More nova ports (#26018)

* https://github.com/NovaSector/NovaSector/pull/297

* https://github.com/NovaSector/NovaSector/pull/277

* Space Ruin - Space hotel Pipenet, Powernet and disposal fixes (#253)

* stinky

* 1

* Updates status (#270)

* Updates status

* Update world.dm

* https://github.com/NovaSector/NovaSector/pull/130

* fex

---------

Co-authored-by: Zergspower <Griffinj88@yahoo.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
This commit is contained in:
Gandalf
2024-01-06 16:51:59 +00:00
committed by GitHub
co-authored by Zergspower Bloop
parent 6009e63fea
commit 28abe4d246
82 changed files with 4367 additions and 2322 deletions
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -6,6 +6,15 @@
#define RND_CATEGORY_AKHTER_MEDICAL "Emergency Medical"
/// Category for resources made by the organics printer
#define RND_CATEGORY_AKHTER_RESOURCES "Resources"
/// Category for ingredients in the ration printer
#define RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS "Ingredients"
/// Category for bags and containers of reagents in the ration printer
#define RND_CATEGORY_AKHTER_FOODRICATOR_BAGS "Containers"
/// Category for snacks in the ration printer
#define RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS "Luxuries"
/// Category for utensils and whatnot in the ration printer
#define RND_CATEGORY_AKHTER_FOODRICATOR_UTENSILS "Utensils"
/// Category for the seeds the organics printer can make
#define RND_CATEGORY_AKHTER_SEEDS "Synthesized Seeds"
@@ -18,16 +18,25 @@
name = "Snail Tongue"
id = "snailtongue"
build_path = /obj/item/organ/internal/tongue/snail
category = list(SPECIES_SNAIL, RND_CATEGORY_INITIAL)
category = list(
SPECIES_SNAIL,
RND_CATEGORY_INITIAL,
)
/datum/design/liver/snail
name = "Snail Liver"
id = "snailliver"
build_path = /obj/item/organ/internal/liver/snail
category = list(SPECIES_SNAIL, RND_CATEGORY_INITIAL)
category = list(
SPECIES_SNAIL,
RND_CATEGORY_INITIAL,
)
/datum/design/heart/snail
name = "Snail Heart"
id = "snailheart"
build_path = /obj/item/organ/internal/heart/snail
category = list(SPECIES_SNAIL, RND_CATEGORY_INITIAL)
category = list(
SPECIES_SNAIL,
RND_CATEGORY_INITIAL,
)
@@ -4,10 +4,14 @@
id = "cybernetic_tongue"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 2,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/organ/internal/tongue/cybernetic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -3,10 +3,14 @@
desc = "A fragile, circuitry embedded helmet for boosting the intelligence of a monkey to a higher level."
id = "monkey_helmet"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/clothing/head/helmet/monkey_sentience
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
@@ -15,10 +19,14 @@
desc = "A type of plumbing constructor designed to manipulate fluid."
id = "plumbing_eng"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 40, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 5, /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 40,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/construction/plumbing/engineering
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING,
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING
@@ -27,10 +35,14 @@
desc = "An adjusted version of the medical syringe gun that only allows SmartDarts to be chambered."
id = "smartdartgun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/silver = SHEET_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/gun/syringe/smartdart
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -39,10 +51,14 @@
desc = "All-in-one kit containing the parts to create a portable anesthetic stand, tank not included."
id = "anesthetic_machine"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/silver = SHEET_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/anesthetic_machine_kit
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -51,18 +67,25 @@
desc = "A frame for a time clock console, contains all of the parts needed to build a new time clock"
id = "time_clock_frame"
build_type = PROTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/wallframe/time_clock
category = list(RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS)
category = list(
RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS,
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING | DEPARTMENT_BITFLAG_SERVICE
/datum/design/vox_gas_filter
name = "Vox Gas Filter"
id = "vox_gas_filter"
build_type = PROTOLATHE | AUTOLATHE | COLONY_FABRICATOR
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT,
)
build_path = /obj/item/gas_filter/vox
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS_EQUIPMENT
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS_EQUIPMENT,
)
departmental_flags = ALL
@@ -31,7 +31,10 @@
name = "industrial RCD matter cartridge"
desc = "A cartridge with one complete refill for an industrial RCD."
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 60, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 40)
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 60,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 40,
)
ammoamt = 440
/obj/item/storage/box/rcd_ammo
@@ -40,7 +43,9 @@
desc = "A durable box with refill cartridges for an industrial RCD."
icon_state = "engibox"
illustration = "rcd"
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
/obj/item/storage/box/rcd_ammo/PopulateContents()
for(var/i in 1 to 4)
@@ -20,7 +20,11 @@
name = "Ammo Workbench Advanced Munitions Datadisk"
id = "ammoworkbench_disk_lethal"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT
)
build_path = /obj/item/disk/ammo_workbench/advanced
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_SECURITY)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_SECURITY,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
@@ -0,0 +1,72 @@
/area/virtual_domain/ancient_milsim
name = "intro_2" // see fluff.dm, line 18; shouldn't really be used
icon = 'icons/area/areas_away_missions.dmi'
icon_state = "unknown"
/area/virtual_domain/ancient_milsim/entrance
name = "'Time Of Valor 2' Entrance Area" // The most generic FPS title I could think of.
icon_state = "awaycontent1"
/area/virtual_domain/ancient_milsim/janitor
name = "'Time Of Valor 2' Janitor's Closet"
icon_state = "awaycontent2"
/area/virtual_domain/ancient_milsim/medbay
name = "'Time Of Valor 2' Medbay"
icon_state = "awaycontent3"
/area/virtual_domain/ancient_milsim/atrium
name = "'Time Of Valor 2' Atrium"
icon_state = "awaycontent4"
/area/virtual_domain/ancient_milsim/hallway
name = "'Time Of Valor 2' Hallway"
icon_state = "awaycontent5"
/area/virtual_domain/ancient_milsim/maintenance
name = "'Time Of Valor 2' Maintenance Tunnel"
icon_state = "awaycontent7"
/area/virtual_domain/ancient_milsim/loot_camp
name = "'Time Of Valor 2' CIN Encampment"
icon_state = "awaycontent7"
/area/virtual_domain/ancient_milsim/snpc_ground
name = "'Time Of Valor 2' SNPC Fighting Ground"
icon_state = "awaycontent8"
/area/virtual_domain/ancient_milsim/carrier
name = "'Time Of Valor 2' Ruined APC"
icon_state = "awaycontent9"
/area/virtual_domain/ancient_milsim/snpc_hallway
name = "'Time Of Valor 2' SNPC Base Hallway"
icon_state = "awaycontent10"
/area/virtual_domain/ancient_milsim/snpc_bar
name = "'Time Of Valor 2' SNPC Base Bar"
icon_state = "awaycontent11"
/area/virtual_domain/ancient_milsim/snpc_garage
name = "'Time Of Valor 2' SNPC Base Garage"
icon_state = "awaycontent12"
/area/virtual_domain/ancient_milsim/snpc_cafe
name = "'Time Of Valor 2' SNPC Base Cafeteria"
icon_state = "awaycontent13"
/area/virtual_domain/ancient_milsim/snpc_toilet
name = "'Time Of Valor 2' SNPC Base Restroom"
icon_state = "awaycontent14"
/area/virtual_domain/ancient_milsim/snpc_cave
name = "'Time Of Valor 2' SNPC Base Maintenance Cave"
icon_state = "awaycontent15"
/area/virtual_domain/ancient_milsim/snpc_reward
name = "'Time Of Valor 2' SNPC Base Reward Room"
icon_state = "awaycontent16"
/area/virtual_domain/ancient_milsim/snpc_exit
name = "'Time Of Valor 2' SNPC Base Exit Tunnel"
icon_state = "awaycontent17"
@@ -0,0 +1,10 @@
/obj/effect/baseturf_helper/virtual_domain/ancient_milsim
name = "virtual domain baseturf editor"
baseturf_to_replace = list(/turf/open/space,
/turf/baseturf_bottom,
/turf/open/misc/ashplanet/wateryrock,
/turf/open/floor/plating,
/turf/open/misc/dirt/planet,
/turf/open/misc/sandy_dirt/planet,
/turf/open/chasm/lavaland,
)
@@ -215,9 +215,13 @@
id = "borg_upgrade_brush"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/wirebrush
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2
)
construction_time = 40
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_JANITOR)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_JANITOR,
)
/obj/item/borg/upgrade/wirebrush
name = "janitor cyborg wire-brush"
@@ -3,9 +3,14 @@
id = "borg_upgrade_snacks"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/snack_dispenser
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 1 SECONDS
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL,
)
/obj/item/borg/upgrade/snack_dispenser
name = "Snack Dispenser Module"
@@ -3,27 +3,47 @@
id = "borg_upgrade_shrink"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/shrink
materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 10, /datum/material/glass=SHEET_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 4,
)
construction_time = 120
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL,
)
/datum/design/borg_upgrade_surgicaltools
name = "Advanced Surgical Tools Module"
id = "borg_upgrade_surgicaltools"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/surgerytools
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 3, /datum/material/gold = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 4, /datum/material/plasma = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/silver = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/gold = SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = SMALL_MATERIAL_AMOUNT,
/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 4,
/datum/material/plasma = SHEET_MATERIAL_AMOUNT,
)
construction_time = 80
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL,
)
/datum/design/affection_module
name = "Affection Module"
id = "affection_module"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/affectionmodule
materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 40
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL,
)
/datum/design/advanced_materials
name = "Advanced Materials Module"
@@ -37,7 +57,9 @@
/datum/material/glass=SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plasma=SHEET_MATERIAL_AMOUNT * 3,
)
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ENGINEERING)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ENGINEERING,
)
/datum/design/inducer_upgrade
name = "Inducer Module"
@@ -50,16 +72,24 @@
/datum/material/gold=SHEET_MATERIAL_AMOUNT * 2,
/datum/material/plasma=SHEET_MATERIAL_AMOUNT,
)
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ENGINEERING)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ENGINEERING,
)
/datum/design/borg_shapeshifter_module
name = "Shapeshifting Module"
id = "borg_shapeshifter_module"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/borg_shapeshifter
materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 5, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 5, /datum/material/diamond = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/silver = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plasma = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/diamond = SHEET_MATERIAL_AMOUNT * 2,
)
construction_time = 120
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL,
)
/datum/design/borg_upgrade_welding
name = "Welding Module"
@@ -71,7 +101,9 @@
/datum/material/iron=SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plasma=SHEET_MATERIAL_AMOUNT * 1,
)
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MINING)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MINING,
)
//Cyborg Skyrat overrides
/datum/design/borg_suit
@@ -79,10 +111,12 @@
id = "borg_suit"
build_type = MECHFAB
build_path = /obj/item/robot_suit
materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
)
construction_time = 8 SECONDS
category = list(
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS,
)
/datum/design/borg_chest
@@ -90,10 +124,12 @@
id = "borg_chest"
build_type = MECHFAB
build_path = /obj/item/bodypart/chest/robot
materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 8)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 8,
)
construction_time = 12 SECONDS
category = list(
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS,
)
/datum/design/borg_head
@@ -101,10 +137,12 @@
id = "borg_head"
build_type = MECHFAB
build_path = /obj/item/bodypart/head/robot
materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
construction_time = 4 SECONDS
category = list(
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS,
)
/datum/design/borg_l_arm
@@ -112,10 +150,12 @@
id = "borg_l_arm"
build_type = MECHFAB
build_path = /obj/item/bodypart/arm/left/robot
materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
construction_time = 8 SECONDS
category = list(
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS,
)
/datum/design/borg_r_arm
@@ -123,10 +163,12 @@
id = "borg_r_arm"
build_type = MECHFAB
build_path = /obj/item/bodypart/arm/right/robot
materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
construction_time = 8 SECONDS
category = list(
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS,
)
/datum/design/borg_l_leg
@@ -134,10 +176,12 @@
id = "borg_l_leg"
build_type = MECHFAB
build_path = /obj/item/bodypart/leg/left/robot
materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
construction_time = 8 SECONDS
category = list(
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS,
)
/datum/design/borg_r_leg
@@ -145,8 +189,10 @@
id = "borg_r_leg"
build_type = MECHFAB
build_path = /obj/item/bodypart/leg/right/robot
materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
construction_time = 8 SECONDS
category = list(
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS
RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS,
)
@@ -243,9 +243,15 @@
id = "borg_upgrade_clamp"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/better_clamp
materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2, /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 12 SECONDS
category = list(RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_CARGO)
category = list(
RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_CARGO,
)
/obj/item/borg/upgrade/better_clamp
@@ -74,8 +74,14 @@ GLOBAL_LIST_EMPTY(cargo_marks)
id = "cargotele"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/cargo_teleporter
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 5)
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_CARGO)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_CARGO,
)
departmental_flags = DEPARTMENT_BITFLAG_CARGO
/datum/techweb_node/cargo_teleporter
@@ -8,8 +8,15 @@
id = "medigun_speed"
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
category = list(RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL)
materials = list(/datum/material/uranium = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/plasma = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/uranium = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/plasma = SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
build_path = /obj/item/device/custom_kit/medigun_fastcharge
/datum/design/medicell
@@ -17,7 +24,9 @@
desc = "Hey, you shouldn't see this. Like... at all."
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
category = list(RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MEDICALAMMO)
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MEDICALAMMO,
)
//Tier 2 Medicells//
@@ -25,28 +34,52 @@
name = "Brute II Medicell"
desc = "Gives cell-loaded mediguns improved brute damage healing functionality."
id = "brute2medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/brute/tier_2
/datum/design/medicell/burn2
name = "Burn II Medicell"
desc = "Gives cell-loaded mediguns improved burn damage healing functionality."
id = "burn2medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/burn/tier_2
/datum/design/medicell/toxin2
name = "Toxin II Medicell"
desc = "Gives cell-loaded mediguns improved toxin damage healing functionality."
id = "toxin2medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/toxin/tier_2
/datum/design/medicell/oxy2
name = "Oxygen II Medicell"
desc = "Gives cell-loaded mediguns improved oxygen deprivation healing functionality."
id = "oxy2medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/oxygen/tier_2
//Tier 3 Medicells//
@@ -55,81 +88,157 @@
name = "Brute III Medicell"
desc = "Gives cell-loaded mediguns advanced brute damage healing functionality."
id = "brute3medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/brute/tier_3
/datum/design/medicell/burn3
name = "Burn III Medicell"
desc = "Gives cell-loaded mediguns advanced burn damage healing functionality."
id = "burn3medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/burn/tier_3
/datum/design/medicell/toxin3
name = "Toxin III Medicell"
desc = "Gives cell-loaded mediguns advanced toxin damage healing functionality."
id = "toxin3medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/toxin/tier_3
/datum/design/medicell/oxy3
name = "Oxygen III Medicell"
desc = "Gives cell-loaded mediguns advanced oxygen deprivation healing functionality."
id = "oxy3medicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/oxygen/tier_3
//Utility Medicells
/datum/design/medicell/utility
name = "Utility Medicell"
category = list(RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MEDICALAMMO + RND_MEDICALAMMO_UTILITY)
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MEDICALAMMO + RND_MEDICALAMMO_UTILITY,
)
/datum/design/medicell/utility/clot
name = "Clotting Medicell"
desc = "Gives cell-loaded mediguns projectile-based coagulation functionality."
id = "clotmedicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/weaponcell/medical/utility/clotting
/datum/design/medicell/utility/temp
name = "Temperature Adjustment Medicell"
desc = "Gives cell loaded-mediguns projectile-based body temperature regulation functionality."
id = "tempmedicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/weaponcell/medical/utility/temperature
/datum/design/medicell/utility/gown
name = "Hardlight Gown Medicell"
desc = "Gives cell-loaded mediguns projectile-based hardlight gown deployment functionality."
id = "gownmedicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/weaponcell/medical/utility/hardlight_gown
/datum/design/medicell/utility/bed
name = "Hardlight Roller Bed Medicell"
desc = "Gives cell-loaded mediguns projectile-based hardlight roller bed deployment functionality. Best used on already-horizontal patients."
id = "bedmedicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/weaponcell/medical/utility/bed
/datum/design/medicell/utility/salve
name = "Empty Salve Medicell"
desc = "An incomplete medicell that requires a leaf of aloe to fully realize its potential to provide projectile-embedding-based healing-over-time functionality."
id = "salvemedicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/device/custom_kit/empty_cell
/datum/design/medicell/utility/body
name = "Empty Body Teleporter Medicell"
desc = "An incomplete medicell that requires a bluespace slime extract in order to provide projectile-based corpse retrieval functionality."
id = "bodymedicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/device/custom_kit/empty_cell/body_teleporter
/datum/design/medicell/utility/relocation
name = "Oppressive Force Relocation Medicell"
desc = "Gives cell-loaded mediguns projectile-based rubbernecker relocation functionality, by dumping them into the Medbay lobby via eigenstate manipulation. Only works in Medbay when fired by authorized users."
id = "relocatemedicell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/device/custom_kit/empty_cell/relocator
@@ -27,3 +27,105 @@
w_class = WEIGHT_CLASS_NORMAL
type_to_deploy = /obj/machinery/plumbing/synthesizer/water_synth
deploy_time = 2 SECONDS
// Machine that makes botany nutrients for hydroponics farming
/obj/machinery/plumbing/synthesizer/colony_hydroponics
name = "hydroponics chemical synthesizer"
desc = "An infinitely useful device for those finding themselves in a frontier without a stable source of nutrients for crops. \
Using a simplified version of the chemistry dispenser's synthesizer process, it can create hydroponics nutrients out of nothing \
but good old electricity."
icon = 'modular_skyrat/modules/colony_fabricator/icons/chemistry_machines.dmi'
icon_state = "hydro_synth"
anchored = FALSE
/// Reagents that this can dispense, overrides the default list on init
var/static/list/synthesizable_reagents = list(
/datum/reagent/plantnutriment/eznutriment,
/datum/reagent/plantnutriment/left4zednutriment,
/datum/reagent/plantnutriment/robustharvestnutriment,
/datum/reagent/plantnutriment/endurogrow,
/datum/reagent/plantnutriment/liquidearthquake,
/datum/reagent/toxin/plantbgone/weedkiller,
/datum/reagent/toxin/pestkiller,
)
/obj/machinery/plumbing/synthesizer/colony_hydroponics/Initialize(mapload, bolt, layer)
. = ..()
dispensable_reagents = synthesizable_reagents
AddElement(/datum/element/manufacturer_examine, COMPANY_FRONTIER)
// Deployable item for cargo for the hydro synth
/obj/item/flatpacked_machine/hydro_synth
name = "hydroponics chemical synthesizer parts kit"
icon = 'modular_skyrat/modules/colony_fabricator/icons/chemistry_machines.dmi'
icon_state = "hydro_synth_parts"
w_class = WEIGHT_CLASS_NORMAL
type_to_deploy = /obj/machinery/plumbing/synthesizer/colony_hydroponics
deploy_time = 2 SECONDS
// Chem dispenser with a limited range of thematic reagents to dispense
/obj/machinery/chem_dispenser/frontier_appliance
name = "sustenance dispenser"
desc = "Creates and dispenses a small pre-defined set of chemicals and other liquids for the convenience of those typically on the frontier. \
While the machine is loved by many, it also has a reputation for making some of the worst coffees this side of the galaxy. Use at your own risk."
icon = 'modular_skyrat/modules/colony_fabricator/icons/chemistry_machines.dmi'
icon_state = "dispenser"
base_icon_state = "dispenser"
pass_flags = PASSTABLE
anchored_tabletop_offset = 4
anchored = FALSE
circuit = null
powerefficiency = 0.5
recharge_amount = 50
show_ph = FALSE
base_reagent_purity = 0.5
// God's strongest coffee machine
dispensable_reagents = list(
/datum/reagent/water,
/datum/reagent/consumable/powdered_milk,
/datum/reagent/consumable/sugar,
/datum/reagent/consumable/powdered_lemonade,
/datum/reagent/consumable/powdered_coco,
/datum/reagent/consumable/powdered_coffee,
/datum/reagent/consumable/powdered_tea,
/datum/reagent/consumable/vanilla,
/datum/reagent/consumable/caramel,
/datum/reagent/consumable/korta_nectar,
/datum/reagent/consumable/korta_milk,
/datum/reagent/consumable/astrotame,
/datum/reagent/consumable/salt,
/datum/reagent/consumable/blackpepper,
/datum/reagent/consumable/nutraslop,
/datum/reagent/consumable/enzyme,
)
/// Since we don't have a board to take from, we use this to give the dispenser a cell on spawning
var/cell_we_spawn_with = /obj/item/stock_parts/cell/crap/empty
/obj/machinery/chem_dispenser/frontier_appliance/Initialize(mapload)
. = ..()
AddElement(/datum/element/manufacturer_examine, COMPANY_FRONTIER)
cell = new cell_we_spawn_with(src)
/obj/machinery/chem_dispenser/frontier_appliance/display_beaker()
var/mutable_appearance/overlayed_beaker = beaker_overlay || mutable_appearance(icon, "disp_beaker")
return overlayed_beaker
/obj/machinery/chem_dispenser/frontier_appliance/RefreshParts()
. = ..()
powerefficiency = 0.5
recharge_amount = 50
/obj/machinery/chem_dispenser/frontier_appliance/default_deconstruction_crowbar()
return
// Deployable item for cargo for the sustenance machine
/obj/item/flatpacked_machine/sustenance_machine
name = "sustenance dispenser parts kit"
icon = 'modular_skyrat/modules/colony_fabricator/icons/chemistry_machines.dmi'
icon_state = "dispenser_parts"
w_class = WEIGHT_CLASS_NORMAL
type_to_deploy = /obj/machinery/chem_dispenser/frontier_appliance
deploy_time = 2 SECONDS
@@ -0,0 +1,118 @@
// We can't just use electrolyzer reactions, because that'd let electrolyzers do co2 cracking
GLOBAL_LIST_INIT(cracker_reactions, cracker_reactions_list())
/// Global proc to build up the list of co2 cracker reactions
/proc/cracker_reactions_list()
var/list/built_reaction_list = list()
for(var/reaction_path in subtypesof(/datum/cracker_reaction))
var/datum/cracker_reaction/reaction = new reaction_path()
built_reaction_list[reaction.id] = reaction
return built_reaction_list
/datum/cracker_reaction
var/list/requirements
var/name = "reaction"
var/id = "r"
var/desc = ""
var/list/factor
/// Called when the co2 cracker reaction is run, should be where the code for actually changing gasses around is run
/datum/cracker_reaction/proc/react(turf/location, datum/gas_mixture/air_mixture, working_power)
return
/// Checks if this reaction can actually be run
/datum/cracker_reaction/proc/reaction_check(datum/gas_mixture/air_mixture)
var/temp = air_mixture.temperature
var/list/cached_gases = air_mixture.gases
if((requirements["MIN_TEMP"] && temp < requirements["MIN_TEMP"]) || (requirements["MAX_TEMP"] && temp > requirements["MAX_TEMP"]))
return FALSE
for(var/id in requirements)
if(id == "MIN_TEMP" || id == "MAX_TEMP")
continue
if(!cached_gases[id] || cached_gases[id][MOLES] < requirements[id])
return FALSE
return TRUE
/datum/cracker_reaction/co2_cracking
name = "CO2 Cracking"
id = "co2_cracking"
desc = "Conversion of CO2 into equal amounts of O2"
requirements = list(
/datum/gas/carbon_dioxide = MINIMUM_MOLE_COUNT,
)
factor = list(
/datum/gas/carbon_dioxide = "1 mole of CO2 gets consumed",
/datum/gas/oxygen = "1 mole of O2 gets produced",
"Location" = "Can only happen on turfs with an active CO2 cracker.",
)
/datum/cracker_reaction/co2_cracking/react(turf/location, datum/gas_mixture/air_mixture, working_power)
var/old_heat_capacity = air_mixture.heat_capacity()
air_mixture.assert_gases(/datum/gas/water_vapor, /datum/gas/oxygen)
var/proportion = min(air_mixture.gases[/datum/gas/carbon_dioxide][MOLES] * INVERSE(2), (2.5 * (working_power ** 2)))
air_mixture.gases[/datum/gas/carbon_dioxide][MOLES] -= proportion
air_mixture.gases[/datum/gas/oxygen][MOLES] += proportion
var/new_heat_capacity = air_mixture.heat_capacity()
if(new_heat_capacity > MINIMUM_HEAT_CAPACITY)
air_mixture.temperature = max(air_mixture.temperature * old_heat_capacity / new_heat_capacity, TCMB)
// CO2 cracker machine itself
/obj/machinery/electrolyzer/co2_cracker
name = "portable CO2 cracker"
desc = "A portable device that is the savior of many a colony on the frontier. Performing similarly to an electrolyzer, \
it takes in nearby gasses and breaks them into different gasses. The big draw of this one? It can crack carbon dioxide \
into breathable oxygen. Handy for places where CO2 is all too common, and oxygen is all too hard to find."
icon = 'modular_skyrat/modules/colony_fabricator/icons/portable_machines.dmi'
circuit = null
working_power = 1
/// Soundloop for while the thermomachine is turned on
var/datum/looping_sound/conditioner_running/soundloop
/obj/machinery/electrolyzer/co2_cracker/Initialize(mapload)
. = ..()
soundloop = new(src, FALSE)
AddElement(/datum/element/manufacturer_examine, COMPANY_FRONTIER)
/obj/machinery/electrolyzer/co2_cracker/process_atmos()
if(on && !soundloop.loop_started)
soundloop.start()
else if(soundloop.loop_started)
soundloop.stop()
return ..()
/obj/machinery/electrolyzer/co2_cracker/call_reactions(datum/gas_mixture/env)
for(var/reaction in GLOB.cracker_reactions)
var/datum/cracker_reaction/current_reaction = GLOB.cracker_reactions[reaction]
if(!current_reaction.reaction_check(env))
continue
current_reaction.react(loc, env, working_power)
env.garbage_collect()
/obj/machinery/electrolyzer/co2_cracker/RefreshParts()
. = ..()
working_power = 2
efficiency = 1
/obj/machinery/electrolyzer/co2_cracker/crowbar_act(mob/living/user, obj/item/tool)
return
// "parts kit" for buying these from cargo
/obj/item/flatpacked_machine/co2_cracker
name = "CO2 cracker parts kit"
icon = 'modular_skyrat/modules/colony_fabricator/icons/parts_kits.dmi'
icon_state = "co2_cracker"
type_to_deploy = /obj/machinery/electrolyzer/co2_cracker
deploy_time = 2 SECONDS
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, // We're gonna pretend plasma is the catalyst for co2 cracking
)
@@ -0,0 +1,46 @@
/obj/machinery/biogenerator/foodricator
name = "organic rations printer"
desc = "An advanced machine seen in frontier outposts and colonies capable of turning organic plant matter into \
various foods or ingredients. The best friend of a chef where deliveries are inconsistent or simply don't exist. \
Some of those that consume the food from this complain that the foods it makes have poor taste, though they must \
not appreciate being able to eat steak and eggs for breakfast with a lack of any livestock at all in the colony."
icon = 'modular_skyrat/modules/colony_fabricator/icons/foodricator.dmi'
circuit = null
anchored = FALSE
pass_flags = PASSTABLE
efficiency = 1
productivity = 2.5
anchored_tabletop_offset = 8
show_categories = list(
RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS,
RND_CATEGORY_AKHTER_FOODRICATOR_BAGS,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
RND_CATEGORY_AKHTER_FOODRICATOR_UTENSILS,
RND_CATEGORY_AKHTER_SEEDS,
)
/obj/machinery/biogenerator/foodricator/Initialize(mapload)
. = ..()
AddElement(/datum/element/manufacturer_examine, COMPANY_FRONTIER)
/obj/machinery/biogenerator/foodricator/RefreshParts()
. = ..()
efficiency = 1
productivity = 3
/obj/machinery/biogenerator/foodricator/default_deconstruction_crowbar()
return
// Deployable item for cargo for the rations printer
/obj/item/flatpacked_machine/organics_ration_printer
name = "organic rations printer parts kit"
icon = 'modular_skyrat/modules/colony_fabricator/icons/foodricator.dmi'
icon_state = "biogenerator_parts"
type_to_deploy = /obj/machinery/biogenerator/foodricator
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/silver = SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
@@ -0,0 +1,81 @@
/obj/machinery/colony_recycler
name = "materials recycler"
desc = "A large crushing machine used to recycle small items inefficiently. Items are inserted by hand, rather than by belt. \
Mind your fingers."
icon = 'modular_skyrat/modules/colony_fabricator/icons/portable_machines.dmi'
icon_state = "recycler"
anchored = FALSE
density = TRUE
circuit = null
/// The percentage of materials returned
var/amount_produced = 80
/// The sound made when an item is eaten
var/item_recycle_sound = 'modular_skyrat/modules/reagent_forging/sound/forge.ogg'
/// The recycler's internal materials storage, for when items recycled don't produce enough to make a full sheet of that material
var/datum/component/material_container/materials
/// The list of all the materials we can recycle
var/static/list/allowed_materials = list(
/datum/material/iron,
/datum/material/glass,
/datum/material/silver,
/datum/material/plasma,
/datum/material/gold,
/datum/material/diamond,
/datum/material/plastic,
/datum/material/uranium,
/datum/material/bananium,
/datum/material/titanium,
/datum/material/bluespace,
)
/// The item we turn into when repacked
var/repacked_type = /obj/item/flatpacked_machine/recycler
/obj/machinery/colony_recycler/Initialize(mapload)
. = ..()
AddElement(/datum/element/repackable, repacked_type, 5 SECONDS)
AddElement(/datum/element/manufacturer_examine, COMPANY_FRONTIER)
materials = AddComponent( \
/datum/component/material_container, \
allowed_materials, \
INFINITY, \
MATCONTAINER_EXAMINE, \
container_signals = list(COMSIG_MATCONTAINER_ITEM_CONSUMED = TYPE_PROC_REF(/obj/machinery/colony_recycler, has_eaten_materials)), \
)
/obj/machinery/colony_recycler/Destroy()
materials = null
return ..()
/obj/machinery/colony_recycler/examine(mob/user)
. = ..()
. += span_notice("Reclaiming <b>[amount_produced]%</b> of materials salvaged.")
. += span_notice("Can be <b>secured</b> with a <b>wrench</b> using <b>Right-Click</b>.")
/obj/machinery/colony_recycler/wrench_act_secondary(mob/living/user, obj/item/tool)
default_unfasten_wrench(user, tool)
return ITEM_INTERACT_SUCCESS
/// Proc called when the recycler eats new materials, checks if we should spit out new material sheets
/obj/machinery/colony_recycler/proc/has_eaten_materials(container, obj/item/item_inserted, last_inserted_id, mats_consumed, amount_inserted, atom/context)
SIGNAL_HANDLER
flick("recycler_grind", src)
playsound(src, item_recycle_sound, 50, TRUE)
use_power(min(active_power_usage * 0.25, amount_inserted / 100))
if(amount_inserted)
materials.retrieve_all(drop_location())
// "parts kit" for buying these from cargo
/obj/item/flatpacked_machine/recycler
name = "recycler parts kit"
icon = 'modular_skyrat/modules/colony_fabricator/icons/parts_kits.dmi'
icon_state = "recycler"
type_to_deploy = /obj/machinery/colony_recycler
deploy_time = 2 SECONDS
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT, // Titan for the crushing element
)
@@ -29,6 +29,7 @@
. = ..()
AddElement(/datum/element/repackable, undeploy_type, 2 SECONDS)
AddElement(/datum/element/manufacturer_examine, COMPANY_FRONTIER)
connect_to_network()
/obj/machinery/power/colony_wind_turbine/examine(mob/user)
. = ..()
@@ -4,6 +4,8 @@
#define FABRICATOR_SUBCATEGORY_POWER "/Power"
#define FABRICATOR_SUBCATEGORY_ATMOS "/Atmospherics"
#define FABRICATOR_SUBCATEGORY_FLUIDS "/Liquids"
#define FABRICATOR_SUBCATEGORY_MATERIALS "/Materials"
#define FABRICATOR_SUBCATEGORY_SUSTENANCE "/Sustenance"
// Techweb node that shouldnt show up anywhere ever specifically for the fabricator to work with
@@ -18,6 +20,11 @@
"survival_knife", // I just don't want to make a whole new node for this one sorry
"soup_pot", // This one too
"water_synth",
"hydro_synth",
"frontier_sustenance_dispenser",
"co2_cracker",
"portable_recycler",
"foodricator",
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000000000000000) // God save you
hidden = TRUE
@@ -90,7 +97,99 @@
)
construction_time = 10 SECONDS
// Plumbable chem machine that makes nothing but water
/datum/design/hydro_synthesizer
name = "Hydroponics Chemical Synthesizer"
id = "hydro_synth"
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/machinery/plumbing/synthesizer/colony_hydroponics
category = list(
RND_CATEGORY_INITIAL,
FABRICATOR_CATEGORY_APPLIANCES + FABRICATOR_SUBCATEGORY_FLUIDS,
)
construction_time = 10 SECONDS
// Chem dispenser that dispenses various flavored beverages and nutrislop, yum!
/datum/design/frontier_sustenance_dispenser
name = "Sustenance Dispenser"
id = "frontier_sustenance_dispenser"
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/machinery/chem_dispenser/frontier_appliance
category = list(
RND_CATEGORY_INITIAL,
FABRICATOR_CATEGORY_APPLIANCES + FABRICATOR_SUBCATEGORY_SUSTENANCE,
)
construction_time = 30 SECONDS
// CO2 cracker, portable machines that takes CO2 and turns it into oxygen
/datum/design/co2_cracker
name = "Portable Carbon Dioxide Cracker"
id = "co2_cracker"
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, // We're gonna pretend plasma is the catalyst for co2 cracking
)
build_path = /obj/machinery/electrolyzer/co2_cracker
category = list(
RND_CATEGORY_INITIAL,
FABRICATOR_CATEGORY_APPLIANCES + FABRICATOR_SUBCATEGORY_ATMOS,
)
construction_time = 30 SECONDS
// A portable recycling machine, use item with materials on it to recycle
/datum/design/portable_recycler
name = "Portable Recycler"
id = "portable_recycler"
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT, // Titan for the crushing element
)
build_path = /obj/machinery/colony_recycler
category = list(
RND_CATEGORY_INITIAL,
FABRICATOR_CATEGORY_APPLIANCES + FABRICATOR_SUBCATEGORY_MATERIALS,
)
construction_time = 30 SECONDS
// Rations printer, turns biomass into seeds, some synthesized foods, ingredients, so on
/datum/design/foodricator
name = "Organic Rations Printer"
id = "foodricator"
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/silver = SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/flatpacked_machine/organics_ration_printer
category = list(
RND_CATEGORY_INITIAL,
FABRICATOR_CATEGORY_APPLIANCES + FABRICATOR_SUBCATEGORY_SUSTENANCE,
)
construction_time = 30 SECONDS
#undef FABRICATOR_CATEGORY_APPLIANCES
#undef FABRICATOR_SUBCATEGORY_POWER
#undef FABRICATOR_SUBCATEGORY_ATMOS
#undef FABRICATOR_SUBCATEGORY_FLUIDS
#undef FABRICATOR_SUBCATEGORY_MATERIALS
#undef FABRICATOR_SUBCATEGORY_SUSTENANCE
@@ -112,7 +112,7 @@
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 5
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 5,
)
build_path = /obj/item/stack/sheet/plastic_wall_panel/ten
category = list(
@@ -3,7 +3,7 @@
id = "survival_knife"
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6,
)
build_path = /obj/item/knife/combat/survival
category = list(
@@ -17,7 +17,7 @@
id = "soup_pot"
build_type = COLONY_FABRICATOR
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5,
)
build_path = /obj/item/reagent_containers/cup/soup_pot
category = list(
@@ -14,10 +14,6 @@
. = ..()
build_type |= COLONY_FABRICATOR
/datum/design/board/recycler/New()
. = ..()
build_type |= COLONY_FABRICATOR
/datum/design/board/suit_storage_unit/New()
. = ..()
build_type |= COLONY_FABRICATOR
@@ -34,10 +30,6 @@
. = ..()
build_type |= COLONY_FABRICATOR
/datum/design/board/biogenerator/New()
. = ..()
build_type |= COLONY_FABRICATOR
// Turbine Stuff
/datum/design/board/turbine_computer/New()
@@ -60,10 +52,10 @@
. = ..()
build_type |= COLONY_FABRICATOR
/datum/design/turbine_part_rotor/New()
. = ..()
build_type |= COLONY_FABRICATOR
/datum/design/turbine_part_stator/New()
. = ..()
build_type |= COLONY_FABRICATOR
/datum/design/turbine_part_rotor/New()
. = ..()
build_type |= COLONY_FABRICATOR
@@ -0,0 +1,65 @@
/datum/design/frontier_ration_egg
name = "Egg"
id = "frontier_ration_egg"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/food/egg
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS,
)
/datum/design/frontier_ration_chicken
name = "Chicken"
id = "frontier_ration_chicken"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 50)
build_path = /obj/item/food/meat/slab/chicken
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS,
)
/datum/design/frontier_ration_mystery_meat
name = "Meat Product"
id = "frontier_ration_mystery_meat"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 50)
build_path = /obj/item/food/meat/slab/meatproduct
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS,
)
/datum/design/frontier_ration_butter
name = "Butter"
id = "frontier_ration_butter"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/food/butter
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS,
)
/datum/design/frontier_ration_cheese
name = "Cheese"
id = "frontier_ration_cheese"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/food/cheese/wedge
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS,
)
/datum/design/frontier_ration_cheese_firm
name = "Firm Cheese"
id = "frontier_ration_firm_cheese"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/food/cheese/firm_cheese_slice
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS,
)
@@ -0,0 +1,65 @@
/datum/design/frontier_ration_flour
name = "Flour Sack"
id = "frontier_ration_flour_sack"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/reagent_containers/condiment/flour/small_ration
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_BAGS,
)
/datum/design/frontier_ration_flour_korta
name = "Korta Flour Sack"
id = "frontier_ration_flour_sack_korta"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/reagent_containers/condiment/small_ration_korta_flour
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_BAGS,
)
/datum/design/frontier_ration_rice
name = "Rice Sack"
id = "frontier_ration_rice_sack"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/reagent_containers/condiment/rice/small_ration
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_BAGS,
)
/datum/design/frontier_ration_sugar
name = "Sugar Sack"
id = "frontier_ration_sugar_sack"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/reagent_containers/condiment/sugar/small_ration
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_BAGS,
)
/datum/design/frontier_ration_soy_milk
name = "Soy Milk"
id = "frontier_ration_soy_milk_cart"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/reagent_containers/condiment/soymilk/small_ration
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_BAGS,
)
/datum/design/frontier_ration_milk
name = "Milk"
id = "frontier_ration_milk_cart"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/reagent_containers/condiment/milk/small_ration
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_BAGS,
)
@@ -0,0 +1,87 @@
/datum/design/organic_parsnip_seed
name = "Pack of Parsnip Seeds"
id = "oganic_parsnip_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/carrot/parsnip
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
/datum/design/organic_beet_seed
name = "Pack of White-Beet Seeds"
id = "oganic_beet_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/whitebeet
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
/datum/design/organic_potato_seed
name = "Pack of Potato Seeds"
id = "oganic_potato_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/potato
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
/datum/design/organic_soy_seed
name = "Pack of Soybean Seeds"
id = "oganic_soy_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/soya
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
/datum/design/organic_rice_seed
name = "Pack of Rice Seeds"
id = "oganic_rice_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/wheat/rice
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
/datum/design/organic_oat_seed
name = "Pack of Oat Seeds"
id = "oganic_oat_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/wheat/oat
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
/datum/design/organic_korta_seed
name = "Pack of Korta Seeds"
id = "oganic_korta_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/korta_nut
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
/datum/design/organic_herb_seed
name = "Pack of Herb Seeds"
id = "oganic_herb_seed"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/seeds/herbs
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_SEEDS,
)
@@ -0,0 +1,76 @@
/datum/design/frontier_ration_gum
name = "Gum"
id = "frontier_ration_gum"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/storage/box/gum
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
)
/datum/design/frontier_ration_gum_wakeup
name = "Activin 12 Hour Medicated Gum"
id = "frontier_ration_gum_wakeup"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 100)
build_path = /obj/item/storage/box/gum/wake_up
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
)
/datum/design/frontier_ration_energy_bar
name = "High Power Energy Bar"
id = "frontier_ration_energy_bar"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 50)
build_path = /obj/item/food/energybar
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
)
/datum/design/frontier_ration_ciggies
name = "Cigarettes"
id = "frontier_ration_ciggies"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 50)
build_path = /obj/item/storage/fancy/cigarettes/cigpack_uplift
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
)
/datum/design/frontier_ration_engine_fodder
name = "Engine Fodder"
id = "frontier_ration_engine_fodder"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 50)
build_path = /obj/item/food/vendor_snacks/moth_bag
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
)
/datum/design/frontier_ration_fueljak_snack
name = "Fueljack's Snack"
id = "frontier_ration_fueljak_snack"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 50)
build_path = /obj/item/food/vendor_snacks/moth_bag/fuel_jack
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
)
/datum/design/frontier_ration_ricecracker
name = "Rice Crackers"
id = "frontier_ration_ricecracker"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 50)
build_path = /obj/item/food/vendor_snacks/rice_crackers
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS,
)
@@ -0,0 +1,43 @@
/datum/design/frontier_ration_plastic_fork
name = "Plastic Fork"
id = "frontier_ration_plastic_fork"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 10)
build_path = /obj/item/kitchen/fork/plastic
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_UTENSILS,
)
/datum/design/frontier_ration_plastic_spoon
name = "Plastic Spoon"
id = "frontier_ration_plastic_spoon"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 10)
build_path = /obj/item/kitchen/spoon/plastic
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_UTENSILS,
)
/datum/design/frontier_ration_plastic_knife
name = "Plastic Knife"
id = "frontier_ration_plastic_knife"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 10)
build_path = /obj/item/knife/plastic
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_UTENSILS,
)
/datum/design/frontier_ration_plastic_cup
name = "Plastic Cup"
id = "frontier_ration_plastic_cup"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass = 25)
build_path = /obj/item/reagent_containers/cup/glass/coffee_cup
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_AKHTER_FOODRICATOR_UTENSILS,
)
@@ -55,7 +55,7 @@
build_path = /obj/item/weldingtool/electric/arc_welder
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
category = list(
@@ -33,4 +33,3 @@
mid_length = 3 SECONDS
volume = 40
falloff_exponent = 3
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@@ -12,3 +12,5 @@ modular_skyrat/modules/colony_fabricator/sound/conditioner/conditioner_(1 - 4).w
The following sounds are from https://pixabay.com/sound-effects/welder-3-54547/
modular_skyrat/modules/colony_fabricator/sound/arc_welder/arc_welder.ogg
The sounds at modular_skyrat/modules/colony_fabriactor_event_code/sound/manual_door are from https://pixabay.com/sound-effects/schlonk-107321/
@@ -31,6 +31,10 @@
cost = CARGO_CRATE_VALUE * 6
restricted = TRUE
/datum/armament_entry/company_import/akh_frontier/deployables_fab/foodricator
item_type = /obj/item/flatpacked_machine/organics_ration_printer
cost = CARGO_CRATE_VALUE * 2
// Various smaller appliances than the deployable machines below
/datum/armament_entry/company_import/akh_frontier/appliances
@@ -44,6 +48,13 @@
/datum/armament_entry/company_import/akh_frontier/appliances/water_synth
item_type = /obj/item/flatpacked_machine/water_synth
/datum/armament_entry/company_import/akh_frontier/appliances/hydro_synth
item_type = /obj/item/flatpacked_machine/hydro_synth
/datum/armament_entry/company_import/akh_frontier/appliances/sustenance_dispenser
item_type = /obj/item/flatpacked_machine/sustenance_machine
cost = PAYCHECK_COMMAND * 2
// Flatpacked, ready to deploy machines
/datum/armament_entry/company_import/akh_frontier/deployables_misc
@@ -56,6 +67,12 @@
/datum/armament_entry/company_import/akh_frontier/deployables_misc/thermomachine
item_type = /obj/item/flatpacked_machine/thermomachine
/datum/armament_entry/company_import/akh_frontier/deployables_misc/co2_cracker
item_type = /obj/item/flatpacked_machine/co2_cracker
/datum/armament_entry/company_import/akh_frontier/deployables_misc/recycler
item_type = /obj/item/flatpacked_machine/recycler
// Flatpacked, ready to deploy machines for power related activities
/datum/armament_entry/company_import/akh_frontier/deployables
@@ -17,7 +17,12 @@
desc = "A heads-up display that scans humanoids in view, and displays if their current ID possesses a firearms permit or not."
id = "permit_glasses"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/clothing/glasses/hud/gun_permit
category = list(RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MISC)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MISC,
)
departmental_flags = DEPARTMENT_BITFLAG_CARGO
@@ -144,8 +144,13 @@
id = "conveysorter"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/conveyor_sorter
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5)
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_CARGO)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_CARGO,
)
departmental_flags = DEPARTMENT_BITFLAG_CARGO
/datum/techweb_node/conveyor_sorter
@@ -181,10 +186,10 @@
id = "conveyor_sorter_improved"
build_path = /obj/item/conveyor_sorter/improved
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
)
@@ -6,7 +6,9 @@
inhand_icon_state = "crutch"
lefthand_file = 'modular_skyrat/master_files/icons/mob/inhands/melee_lefthand.dmi'
righthand_file = 'modular_skyrat/master_files/icons/mob/inhands/melee_righthand.dmi'
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 6)
custom_materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 6,
)
attack_verb_continuous = list("bludgeons", "whacks", "thrashes")
attack_verb_simple = list("bludgeon", "whack", "thrash")
@@ -89,14 +89,18 @@
name = "empty nachos tray"
desc = "Covered in sauce smearings and smaller pieces of the dish on the inside, a plastic food tray with not much use anymore. It's probably best to dispose of it or recycle it."
icon = 'modular_skyrat/modules/food_replicator/icons/rationpack.dmi'
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
icon_state = "nacho_trash"
/obj/item/trash/blins
name = "empty crepes wrapper"
desc = "Empty torn wrapper that used to hold something ridiculously sweet. It's probably best to recycle it."
icon = 'modular_skyrat/modules/food_replicator/icons/rationpack.dmi'
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 0.5)
custom_materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 0.5,
)
icon_state = "blin_trash"
/obj/item/storage/box/gum/colonial
@@ -3,9 +3,16 @@
desc = "A block of metal ready to be transformed into a satchel of holding with a bluespace anomaly core."
id = "satchel_holding"
build_type = PROTOLATHE
materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 2, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/gold = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/diamond = SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/satchel_of_holding_inert
category = list(RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/duffel_holding
@@ -13,7 +20,14 @@
desc = "A block of metal ready to be transformed into a duffel bag of holding with a bluespace anomaly core."
id = "duffel_holding"
build_type = PROTOLATHE
materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 2, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/gold = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/diamond = SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/duffel_of_holding_inert
category = list(RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
+43 -14
View File
@@ -3,10 +3,14 @@
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status. This one has a prescription lens."
id = "health_hud_prescription"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/health/prescription
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -15,10 +19,14 @@
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status. This one has a prescription lens."
id = "security_hud_prescription"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/security/prescription
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
@@ -27,10 +35,14 @@
desc = "A HUD used to analyze and determine faults within robotic machinery. This one has a prescription lens."
id = "diagnostic_hud_prescription"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/diagnostic/prescription
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
@@ -39,10 +51,14 @@
desc = "These glasses scan the contents of containers and projects their contents to the user in an easy to read format. This one has a prescription lens."
id = "science_hud_prescription"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/science/prescription
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_MEDICAL
@@ -51,10 +67,14 @@
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition. Prescription lens has been added into this design."
id = "mesons_prescription"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/meson/prescription
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING,
)
departmental_flags = DEPARTMENT_BITFLAG_CARGO | DEPARTMENT_BITFLAG_ENGINEERING
@@ -63,10 +83,15 @@
desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes. Prescription lens has been added into this design."
id = "engine_goggles_prescription"
build_type = PROTOLATHE | AWAY_LATHE | COLONY_FABRICATOR
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plasma = SMALL_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = SMALL_MATERIAL_AMOUNT,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/meson/engine/prescription
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING,
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING
@@ -75,9 +100,13 @@
desc = "Used by engineering staff to see underfloor objects such as cables and pipes. Prescription lens has been added into this design."
id = "tray_goggles_prescription"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/silver = SMALL_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = SMALL_MATERIAL_AMOUNT,
)
build_path = /obj/item/clothing/glasses/meson/engine/tray/prescription
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING,
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING
@@ -2,15 +2,26 @@
name = "Large Hypovial"
id = "large_hypovial"
build_type = AUTOLATHE | PROTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/reagent_containers/cup/vial/large
category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL)
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/pen
name = "Pen"
id = "pen"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT,
/datum/material/glass = SMALL_MATERIAL_AMOUNT,
)
build_path = /obj/item/pen
category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MISC)
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MISC,
)
@@ -3,11 +3,15 @@
desc = "A long, sharp, mantis-like blade installed within the forearm, acting as a deadly self defense weapon."
id = "ci-mantis"
build_type = MECHFAB
materials = list (/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 200
build_path = /obj/item/organ/internal/cyberimp/arm/armblade
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
@@ -19,12 +23,12 @@
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 20 SECONDS
build_path = /obj/item/organ/internal/cyberimp/arm/razor_claws
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SECURITY
@@ -33,11 +37,15 @@
desc = "An advanced hacking and machine modification toolkit fitted into an arm implant, designed to be installed on a subject's arm."
id = "ci-hacker"
build_type = MECHFAB
materials = list (/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 200
build_path = /obj/item/organ/internal/cyberimp/arm/hacker
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY,
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING
@@ -46,11 +54,15 @@
desc = "An integrated projector mounted onto a user's arm that is able to be used as a powerful flash."
id = "ci-flash"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
materials = list (/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 200
build_path = /obj/item/organ/internal/cyberimp/arm/flash
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -59,11 +71,16 @@
desc = "Everything a botanist needs in an arm implant, designed to be installed on a subject's arm."
id = "ci-botany"
build_type = MECHFAB | PROTOLATHE
materials = list (/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT)
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
)
construction_time = 200
build_path = /obj/item/organ/internal/cyberimp/arm/botany
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SERVICE
@@ -73,10 +90,16 @@
id = "ci-nv"
build_type = PROTOLATHE | MECHFAB
construction_time = 60
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 6, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 6, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 6, /datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 6,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 6,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 6,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/eyes/night_vision/cyber
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -86,10 +109,15 @@
id = "ci-antisleep"
build_type = PROTOLATHE | MECHFAB
construction_time = 60
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 6, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 6, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 6,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/cyberimp/brain/anti_sleep
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -99,10 +127,15 @@
id = "ci-scanner"
build_type = MECHFAB | PROTOLATHE
construction_time = 40
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SHEET_MATERIAL_AMOUNT, /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/silver = SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/cyberimp/chest/scanner
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -111,11 +144,15 @@
desc = "A set of janitor tools fitted into an arm implant, designed to be installed on subject's arm."
id = "ci-janitor"
build_type = PROTOLATHE | MECHFAB
materials = list (/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 200
build_path = /obj/item/organ/internal/cyberimp/arm/janitor
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SERVICE
@@ -124,11 +161,15 @@
desc = "A lighter, installed into the subject's arm. Incredibly useless."
id = "ci-lighter"
build_type = PROTOLATHE | MECHFAB
materials = list (/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
materials = list (
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
construction_time = 100
build_path = /obj/item/organ/internal/cyberimp/arm/lighter
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_MISC
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_MISC,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SERVICE
@@ -142,6 +183,6 @@
name = "Reviver Implant"
id = "ci-reviver"
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -7,14 +7,18 @@
desc = "The condensation and what you can only hope are the leftovers of food make this a bit hard to reuse."
icon = 'modular_skyrat/modules/imported_vendors/icons/imported_quick_foods.dmi'
icon_state = "foodtray_empty"
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
/obj/item/trash/empty_side_pack
name = "empty side wrapper"
desc = "Unfortunately, this no longer holds any sides to distract you from the other 'food'."
icon = 'modular_skyrat/modules/imported_vendors/icons/imported_quick_foods.dmi'
icon_state = "foodpack_generic_trash"
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
/obj/item/trash/empty_side_pack/nt
icon_state = "foodpack_nt_trash"
@@ -19,7 +19,9 @@
desc = "The leftovers of what was likely a great snack in a past time."
icon = 'modular_skyrat/modules/imported_vendors/icons/imported_quick_foods.dmi'
icon_state = "foodpack_generic_trash"
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
/*
* Yangyu Snacks
@@ -2,10 +2,12 @@
name = "Hospital Gown"
id = "hospital_gown"
build_type = PROTOLATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/clothing/suit/toggle/labcoat/hospitalgown
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
@@ -15,32 +15,51 @@
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
construction_time = 10 SECONDS //dunno if this is for mechfabs or what but I'll keep this anyway
category = list(RND_CATEGORY_MICROFUSION_WEAPONS)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS,
)
// EMITTERS
/datum/design/microfusion/phase_emitter
name = "Placeholder Microfusion Phase Emitter"
desc = "You shouldn't see this. Still, odd how there's no basic phase emitter design, despite how redundant it'd be."
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_EMITTERS)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_EMITTERS,
)
/datum/design/microfusion/phase_emitter/enhanced
name = "Enhanced Microfusion Phase Emitter"
desc = "The core of a microfusion projection weapon, produces the laser."
id = "enhanced_microfusion_phase_emitter"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_phase_emitter/enhanced
/datum/design/microfusion/phase_emitter/advanced
name = "Advanced Microfusion Phase Emitter"
id = "advanced_microfusion_phase_emitter"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_phase_emitter/advanced
/datum/design/microfusion/phase_emitter/bluespace
name = "Bluespace Microfusion Phase Emitter"
id = "bluespace_microfusion_phase_emitter"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 5, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_phase_emitter/bluespace
// CELLS
@@ -48,39 +67,62 @@
/datum/design/microfusion/cell
name = "Microfusion Cell"
desc = "A microfusion cell. There's a basic type defined next to this, right?"
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELLS)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELLS,
)
/datum/design/microfusion/cell/basic
name = "Basic Microfusion Cell"
desc = "A basic microfusion cell with a capacity of 1200 MF and and 1 attachment point."
id = "basic_microfusion_cell"
build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/stock_parts/cell/microfusion
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELLS // i kinda hate this but what can you do
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELLS,
)
/datum/design/microfusion/cell/enhanced
name = "Enhanced Microfusion Cell"
desc = "An enhanced microfusion cell with a capacity of 1500 MF and 1 attachment point."
id = "enhanced_microfusion_cell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 2,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/stock_parts/cell/microfusion/enhanced
/datum/design/microfusion/cell/advanced
name = "Advanced Microfusion Cell"
desc = "An advanced microfusion cell with a capacity of 1700 MF and 3 attachment points."
id = "advanced_microfusion_cell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/stock_parts/cell/microfusion/advanced
/datum/design/microfusion/cell/bluespace
name = "Bluespace Microfusion Cell"
desc = "A bluespace microfusion cell with a capacity of 2000 MF and 3 attachment points."
id = "bluespace_microfusion_cell"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/stock_parts/cell/microfusion/bluespace
// CELL UPGRADES
@@ -88,99 +130,158 @@
/datum/design/microfusion/cell_attachment
name = "Placeholder Cell Attachment"
desc = "You shouldn't be seeing this."
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELL_ATTACHMENTS)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELL_ATTACHMENTS,
)
/datum/design/microfusion/cell_attachment/stabilising
name = "Stabilising Microfusion Cell Attachment"
desc = "Stabilises the internal fusion reaction of microfusion cells, preventing sparks during firing and occasional radiation pulses when used in tandem with a self-charging attachment."
id = "microfusion_cell_attachment_stabiliser"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_cell_attachment/stabiliser
/datum/design/microfusion/cell_attachment/overcapacity
name = "Overcapacity Microfusion Cell Attachment"
desc = "An attachment for microfusion cells that increases MF capacity."
id = "microfusion_cell_attachment_overcapacity"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 20)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SHEET_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/microfusion_cell_attachment/overcapacity
/datum/design/microfusion/cell_attachment/selfcharging
name = "Self-Charging Microfusion Cell Attachment"
desc = "Contains a small amount of infinitely decaying nuclear material, causing the fusion reaction to be self sustaining. WARNING: May cause radiation burns if not stabilised."
id = "microfusion_cell_attachment_selfcharging"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 3, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT) // Makes it almost in-line with Advanced Egun pricing
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_cell_attachment/selfcharging
/datum/design/microfusion/attachment
name = "Placeholder MCR Attachment"
desc = "You *really* shouldn't be seeing this. Now in different attachment flavors! The Req line will hate you."
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT,
)
// RAIL MODS
/datum/design/microfusion/attachment/rail_slot
name = "Placeholder Microfusion Rail Slot Attachment"
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_RAIL)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_RAIL,
)
/datum/design/microfusion/attachment/rail_slot/rail
name = "Microfusion Weapon Rail"
desc = "A carrying handle/rail system for any additional attachments, such as a seclite and/or bayonet."
id = "microfusion_gun_attachment_rail"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/rail
/datum/design/microfusion/attachment/rail_slot/scope
name = "Microfusion Weapon Scope"
desc = "A scope. For microfusion weapon platforms, probably."
id = "microfusion_gun_attachment_scope"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/scope
// UNDERBARREL MODS
/datum/design/microfusion/attachment/underbarrel
name = "Placeholder Microfusion Underbarrel Slot Attachment"
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_UNDERBARREL)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_UNDERBARREL,
)
/datum/design/microfusion/attachment/underbarrel/grip
name = "Microfusion Weapon Grip"
desc = "A grip. For microfusion weapon platforms, ostensibly."
id = "microfusion_gun_attachment_grip"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/grip
/datum/design/microfusion/attachment/underbarrel/heatsink
name = "Phase Emitter Heatsink"
desc = "A heatsink attachment for your microfusion weapon. Massively increases cooling potential."
id = "microfusion_gun_attachment_heatsink"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/heatsink
// BARREL MODS (there's a lot)
/datum/design/microfusion/attachment/barrel
name = "Placeholder Microfusion Barrel Slot Attachment"
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_BARREL)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_BARREL,
)
/datum/design/microfusion/attachment/barrel/suppressor
name = "Suppressor Lens Attachment"
desc = "An experimental barrel attachment that dampens the soundwave of the emitter, suppressing the report. Does not make the lasers themselves more stealthy, as they are lasers."
id = "microfusion_gun_attachment_suppressor"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/suppressor
/datum/design/microfusion/attachment/barrel/honk
name = "Bananium Phase Emitter \"Upgrade\""
desc = "Makes your lasers into the greatest clowning tool ever made. HONK!"
id = "microfusion_gun_attachment_honk"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/honk
/datum/design/microfusion/attachment/barrel/lance
name = "Lance Induction Carriage"
desc = "Turns the gun into a designated marksman rifle."
id = "microfusion_gun_attachment_lance"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plasma = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/lance
// EMITTER UPGRADES (they're still barrel upgrades, though)
@@ -189,88 +290,147 @@
name = "Diffuser Microfusion Lens Attachment"
desc = "Splits the microfusion laser beam entering the lens."
id = "microfusion_gun_attachment_scatter"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/scatter
/datum/design/microfusion/attachment/barrel/scatter/max
name = "Crystalline Diffuser Microfusion Lens Attachment"
desc = "Splits the microfusion laser beam entering the lens even more."
id = "microfusion_gun_attachment_scattermax"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/scatter/max
/datum/design/microfusion/attachment/barrel/superheat
name = "Superheating Phase Emitter Upgrade"
desc = "Superheats the beam, causing targets to ignite."
id = "microfusion_gun_attachment_superheat"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/superheat
/datum/design/microfusion/attachment/barrel/hellfire
name = "Hellfire Phase Emitter Upgrade"
desc = "Overheats the beam, causing nastier wounds and higher damage."
id = "microfusion_gun_attachment_hellfire"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plasma = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/hellfire
/datum/design/microfusion/attachment/barrel/repeater
name = "Repeating Phase Emitter Upgrade"
desc = "Upgrades the central phase emitter to repeat twice."
id = "microfusion_gun_attachment_repeater"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/repeater
/datum/design/microfusion/attachment/barrel/repeater/penetrator
name = "Focused Repeating Phase Emitter Upgrade"
desc = "Upgrades the central phase emitter to repeat twice and penetrate armor."
id = "microfusion_gun_attachment_penetrator"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/repeater/penetrator
/datum/design/microfusion/attachment/barrel/xray
name = "Phase Inverter Emitter Array"
desc = "Experimental technology that inverts the central phase emitter causing the wave frequency to shift into X-rays that pierce solid objects. CAUTION: Phase emitter heats up very quickly."
id = "microfusion_gun_attachment_xray"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/barrel/xray
// COSMETICS
/datum/design/microfusion/attachment/unique
name = "Placeholder Microfusion Unique/Cosmetic Attachment"
category = list(RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_UNIQUE)
category = list(
RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_UNIQUE,
)
/datum/design/microfusion/attachment/unique/rgb
name = "Phase Emitter Spectrograph"
desc = "An attachment hooked up to the phase emitter, allowing the user to adjust the color of the beam outputted. This has seen widespread use by various factions capable of getting their hands on microfusion weapons, whether as a calling card or simply for entertainment."
id = "microfusion_gun_attachment_rgb"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/rgb
/datum/design/microfusion/attachment/unique/camo_black
name = "Black Camo Microfusion Frame"
desc = "A frame modification for the MCR-10, changing the color of the gun to black."
id = "microfusion_gun_attachment_black_camo"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/camo
/datum/design/microfusion/attachment/unique/camo_nanotrasen
name = "Nanotrasen Camo Microfusion Frame"
desc = "A frame modification for the MCR-01, changing the color of the gun to blue."
id = "microfusion_gun_attachment_nt_camo"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/camo/nanotrasen
/datum/design/microfusion/attachment/unique/camo_syndicate
name = "Blood Red Camo Microfusion Frame"
desc = "A frame modification for the MCR-01, changing the color of the gun to a slick blood red."
id = "microfusion_gun_attachment_syndi_camo"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/camo/syndicate
/datum/design/microfusion/attachment/unique/camo_bananium
name = "Bananium Microfusion Frame"
desc = "A frame modification for the MCR-01, plating the gun in bananium."
id = "microfusion_gun_attachment_honk_camo"
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bananium = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/microfusion_gun_attachment/camo/honk
@@ -4,8 +4,14 @@
id = "nifsoft_remover"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/nifsoft_remover
materials = list(/datum/material/iron = 200, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 5)
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_SECURITY)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_SECURITY,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/nifsoft_money_sense
@@ -14,8 +20,14 @@
id = "nifsoft_money_sense"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/disk/nifsoft_uploader/money_sense
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT)
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_CARGO)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_CARGO,
)
departmental_flags = DEPARTMENT_BITFLAG_CARGO
/datum/design/soulcatcher_device
@@ -24,8 +36,14 @@
id = "soulcatcher_device"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/handheld_soulcatcher
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT)
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL) // look, the anesthetic machine's there too
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/silver = SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/mini_soulcatcher
@@ -34,14 +52,25 @@
id = "mini_soulcatcher"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/attachable_soulcatcher
materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/iron = SMALL_MATERIAL_AMOUNT * 5)
category = list(RND_CATEGORY_AI + RND_SUBCATEGORY_AI_MISC) // look, the anesthetic machine's there too
materials = list(
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_MISC,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_SERVICE | DEPARTMENT_BITFLAG_MEDICAL
/datum/design/nifsoft_hud
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT)
category = list(RND_CATEGORY_EQUIPMENT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_EQUIPMENT,
)
/datum/design/nifsoft_hud/medical
name = "Medical HUD NIFSoft"
@@ -91,11 +120,13 @@
id = "nifsoft_hud_kit"
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_CARGO | DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SERVICE | DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_ENGINEERING | DEPARTMENT_BITFLAG_SECURITY
category = list(RND_CATEGORY_EQUIPMENT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_EQUIPMENT,
)
build_path = /obj/item/nif_hud_adapter
@@ -7,10 +7,14 @@
desc = "A heads-up display that scans the humanoids in view and provides accurate data about their health status. This HUD has been fitted inside of a pair of sunglasses."
id = "health_hud_aviator"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/aviator/health
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -19,10 +23,15 @@
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status. This HUD has been fitted inside of a pair of sunglasses."
id = "security_hud_aviator"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 4, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 2,)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 4,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/clothing/glasses/hud/ar/aviator/security
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
@@ -31,10 +40,14 @@
desc = "A heads-up display used to analyze and determine faults within robotic machinery. This HUD has been fitted inside of a pair of sunglasses."
id = "diagnostic_hud_aviator"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/aviator/diagnostic
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
@@ -43,10 +56,14 @@
desc = "A heads-up display used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition. This HUD has been fitted inside of a pair of sunglasses."
id = "meson_hud_aviator"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/aviator/meson
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING,
)
departmental_flags = DEPARTMENT_BITFLAG_CARGO | DEPARTMENT_BITFLAG_ENGINEERING
@@ -55,10 +72,14 @@
desc = "A pair of tacky purple aviator sunglasses that allow the wearer to recognize various chemical compounds with only a glance."
id = "science_hud_aviator"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/aviator/science
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
@@ -67,10 +88,14 @@
desc = "A headset equipped with a scanning lens and mounted retinal projector. It doesn't provide any eye protection, but it's less obtrusive than goggles."
id = "health_hud_projector"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/projector/health
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
@@ -79,10 +104,15 @@
desc = "A headset equipped with a scanning lens and mounted retinal projector. It doesn't provide any eye protection, but it's less obtrusive than goggles."
id = "security_hud_projector"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 2,)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/clothing/glasses/hud/ar/projector/security
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
@@ -91,10 +121,14 @@
desc = "A headset equipped with a scanning lens and mounted retinal projector. It doesn't provide any eye protection, but it's less obtrusive than goggles."
id = "diagnostic_hud_projector"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/projector/diagnostic
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
@@ -103,10 +137,14 @@
desc = "A headset equipped with a scanning lens and mounted retinal projector. It doesn't provide any eye protection, but it's less obtrusive than goggles."
id = "meson_hud_projector"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/projector/meson
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING,
)
departmental_flags = DEPARTMENT_BITFLAG_CARGO | DEPARTMENT_BITFLAG_ENGINEERING
@@ -115,9 +153,13 @@
desc = "A headset equipped with a scanning lens and mounted retinal projector. It doesn't provide any eye protection, but it's less obtrusive than goggles."
id = "science_hud_projector"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 8, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 4)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 8,
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/clothing/glasses/hud/ar/projector/science
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_MEDICAL
@@ -314,7 +314,10 @@
unique_reskin = list("pink" = "filter_pink",
"teal" = "filter_teal")
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
)
volume = 50
possible_transfer_amounts = list(1, 2, 3, 4, 5, 10, 25, 50)
list_reagents = list(/datum/reagent/drug/aphrodisiac/crocin = 50)
@@ -10,7 +10,10 @@
w_class = WEIGHT_CLASS_SMALL
strip_delay = 60
// equip_delay_other = 60
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/glass = SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
)
var/random = TRUE
var/freq_in_name = TRUE
var/tagname = null
@@ -20,8 +23,14 @@
id = "shockcollar"
build_type = AUTOLATHE
build_path = /obj/item/electropack/shockcollar
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/glass = SHEET_MATERIAL_AMOUNT)
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MISC)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_HACKED,
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MISC,
)
/obj/item/electropack/shockcollar/attack_hand(mob/user)
if(loc == user && user.get_item_by_slot(ITEM_SLOT_NECK))
@@ -6,9 +6,14 @@
name = ".310 Rubber Bullet (Less Lethal)"
id = "astrilka310_rubber"
build_type = AUTOLATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/ammo_casing/strilka310/rubber
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_HACKED,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
// 4.6x30mm - SMG round, used in the WT550 and in numerous modular guns as a weaker alternative to 9mm.
@@ -16,17 +21,27 @@
name = "4.6x30mm Bullet"
id = "c46x30mm"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5,
)
build_path = /obj/item/ammo_casing/c46x30mm
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_HACKED,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
/datum/design/c46x30mm_rubber
name = "4.6x30mm Rubber Bullet"
id = "c46x30mm_rubber"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5
)
build_path = /obj/item/ammo_casing/c46x30mm/rubber
category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
// .45
@@ -34,31 +49,51 @@
name = ".45 Bullet"
id = "c45_lethal"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5,
)
build_path = /obj/item/ammo_casing/c45
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_HACKED,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
/datum/design/c45_rubber
name = ".45 Bouncy Rubber Ball"
id = "c45_rubber"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5,
)
build_path = /obj/item/ammo_casing/c45/rubber
category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
// 10mm
/datum/design/c10mm_lethal
name = "10mm Bullet"
id = "c10mm_lethal"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5,
)
build_path = /obj/item/ammo_casing/c10mm
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_HACKED,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
/datum/design/c10mm_rubber
name = "10mm Rubber Bullet"
id = "c10mm_rubber"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5,
)
build_path = /obj/item/ammo_casing/c10mm/rubber
category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
@@ -60,9 +60,14 @@
name = "Pepperball Ammo Box"
id = "pepperballs"
build_type = AUTOLATHE | PROTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
)
build_path = /obj/item/ammo_box/advanced/pepperballs
category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/obj/item/ammo_box/advanced/pepperballs
@@ -70,7 +75,9 @@
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/pepperball/ammoboxes.dmi'
icon_state = "box10x24"
ammo_type = /obj/item/ammo_casing/pepperball
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3)
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
)
max_ammo = 15
// Gunset for the pepperball pistol
@@ -29,9 +29,14 @@
name = "Speed Loader (.357 Peacemaker)"
id = "a357PM"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/ammo_box/a357/peacemaker
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_HACKED,
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
/obj/item/ammo_box/a357/peacemaker
name = "speed loader (.357 Peacemaker)"
@@ -3,7 +3,12 @@
desc = "A tool used to extract the RNA from viruses. Apply to skin."
icon = 'modular_skyrat/modules/mutants/icons/extractor.dmi'
icon_state = "extractor"
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/gold = SHEET_MATERIAL_AMOUNT, /datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/gold = SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
/// Our loaded vial.
var/obj/item/rna_vial/loaded_vial
@@ -84,7 +89,11 @@
desc = "A glass vial containing raw virus RNA. Slot this into the combinator to upload the sample."
icon = 'modular_skyrat/modules/mutants/icons/extractor.dmi'
icon_state = "rnavial"
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
var/contains_rna = FALSE
/obj/item/rna_vial/proc/load_rna(mob/living/carbon/human/H)
@@ -349,7 +358,9 @@
icon = 'modular_skyrat/modules/mutants/icons/extractor.dmi'
icon_state = "tvirus_infector"
list_reagents = list(/datum/reagent/hnz = 30)
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 5)
custom_materials = list(
/datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT,
)
/obj/item/reagent_containers/cup/bottle/hnz/one
list_reagents = list(/datum/reagent/hnz = 1)
@@ -21,10 +21,14 @@
desc = "An empty RNA vial for storing genetic information."
id = "rna_vial"
build_type = PROTOLATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/rna_vial
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_MEDICAL
@@ -33,10 +37,15 @@
desc = "An RNA extraction device, use this on any subect you'd like to extract RNA data from, needs RNA vials to work."
id = "rna_extractor"
build_type = PROTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/gold = SHEET_MATERIAL_AMOUNT * 2, /datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/gold = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/rna_extractor
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL + RND_SUBCATEGORY_EQUIPMENT_SCIENCE,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_MEDICAL
@@ -45,5 +54,7 @@
desc = "The MRNA Recombinator is one of Nanotrasens most advanced technologies and allows the exact recombination of virus RNA."
id = "rna_recombinator"
build_path = /obj/item/circuitboard/machine/rna_recombinator
category = list(RND_CATEGORY_MACHINE + RND_SUBCATEGORY_MACHINE_RESEARCH)
category = list(
RND_CATEGORY_MACHINE + RND_SUBCATEGORY_MACHINE_RESEARCH,
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING | DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_MEDICAL
@@ -33,6 +33,12 @@
icon = 'modular_skyrat/modules/paycheck_rations/icons/food_containers.dmi'
list_reagents = list(/datum/reagent/consumable/soymilk = 15)
/obj/item/reagent_containers/condiment/milk/small_ration
name = "small milk"
desc = "It's milk. White and nutritious goodness! This one is significantly smaller than normal cartons; just enough to make some cheese with."
icon = 'modular_skyrat/modules/paycheck_rations/icons/food_containers.dmi'
list_reagents = list(/datum/reagent/consumable/milk = 15)
/obj/item/reagent_containers/cup/glass/bottle/small/tiny
name = "tiny glass bottle"
volume = 10
Binary file not shown.

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After

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@@ -51,7 +51,10 @@
name = "Window Polarization Remote Controller"
id = "polarizer"
build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE | COLONY_FABRICATOR
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT,
/datum/material/glass = SMALL_MATERIAL_AMOUNT,
)
build_path = /obj/item/assembly/control/polarizer
category = list(
RND_CATEGORY_INITIAL,
@@ -11,7 +11,9 @@
max_integrity = 100
pass_flags = PASSTABLE
resistance_flags = FLAMMABLE
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10)
custom_materials = list(
/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10,
)
/// The maximum number of items this structure can store
var/maximum_contained_items = 10
@@ -10,7 +10,9 @@
anchored = TRUE
max_integrity = 200
pass_flags = PASSTABLE
custom_materials = list(/datum/material/stone = SHEET_MATERIAL_AMOUNT * 6)
custom_materials = list(
/datum/material/stone = SHEET_MATERIAL_AMOUNT * 6,
)
drag_slowdown = 2
/// The maximum number of items this structure can store
var/maximum_contained_items = 10
@@ -13,7 +13,9 @@
desc = "A glass bowl that is capable of carrying things."
icon_state = "glass_globe"
material_flags = MATERIAL_COLOR
custom_materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT)
custom_materials = list(
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
/datum/export/glassblowing
cost = CARGO_CRATE_VALUE * 5
@@ -4,7 +4,9 @@
id = "rsd_interface"
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
category = list(RND_CATEGORY_EQUIPMENT)
category = list(
RND_CATEGORY_EQUIPMENT,
)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.5,
/datum/material/gold = SHEET_MATERIAL_AMOUNT,
@@ -30,7 +30,7 @@
name = "colorful hair tie"
desc = "An elastic hair tie, adornished with colorful plastic beads."
icon_state = "hairtie_beads"
custom_materials = (list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5))
custom_materials = (list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT))
/obj/item/clothing/head/hair_tie/syndicate
name = "\improper Syndicate hair tie"
@@ -138,10 +138,12 @@
name = "Plastic Hair Tie"
id = "plastic_hair_tie"
build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE | COLONY_FABRICATOR
materials = list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/clothing/head/hair_tie/plastic_beads
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_INITIAL,
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE,
)
departmental_flags = DEPARTMENT_BITFLAG_SERVICE
@@ -3,15 +3,23 @@
name = "Shotgun Slug"
id = "shotgun_slug"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/ammo_casing/shotgun
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
/datum/design/shotgun_slug/sec
id = "sec_shotgun_slug"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
category = list(RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
@@ -19,40 +27,64 @@
name = "Buckshot Shell"
id = "buckshot_shell"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
build_path = /obj/item/ammo_casing/shotgun/buckshot
category = list(RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
category = list(
RND_CATEGORY_HACKED, RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
/datum/design/buckshot_shell/sec
id = "sec_buckshot_shell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
category = list(RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO,
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
//Existing Designs Discounting
/datum/design/rubbershot
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
/datum/design/rubbershot/sec
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
/datum/design/beanbag_slug
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
/datum/design/beanbag_slug/sec
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
/datum/design/shotgun_dart
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
/datum/design/shotgun_dart/sec
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
/datum/design/incendiary_slug
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
)
/datum/design/incendiary_slug/sec
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
)
+11 -3
View File
@@ -63,15 +63,23 @@
desc = "A sharp and curved blade on a long fibremetal handle, this tool makes it easy to reap what you sow."
id = "scythet1"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/scythe/tier1
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY,
)
departmental_flags = DEPARTMENT_BITFLAG_SERVICE
/datum/design/scythe/tier2
name = "Scythe (Tier 2)"
id = "scythet2"
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/scythe/tier2
/datum/techweb_node/scythe_t1
@@ -3,9 +3,15 @@
desc = "A stasis body bag, powered by cryogenic stasis technology. It can hold only one body, but it prevents decay."
id = "stasisbag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/plasma = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/bodybag/stasis
category = list(RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL)
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/plasma = SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/stasissleeper
@@ -13,5 +19,7 @@
desc = "The circuit board for a Stasis Unit"
id = "stasissleeper"
build_path = /obj/item/circuitboard/machine/stasissleeper
category = list(RND_CATEGORY_MACHINE + RND_SUBCATEGORY_MACHINE_MEDICAL)
category = list(
RND_CATEGORY_MACHINE + RND_SUBCATEGORY_MACHINE_MEDICAL,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
+7 -3
View File
@@ -79,7 +79,7 @@ GLOBAL_LIST_INIT(stone_recipes, list ( \
inhand_icon_state = "tile"
turf_type = /turf/open/floor/stone
mineralType = "stone"
mats_per_unit = list(/datum/material/stone= SMALL_MATERIAL_AMOUNT * 5)
mats_per_unit = list(/datum/material/stone= HALF_SHEET_MATERIAL_AMOUNT)
merge_type = /obj/item/stack/tile/mineral/stone
/turf/open/floor/stone
@@ -96,7 +96,9 @@ GLOBAL_LIST_INIT(stone_recipes, list ( \
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_STONE_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_STONE_WALLS
custom_materials = list(/datum/material/stone = SHEET_MATERIAL_AMOUNT * 2)
custom_materials = list(
/datum/material/stone = SHEET_MATERIAL_AMOUNT * 2,
)
/turf/closed/wall/mineral/stone/try_decon(obj/item/item_used, mob/user) // Lets you break down stone walls with stone breaking tools
if(item_used.tool_behaviour != TOOL_MINING)
@@ -121,7 +123,9 @@ GLOBAL_LIST_INIT(stone_recipes, list ( \
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_STONE_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_STONE_WALLS
custom_materials = list(/datum/material/stone = SHEET_MATERIAL_AMOUNT * 2) // Does this even need materials?
custom_materials = list(
/datum/material/stone = SHEET_MATERIAL_AMOUNT * 2,
)
/obj/structure/falsewall/stone
name = "stone wall"
@@ -38,8 +38,8 @@
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/ears/synth
category = list(
@@ -26,8 +26,8 @@
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/eyes/synth
category = list(
@@ -34,8 +34,8 @@
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/heart/synth
category = list(
@@ -34,8 +34,8 @@
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/liver/synth
category = list(
@@ -39,8 +39,8 @@
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/lungs/synth
category = list(
@@ -38,8 +38,8 @@
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/stomach/synth
category = list(
@@ -28,8 +28,8 @@
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/tongue/synth
category = list(
+12 -18
View File
@@ -2,39 +2,33 @@
var/list/features = list()
var/s = ""
var/new_status = ""
var/hostedby
if(config)
var/server_name = CONFIG_GET(string/servername)
if (server_name)
s += "<b>[server_name]</b> &#8212; "
new_status += "<b>[server_name]</b> &#8212; "
hostedby = CONFIG_GET(string/hostedby)
s += " ("
s += "<a href=\"[CONFIG_GET(string/discord_link)]\">"
s += "Discord"
s += ")\]"
s += "<br>[CONFIG_GET(string/servertagline)]<br>"
new_status += " ("
new_status += "<a href=\"[CONFIG_GET(string/discord_link)]\">"
new_status += "Discord"
new_status += ")\]"
new_status += "<br>[CONFIG_GET(string/servertagline)]<br>"
var/n = 0
for (var/mob/M in GLOB.player_list)
if (M.client)
n++
var/players = GLOB.clients.len
if(SSmapping.config)
features += "[SSmapping.config.map_name]"
if (n > 1)
features += "~[n] players"
else if (n > 0)
features += "~[n] player"
features += "~[players] player[players == 1 ? "": "s"]"
if (!host && hostedby)
features += "hosted by <b>[hostedby]</b>"
if (features)
s += "\[[jointext(features, ", ")]"
if(length(features))
new_status += "\[[jointext(features, ", ")]"
status = s
status = new_status
@@ -202,6 +202,9 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/time_clock, 28)
icon_state = "unanchoredstatusdisplay"
result_path = /obj/machinery/time_clock
pixel_shift = 28
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2)
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 2,
)
#undef CLOCK_IN_COOLDOWN
@@ -6,10 +6,15 @@
/datum/design/xenoarch
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE | DEPARTMENT_BITFLAG_CARGO
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
/datum/design/xenoarch/tool
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_XENOARCH)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_XENOARCH,
)
/datum/design/xenoarch/tool/hammer
desc = "A hammer that can slowly remove debris on strange rocks."
@@ -68,8 +73,15 @@
build_path = /obj/item/xenoarch/handheld_scanner
/datum/design/xenoarch/tool/advanced
category = list(RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_XENOARCH_ADVANCED)
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_XENOARCH_ADVANCED,
)
/datum/design/xenoarch/tool/advanced/scanner
name = "Xenoarch Advanced Handheld Scanner"
@@ -80,7 +92,10 @@
name = "Xenoarch Handheld Recoverer"
desc = "A device with the capabilities to recover items lost due to time."
id = "xenoarch_handrecoverer"
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)
// rebalance material req after first repath/categorization?
build_path = /obj/item/xenoarch/handheld_recoverer
@@ -99,7 +114,9 @@
/datum/design/xenoarch/equipment
// everything under this except the adv bag feels redundant because cloth/leather are there too
// but i guess we'll burn that bridge another time
category = list(RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_XENOARCH)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_XENOARCH,
)
/datum/design/xenoarch/equipment/bag
name = "Xenoarchaeology Bag"
@@ -117,12 +134,18 @@
name = "Advanced Xenoarch Bag"
desc = "A bag that can hold about fifty strange rocks."
id = "xenoarch_bag_adv"
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5)
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
)
// i kinda hate how this requires diamond, but this is supposed to be a fix pr, burn the gbp on it later
build_path = /obj/item/storage/bag/xenoarch/adv
/datum/design/board/xenoarch
category = list(RND_CATEGORY_MACHINE + RND_SUBCATEGORY_MACHINE_XENOARCH)
category = list(
RND_CATEGORY_MACHINE + RND_SUBCATEGORY_MACHINE_XENOARCH,
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/xenoarch/researcher
+10
View File
@@ -6648,12 +6648,14 @@
#include "modular_skyrat\modules\better_vox\code\vox_clothing.dm"
#include "modular_skyrat\modules\better_vox\code\vox_species.dm"
#include "modular_skyrat\modules\better_vox\code\vox_sprite_accessories.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\area.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\choice_beacon.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\disk.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\fluff.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\fog_of_war.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\ghost_spawner.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\iv_drip.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\mapping_helpers.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\mine.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\mobs.dm"
#include "modular_skyrat\modules\bitrunning\code\virtual_domains\ancient_milsim\mod.dm"
@@ -6837,6 +6839,9 @@
#include "modular_skyrat\modules\colony_fabricator\code\looping_sounds.dm"
#include "modular_skyrat\modules\colony_fabricator\code\repacking_element.dm"
#include "modular_skyrat\modules\colony_fabricator\code\appliances\chem_machines.dm"
#include "modular_skyrat\modules\colony_fabricator\code\appliances\co2_cracker.dm"
#include "modular_skyrat\modules\colony_fabricator\code\appliances\foodricator.dm"
#include "modular_skyrat\modules\colony_fabricator\code\appliances\recycler.dm"
#include "modular_skyrat\modules\colony_fabricator\code\appliances\wall_cell_charger.dm"
#include "modular_skyrat\modules\colony_fabricator\code\appliances\wind_turbine.dm"
#include "modular_skyrat\modules\colony_fabricator\code\construction\doors.dm"
@@ -6854,6 +6859,11 @@
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\fabricator_flag_additions\machine_boards.dm"
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\fabricator_flag_additions\stock_parts.dm"
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\fabricator_flag_additions\tools.dm"
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\rations_printer_designs\ingredients.dm"
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\rations_printer_designs\reagents.dm"
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\rations_printer_designs\seeds.dm"
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\rations_printer_designs\snacks.dm"
#include "modular_skyrat\modules\colony_fabricator\code\design_datums\rations_printer_designs\utensils.dm"
#include "modular_skyrat\modules\colony_fabricator\code\machines\arc_furnace.dm"
#include "modular_skyrat\modules\colony_fabricator\code\machines\ore_silo.dm"
#include "modular_skyrat\modules\colony_fabricator\code\machines\power_storage_unit.dm"