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More modular guns tweaks and fixes (#4221)
-fixes #4217 -lowers some of the component techs to make possible to get them -fixes the phoron capacitor design having the wrong id -modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers -fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
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@@ -209,15 +209,15 @@
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sort_string = "TZZBD"
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/datum/design/item/weapon/modular_phoron
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id = "stock_teranium"
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req_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 5, TECH_PHORON = 6)
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id = "stock_phoron"
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req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5, TECH_PHORON = 6)
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materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500)
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build_path = /obj/item/laser_components/capacitor/phoron
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sort_string = "TZZBE"
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/datum/design/item/weapon/modular_bs
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id = "stock_bs"
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req_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 8, TECH_PHORON = 7, TECH_BLUESPACE = 7)
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req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 7, TECH_PHORON = 7, TECH_BLUESPACE = 7)
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materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500, "diamond" = 1000)
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build_path = /obj/item/laser_components/capacitor/bluespace
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sort_string = "TZZBF"
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