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@@ -25,7 +25,7 @@
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shard_type = /obj/item/shard
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value_per_unit = 0.0025
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beauty_modifier = 0.05
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armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2)
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armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, FIRE = 1, ACID = 0.2)
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/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
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@@ -62,7 +62,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/gold
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value_per_unit = 0.0625
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beauty_modifier = 0.15
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1)
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 0.7, ACID = 1.1)
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/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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@@ -79,7 +79,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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alpha = 132
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value_per_unit = 0.25
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beauty_modifier = 0.3
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armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
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armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, FIRE = 1, ACID = 1)
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/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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@@ -95,15 +95,25 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/uranium
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value_per_unit = 0.05
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beauty_modifier = 0.3 //It shines so beautiful
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, FIRE = 1, ACID = 1)
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/datum/material/uranium/on_applied(atom/source, amount, material_flags)
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. = ..()
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source.AddComponent(/datum/component/radioactive, amount / 50, source, 0) //half-life of 0 because we keep on going. amount / 50 means 40 radiation per sheet.
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// Uranium structures should irradiate, but not items, because item irradiation is a lot more annoying.
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// For example, consider picking up uranium as a miner.
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if (isitem(source))
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return
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source.AddElement(/datum/element/radioactive)
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/datum/material/uranium/on_removed(atom/source, amount, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/radioactive))
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if (isitem(source))
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return
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source.RemoveElement(/datum/element/radioactive)
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/datum/material/uranium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.reagents.add_reagent(/datum/reagent/uranium, rand(4, 6))
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@@ -121,7 +131,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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shard_type = /obj/item/shard/plasma
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value_per_unit = 0.1
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beauty_modifier = 0.15
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armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5)
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armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, FIRE = 0, ACID = 0.5)
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/datum/material/plasma/on_applied(atom/source, amount, material_flags)
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. = ..()
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@@ -166,7 +176,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/bananium
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value_per_unit = 0.5
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beauty_modifier = 0.5
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armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away.
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armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away.
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/datum/material/bananium/on_applied(atom/source, amount, material_flags)
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. = ..()
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@@ -194,7 +204,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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value_per_unit = 0.0625
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beauty_modifier = 0.05
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armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1)
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armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 0.7, ACID = 1)
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/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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@@ -210,7 +220,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/runite
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value_per_unit = 0.3
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beauty_modifier = 0.5
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armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
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armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
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/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
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@@ -227,7 +237,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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value_per_unit = 0.0125
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beauty_modifier = -0.01
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, FIRE = 1.1, ACID = 1)
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/datum/material/plastic/on_accidental_mat_consumption(mob/living/carbon/eater, obj/item/food)
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eater.reagents.add_reagent(/datum/reagent/plastic_polymers, rand(6, 8))
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@@ -253,7 +263,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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value_per_unit = 0.01
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beauty_modifier = 0.1
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, FIRE = 0, ACID = 0.3)
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texture_layer_icon_state = "woodgrain"
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/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
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@@ -286,7 +296,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/adamantine
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value_per_unit = 0.25
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beauty_modifier = 0.4
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, FIRE = 2.5, ACID = 1)
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/datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
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@@ -302,7 +312,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/mythril
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value_per_unit = 0.75
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strength_modifier = 1.2
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.5
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/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
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@@ -355,7 +365,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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value_per_unit = 0.35
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beauty_modifier = 0.35
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strength_modifier = 1.2
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armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, RAD = 1, FIRE = 1.3, ACID = 1)
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armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, FIRE = 1.3, ACID = 1)
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/datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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@@ -372,7 +382,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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value_per_unit = 0.001
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strength_modifier = 0.5
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integrity_modifier = 0.1
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.25
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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@@ -390,7 +400,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/sandstone
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value_per_unit = 0.0025
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_WOOD
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texture_layer_icon_state = "brick"
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@@ -403,7 +413,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/snow
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value_per_unit = 0.0025
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, FIRE = 0.25, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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@@ -420,7 +430,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/runed_metal
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value_per_unit = 0.75
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = -0.15
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texture_layer_icon_state = "runed"
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@@ -437,7 +447,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/bronze
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value_per_unit = 0.025
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armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.2
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/datum/material/paper
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@@ -448,7 +458,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/paperframes
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value_per_unit = 0.0025
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armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
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armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, FIRE = 0, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "paper"
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@@ -474,7 +484,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/cardboard
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value_per_unit = 0.003
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, FIRE = 0, ACID = 1.5)
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beauty_modifier = -0.1
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/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
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@@ -498,7 +508,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/bone
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value_per_unit = 0.05
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armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = -0.2
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/datum/material/bamboo
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@@ -509,7 +519,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/bamboo
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value_per_unit = 0.0025
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, FIRE = 0.5, ACID = 1.5)
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beauty_modifier = 0.2
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turf_sound_override = FOOTSTEP_WOOD
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texture_layer_icon_state = "bamboo"
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@@ -522,7 +532,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/zaukerite
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value_per_unit = 0.45
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armor_modifiers = list(MELEE = 0.9, BULLET = 0.9, LASER = 1.75, ENERGY = 1.75, BOMB = 0.5, BIO = 1, RAD = 1.75, FIRE = 0.1, ACID = 1)
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armor_modifiers = list(MELEE = 0.9, BULLET = 0.9, LASER = 1.75, ENERGY = 1.75, BOMB = 0.5, BIO = 1, FIRE = 0.1, ACID = 1)
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beauty_modifier = 0.001
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/datum/material/zaukerite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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