_to_material
protectiveness = 80 // 80%
/material/shuttle/skrell
name = "skrell"
name = MATERIAL_SHUTTLE_SKRELL
display_name = "superadvanced alloy"
icon_colour = null
icon_base = "skrell"