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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 12:02:31 +01:00
Mechfab Rebalancing: Material Scarcity Edition (#21170)
This PR significantly rebalances the construction costs and times of the "Mech" side of the machine shop in order to break up the "Light mech hoverthruster meta" that has been severely prevalent. In general steel usage for many things is going down, in exchange for using aluminium by the same amount. Lead is being introduced as the material to use for "Anything that gives you radiation protection", and most hardsuits and some mech armors now call for its use. The biggest thing to be rebalanced are the Hoverthrusters. Imagine my surprise when I discover that not only were the hoverthrusters insanely cheap, they also had the lowest power draw of any mech chassis in the game, which meant that if you used them with the self-recharging power cells, you essentially had infinite power and full flight. Hoverthrusters of both kinds are being changed to require rare materials. So I significantly increased the power draw for hoverthrusters(For god's sake they let the mech fly at high speed, they're the exact opposite of low power). As a small concession, the health for the light thrusters is increased slightly. Finally, to help encourage more experimenting with lesser-used mech chassis, I removed the tech requirements for the quadruped chassis, allowing Machinists to experiment with trying out different, "Less ideal" mech designs.
This commit is contained in:
@@ -8,7 +8,7 @@
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max_damage = 150
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move_delay = 5
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turn_delay = 2
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power_use = 2000
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power_use = 2500
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trample_damage = 0
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hover = TRUE
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@@ -17,7 +17,7 @@
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exosuit_desc_string = "light thrusters"
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desc = "A set of fragile hover-thrusters. This variant seems to sacrifice vast structural integrity for... more speed."
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icon_state = "light-hoverlegs"
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max_damage = 40
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max_damage = 75
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move_delay = 2
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turn_delay = 2
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power_use = 725
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power_use = 2000
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@@ -10,12 +10,21 @@
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desc = "An assembly frame for an advanced voidsuit that protects against hazardous, low pressure environments."
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build_path = /obj/item/rig_assembly/ce
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req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 5500, MATERIAL_PHORON = 7550)
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materials = list(
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MATERIAL_ALUMINIUM = 12500,
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MATERIAL_GLASS = 12500,
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DEFAULT_WALL_MATERIAL = 7000,
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MATERIAL_SILVER = 5500,
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MATERIAL_GOLD = 5500,
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MATERIAL_PHORON = 7550,
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MATERIAL_LEAD = 5500,
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)
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/datum/design/rig/eva
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name = "EVA Suit Control Module Assembly"
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desc = "An assembly for light rig that is desiged for repairs and maintenance to the outside of habitats and vessels."
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build_path = /obj/item/rig_assembly/eva
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materials = list(MATERIAL_ALUMINIUM = 12500, MATERIAL_GLASS = 12500, DEFAULT_WALL_MATERIAL = 7000, MATERIAL_LEAD = 5500)
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/datum/design/rig/eva/pilot
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name = "pilot Suit Control Module Assembly"
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@@ -27,25 +36,26 @@
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name = "Industrial Suit Control Module Assembly"
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desc = "An assembly for a heavy, powerful rig used by construction crews and mining corporations."
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build_path = /obj/item/rig_assembly/industrial
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materials = list(DEFAULT_WALL_MATERIAL = 23000, MATERIAL_GLASS = 12500, MATERIAL_PLASTEEL = 3500, MATERIAL_LEAD = 3500)
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/datum/design/rig/hazmat
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name = "AMI Control Module Assembly"
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desc = "An assembly for Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it."
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build_path = /obj/item/rig_assembly/hazmat
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materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 25000, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 5500, MATERIAL_PHORON = 7550)
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materials = list(DEFAULT_WALL_MATERIAL = 19500, MATERIAL_GLASS = 25000, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 5500, MATERIAL_PHORON = 7550, MATERIAL_LEAD = 5500)
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/datum/design/rig/medical
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name = "Rescue Suit Control Module Assembly"
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desc = "An assembly for a durable suit designed for medical rescue in high risk areas."
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build_path = /obj/item/rig_assembly/medical
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materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 3500, MATERIAL_PHORON = 7550)
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materials = list(MATERIAL_ALUMINIUM = 14000, MATERIAL_GLASS = 12500, DEFAULT_WALL_MATERIAL = 8500, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 3500, MATERIAL_PHORON = 7550, MATERIAL_LEAD = 2500)
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/datum/design/rig/hazard
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name = "Hazard Hardsuit Control Module"
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desc = "An assembly for a security hardsuit designed for prolonged EVA in dangerous environments."
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build_path = /obj/item/rig_assembly/combat/hazard
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req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 5500)
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materials = list(DEFAULT_WALL_MATERIAL = 26500, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 5500, MATERIAL_LEAD = 3500)
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/datum/design/rig/combat
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name = "Combat Hardsuit Control Module Assembly"
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@@ -16,21 +16,22 @@
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build_path = /obj/item/robot_parts/robot_component/armor/mech/radproof
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time = 50 SECONDS
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req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 12500)
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// Steel for equivalent armor, but lead for its radiation shielding
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materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_LEAD = 7500)
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/datum/design/item/mechfab/exosuit/em_armor
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name = "EM-shielded Exosuit Armor"
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build_path = /obj/item/robot_parts/robot_component/armor/mech/em
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time = 50 SECONDS
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req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_SILVER = 1000)
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materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_LEAD = 2500, MATERIAL_SILVER = 1000)
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/datum/design/item/mechfab/exosuit/combat_armor
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name = "Combat Exosuit Armor"
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build_path = /obj/item/robot_parts/robot_component/armor/mech/combat
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time = 50 SECONDS
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req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_DIAMOND = 5000)
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materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PLASTEEL = 10000, MATERIAL_DIAMOND = 5000)
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/datum/design/item/mechfab/exosuit/actuator
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name = "Actuator"
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@@ -64,28 +65,28 @@
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/datum/design/item/mechfab/exosuit/combat_head
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name = "Combat Exosuit Sensors"
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time = 30 SECONDS
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time = 90 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000)
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build_path = /obj/item/mech_component/sensors/combat
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req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
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/datum/design/item/mechfab/exosuit/combat_torso
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name = "Combat Exosuit Chassis"
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time = 60 SECONDS
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time = 180 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 45000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000)
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build_path = /obj/item/mech_component/chassis/combat
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req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
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/datum/design/item/mechfab/exosuit/combat_arms
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name = "Combat Exosuit Manipulators"
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time = 30 SECONDS
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time = 90 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000)
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build_path = /obj/item/mech_component/manipulators/combat
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req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
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/datum/design/item/mechfab/exosuit/combat_legs
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name = "Combat Exosuit Motivators"
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time = 30 SECONDS
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time = 90 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000)
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build_path = /obj/item/mech_component/propulsion/combat
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req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
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@@ -93,111 +94,112 @@
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/datum/design/item/mechfab/exosuit/ripley_head
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name = "Powerloader Sensors"
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build_path = /obj/item/mech_component/sensors/ripley
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time = 15 SECONDS
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time = 45 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 3500)
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/datum/design/item/mechfab/exosuit/ripley_torso
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name = "Powerloader Chassis"
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build_path = /obj/item/mech_component/chassis/ripley
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time = 35 SECONDS
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time = 105 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 15000)
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/datum/design/item/mechfab/exosuit/ripley_arms
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name = "Powerloader Manipulators"
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build_path = /obj/item/mech_component/manipulators/ripley
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time = 25 SECONDS
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time = 75 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 4500)
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/datum/design/item/mechfab/exosuit/ripley_legs
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name = "Powerloader Motivators"
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build_path = /obj/item/mech_component/propulsion/ripley
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time = 25 SECONDS
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time = 75 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 4500)
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/datum/design/item/mechfab/exosuit/light_head
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name = "Light Exosuit Sensors"
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time = 20 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 6500)
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time = 60 SECONDS
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materials = list(MATERIAL_ALUMINIUM = 3500, DEFAULT_WALL_MATERIAL = 3000)
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build_path = /obj/item/mech_component/sensors/light
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req_tech = list(TECH_MATERIAL = 1)
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/datum/design/item/mechfab/exosuit/light_torso
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name = "Light Exosuit Chassis"
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time = 30 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 25000)
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time = 90 SECONDS
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materials = list(MATERIAL_ALUMINIUM = 15000, DEFAULT_WALL_MATERIAL = 10000)
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build_path = /obj/item/mech_component/chassis/light
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req_tech = list(TECH_MATERIAL = 1)
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/datum/design/item/mechfab/exosuit/light_arms
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name = "Light Exosuit Manipulators"
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time = 20 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 10000)
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time = 60 SECONDS
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materials = list(MATERIAL_ALUMINIUM = 6500, DEFAULT_WALL_MATERIAL = 3500)
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build_path = /obj/item/mech_component/manipulators/light
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req_tech = list(TECH_MATERIAL = 1)
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/datum/design/item/mechfab/exosuit/light_legs
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name = "Light Exosuit Motivators"
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time = 25 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 10000)
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time = 75 SECONDS
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materials = list(MATERIAL_ALUMINIUM = 6500, DEFAULT_WALL_MATERIAL = 3500)
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build_path = /obj/item/mech_component/propulsion/light
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req_tech = list(TECH_MATERIAL = 1)
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/datum/design/item/mechfab/exosuit/heavy_head
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name = "Heavy Exosuit Sensors"
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time = 35 SECONDS
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time = 105 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 12000, MATERIAL_URANIUM = 7000, MATERIAL_SILVER = 7000, MATERIAL_GOLD = 7000)
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build_path = /obj/item/mech_component/sensors/heavy
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req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4)
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/datum/design/item/mechfab/exosuit/heavy_torso
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name = "Heavy Exosuit Chassis"
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time = 75 SECONDS
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time = 225 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 70000, MATERIAL_URANIUM = 10000, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000)
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build_path = /obj/item/mech_component/chassis/heavy
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req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4)
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/datum/design/item/mechfab/exosuit/heavy_arms
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name = "Heavy Exosuit Manipulators"
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time = 35 SECONDS
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time = 105 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_URANIUM = 5000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000)
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build_path = /obj/item/mech_component/manipulators/heavy
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req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4)
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/datum/design/item/mechfab/exosuit/heavy_legs
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name = "Heavy Exosuit Motivators"
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time = 35 SECONDS
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time = 105 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_URANIUM = 5000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000)
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build_path = /obj/item/mech_component/propulsion/heavy
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req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4)
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/datum/design/item/mechfab/exosuit/spider
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name = "Quadruped Motivators"
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time = 20 SECONDS
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time = 60 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 12000)
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build_path = /obj/item/mech_component/propulsion/spider
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req_tech = list(TECH_ENGINEERING = 2)
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/datum/design/item/mechfab/exosuit/spider/heavy
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name = "Industrial Quadruped Motivators"
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time = 35 SECONDS
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time = 105 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 25000)
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build_path = /obj/item/mech_component/propulsion/spider/heavy
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req_tech = list(TECH_ENGINEERING = 4)
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/datum/design/item/mechfab/exosuit/hover_legs
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name = "Heavy Hoverthrusters"
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time = 35 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 14000)
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time = 105 SECONDS
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// Significantly heavier armor than light hoverthrusters, gold, silver, and phoron are for the ion engines.
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materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_ALUMINIUM = 7500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 2500, MATERIAL_PHORON = 2500)
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build_path = /obj/item/mech_component/propulsion/hover
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/datum/design/item/mechfab/exosuit/hover_legs/light
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name = "Light Hoverthrusters"
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time = 25 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 7500)
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time = 75 SECONDS
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// Harder to obtain materials than other leg types, though not unobtainable by any means. You can get them roundstart by partnering up with engineering.
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// The cost is kind of intentionally set to discourage "Light hoverthruster meta", there is otherwise no actual reason to ever make anything else.
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materials = list(MATERIAL_ALUMINIUM = 15000, MATERIAL_GOLD = 4500, MATERIAL_SILVER = 4500, MATERIAL_PHORON = 4500)
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build_path = /obj/item/mech_component/propulsion/hover/light
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/datum/design/item/mechfab/exosuit/track
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name = "Armored Treads"
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time = 35 SECONDS
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time = 105 SECONDS
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materials = list(DEFAULT_WALL_MATERIAL = 25000)
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build_path = /obj/item/mech_component/propulsion/tracks
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Block a user