Make clothing racks and retail shelves craftable (#21434)

Allows the clothing rack and retail shelf to be crafted.
Additionally it fixes the duplicate rods from taking apart tables and
the racks giving rods when they should give plastic.
This commit is contained in:
Casper3667
2025-10-05 17:25:58 +00:00
committed by GitHub
parent 526d7ea0a1
commit ee25c1fac5
4 changed files with 14 additions and 4 deletions
@@ -140,6 +140,8 @@
recipes += new /datum/stack_recipe_list("[display_name] recipes",
list(
new /datum/stack_recipe("plastic rack", /obj/structure/table/rack, BUILD_AMT, time = 5, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("clothing rack", /obj/structure/table/rack/clothing, BUILD_AMT, time = 5, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("retail shelf", /obj/structure/table/rack/retail_shelf, BUILD_AMT, time = 5, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("plastic crate", /obj/structure/closet/crate/plastic, BUILD_AMT, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("plastic bag", /obj/item/storage/bag/plasticbag, 3, on_floor = 1),
new /datum/stack_recipe("IV bag", /obj/item/reagent_containers/blood/empty, 4, on_floor = 0),
+1
View File
@@ -9,6 +9,7 @@
can_reinforce = 0
flipped = -1
table_mat = DEFAULT_TABLE_MATERIAL
dismantle_mat = /obj/item/stack/material/plastic
/obj/structure/table/rack/New()
..()
+3 -4
View File
@@ -26,6 +26,7 @@
var/manipulating = 0
var/material/reinforced = null
var/obj/item/stack/dismantle_mat = /obj/item/stack/rods
// Gambling tables. I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those.
// Convert if/when you can easily get stacks of these.
@@ -269,7 +270,7 @@
return
user.visible_message("\The [user] dismantles \the [src].",
SPAN_NOTICE("You dismantle \the [src]."))
new /obj/item/stack/rods(src.loc, 2)
new dismantle_mat(src.loc)
qdel(src)
// Returns a list of /obj/item/material/shard objects that were created as a result of this table's breakage.
@@ -298,9 +299,7 @@
if(carpeted && (full_return || prob(50))) // Higher chance to get the carpet back intact, since there's no non-intact option
new /obj/item/stack/tile/carpet(src.loc)
if(full_return || prob(20))
new /obj/item/stack/rods(src.loc, 2)
else
new /obj/item/stack/rods(src.loc)
new dismantle_mat(src.loc)
qdel(src)
return shards