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The Epic Construction Update (#5976)
How to build machine blueprints! Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
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@@ -58,7 +58,7 @@
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recipes += new/datum/stack_recipe("metal rod", /obj/item/stack/rods, 1, 2, 60)
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recipes += new/datum/stack_recipe("computer frame", /obj/structure/computerframe, 5, time = 25, one_per_turf = 1, on_floor = 1)
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recipes += new/datum/stack_recipe("wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1)
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recipes += new/datum/stack_recipe("machine frame", /obj/machinery/constructable_frame/machine_frame, 5, time = 25, one_per_turf = 1, on_floor = 1)
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recipes += new/datum/stack_recipe("machine blueprint", /obj/machinery/constructable_frame/machine_frame, 2, time = 25, one_per_turf = 1, on_floor = 1)
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recipes += new/datum/stack_recipe_list("turret frames", list( \
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new/datum/stack_recipe("light turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("dark turret frame", /obj/machinery/porta_turret_construct/dark, 5, time = 25, one_per_turf = 1, on_floor = 1), \
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@@ -114,6 +114,7 @@
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recipes += new/datum/stack_recipe("reagent dispenser cartridge (small)", /obj/item/weapon/reagent_containers/chem_disp_cartridge/small, 1, on_floor=0) // 100u
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recipes += new/datum/stack_recipe("white floor tile", /obj/item/stack/tile/floor_white, 1, 4, 20)
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recipes += new/datum/stack_recipe("freezer floor tile", /obj/item/stack/tile/floor_freezer, 1, 4, 20)
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recipes += new/datum/stack_recipe("plastic flaps", /obj/structure/plasticflaps, 4, 1, 1)
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/material/wood/generate_recipes()
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..()
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@@ -75,7 +75,7 @@
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..()
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/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
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if(W.iscoil())
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if(iscoil(W))
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material.build_wired_product(user, W, src)
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return
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else if(istype(W, /obj/item/stack/rods))
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@@ -185,6 +185,17 @@
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default_type = "wood"
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drop_sound = 'sound/items/drop/wooden.ogg'
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/obj/item/stack/material/woodlog
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name = "log"
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icon_state = "sheet-woodlog"
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default_type = "log"
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/obj/item/stack/material/woodbranch
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name = "branch"
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icon_state = "sheet-branch"
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default_type = "branch"
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/obj/item/stack/material/cloth
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name = "cloth"
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icon_state = "sheet-cloth"
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@@ -706,6 +706,37 @@ var/list/name_to_material
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golem = "Wood Golem"
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hitsound = 'sound/effects/woodhit.ogg'
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/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
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name = "log"
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stack_type = /obj/item/stack/material/woodlog
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icon_colour = "#824B28"
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integrity = 50
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icon_base = "solid"
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explosion_resistance = 4
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hardness = 30
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weight = 30 //Logs are heavier then normal pieces of wood
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conductivity = 0.8
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melting_point = T0C+380
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ignition_point = T0C+328
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destruction_desc = "splinters"
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sheet_singular_name = "log"
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sheet_plural_name = "logs"
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/material/wood/branch
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name = "branch"
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stack_type = /obj/item/stack/material/woodbranch
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icon_colour = "#824B28"
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integrity = 50
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icon_base = "solid"
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explosion_resistance = 0
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hardness = 0.1
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weight = 7
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melting_point = T0C+220
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ignition_point = T0C+218
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sheet_singular_name = "branch"
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sheet_plural_name = "branch"
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/material/rust
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name = "rust"
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display_name = "rusty steel"
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