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Cody Brittain ccbfbdc50a Ported the Microlathe from Bay, and began autolathe refactor: Take II (#21668)
Continued from #19839

> Part 1 of a refactor to try and make our various fabricators use the
same system and basic code. This adds the microlathe as a proof of
concept to the whole refactor, ported from Baystation. Currently not
mapped anywhere.

> This also ports over Nebula's autolathe working sound, however it is
adapted to fit our code. As such, I went to the original sound and
re-cut it, now including start and stop sounds.

Plan is overall to make it much easier to add new types of fabricators. 

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/fabricators/microlathe.dmi |
[BloodyMan](https://github.com/BloodyMan) (Baystation 12) | CC-BY-SA |
| sound/machines/fabricators/autolathe/ |
[pencilina](https://freesound.org/people/pencilina/) | CC-0 |

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2026-01-14 19:29:32 +00:00

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/singleton/fabricator_recipe
/// Name to show in the fabricator for this recipe
var/name = "object"
/// Path of the object to print
var/path
/// If true, the fabricator needs to be hacked before it can print this design
var/hack_only
/// If set, the ship needs to be at this alert level before fabricators on it can print this design. Ignored if hacked
var/security_level
/// What category will the recipe appear in?
var/category
/// What resources the recipe needs. Defaults to the amount of materials inside the object, multiplied by 1.25
var/list/resources
/// Whether to treat the object as a stack or not. Will show multipliers for building
var/is_stack
/// What types of fabricators will this recipe appear in?
var/list/fabricator_types = list(
FABRICATOR_CLASS_GENERAL
)
/// Build time for the recipe. Defaults to 5 SECONDS
var/build_time = 5 SECONDS