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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
Changed plasma to not spawn so often, but now shows up on analyzer ping and grants more points. Reduced effectiveness of "Window shopping" on the asteroid by surrounding random mineral turfs in no-chance turfs. Changed the mining locker's sprite to something else, courtesy of Jordie0608.
This commit is contained in:
@@ -17,7 +17,7 @@
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var/stack_amt = 50; //amount to stack before releasing
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var/obj/item/weapon/card/id/inserted_id
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var/points = 0
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var/list/ore_values = list(("sand" = 1), ("iron" = 1), ("plasma" = 10), ("gold" = 20), ("silver" = 20), ("uranium" = 20), ("bananium" = 30), ("diamond" = 40))
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var/list/ore_values = list(("sand" = 1), ("iron" = 1), ("gold" = 20), ("silver" = 20), ("uranium" = 20), ("bananium" = 30), ("diamond" = 40), ("plasma" = 40))
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/obj/machinery/mineral/ore_redemption/proc/process_sheet(obj/item/weapon/ore/O)
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var/obj/item/stack/sheet/processed_sheet = SmeltMineral(O)
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@@ -132,8 +132,8 @@
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/obj/machinery/mineral/equipment_locker
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name = "mining equipment locker"
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desc = "An equipment locker for miners, points collected at an ore redemption machine can be spent here."
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icon = 'icons/obj/suitstorage.dmi'
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icon_state = "suitstorage000001100"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "mining"
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density = 1
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anchored = 1.0
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var/obj/item/weapon/card/id/inserted_id
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@@ -3,7 +3,7 @@
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/turf/simulated/mineral //wall piece
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name = "Rock"
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icon = 'icons/turf/walls.dmi'
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icon_state = "rock"
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icon_state = "rock_nochance"
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oxygen = 0
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nitrogen = 0
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opacity = 1
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@@ -16,7 +16,7 @@
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var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
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var/last_act = 0
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var/scan_state = null //Holder for the image we display when we're pinged by a mining scanner
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var/hidden = 0
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var/hidden = 1
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/turf/simulated/mineral/ex_act(severity)
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switch(severity)
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@@ -71,7 +71,8 @@
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/turf/simulated/mineral/random
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name = "Mineral deposit"
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var/mineralSpawnChanceList = list("Uranium" = 1, "Diamond" = 1, "Gold" = 1, "Silver" = 1, "Plasma" = 25, "Iron" = 50, "Gibtonite" = 4/*, "Adamantine" =5*/, "Cave" = 2)//Currently, Adamantine won't spawn as it has no uses. -Durandan
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icon_state = "rock"
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var/mineralSpawnChanceList = list("Uranium" = 1, "Diamond" = 1, "Gold" = 1, "Silver" = 1, "Plasma" = 1, "Iron" = 50, "Gibtonite" = 4/*, "Adamantine" =5*/, "Cave" = 2)//Currently, Adamantine won't spawn as it has no uses. -Durandan
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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/turf/simulated/mineral/random/New()
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@@ -108,7 +109,7 @@
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/turf/simulated/mineral/random/high_chance
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icon_state = "rock_highchance"
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mineralChance = 25
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 10)
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/turf/simulated/mineral/random/high_chance/New()
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icon_state = "rock"
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@@ -116,8 +117,8 @@
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/turf/simulated/mineral/random/low_chance
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icon_state = "rock_lowchance"
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mineralChance = 10
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mineralSpawnChanceList = list("Uranium" = 1, "Diamond" = 1, "Gold" = 1, "Silver" = 1, "Plasma" = 25, "Iron" = 50, "Gibtonite" = 4)
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mineralChance = 5
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mineralSpawnChanceList = list("Uranium" = 1, "Diamond" = 1, "Gold" = 1, "Silver" = 1, "Plasma" = 1, "Iron" = 50, "Gibtonite" = 4)
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/turf/simulated/mineral/random/low_chance/New()
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icon_state = "rock"
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@@ -139,6 +140,7 @@
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mineralAmt = 5
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spreadChance = 20
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spread = 1
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hidden = 0
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/turf/simulated/mineral/diamond
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name = "Diamond deposit"
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@@ -172,8 +174,10 @@
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icon_state = "rock_Plasma"
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mineralName = "Plasma"
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mineralAmt = 5
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spreadChance = 25
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spreadChance = 0
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spread = 1
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hidden = 1
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scan_state = "rock_Plasma"
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/turf/simulated/mineral/clown
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name = "Bananium deposit"
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@@ -182,6 +186,7 @@
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mineralAmt = 3
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spreadChance = 0
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spread = 0
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hidden = 0
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////////////////////////////////Gibtonite
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/turf/simulated/mineral/gibtonite
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@@ -337,7 +342,7 @@
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/turf/simulated/floor/plating/asteroid/airless/cave/proc/SpawnFloor(var/turf/T)
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for(var/turf/S in range(2,T))
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if(istype(S, /turf/space) || istype(S, /turf/simulated/mineral/random/low_chance))
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if(istype(S, /turf/space) || istype(S.loc, /area/mine/explored))
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sanity = 0
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break
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if(!sanity)
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@@ -393,10 +398,6 @@
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if(do_after(user,W:digspeed))
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user << "\blue You finish cutting into the rock."
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gets_drilled()
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if(istype(W, /obj/item/weapon/resonator))
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var/obj/item/weapon/resonator/R = W
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R.CreateResonance(src)
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else
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return attack_hand(user)
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return
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@@ -52,7 +52,7 @@
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name = "Plasma ore"
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icon_state = "Plasma ore"
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origin_tech = "materials=2"
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points = 10
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points = 40
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refined_type = /obj/item/stack/sheet/mineral/plasma
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/obj/item/weapon/ore/plasma/attackby(obj/item/I as obj, mob/user as mob)
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