diff --git a/code/datums/materials/basemats.dm b/code/datums/materials/basemats.dm index 50a8e9101ee..c93b7605354 100644 --- a/code/datums/materials/basemats.dm +++ b/code/datums/materials/basemats.dm @@ -93,7 +93,7 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/uranium/on_applied(atom/source, amount, material_flags) . = ..() - source.AddComponent(/datum/component/radioactive, amount / 20, source, 0) //half-life of 0 because we keep on going. + source.AddComponent(/datum/component/radioactive, amount / 50, source, 0) //half-life of 0 because we keep on going. amount / 50 means 40 radiation per sheet. /datum/material/uranium/on_removed(atom/source, material_flags) . = ..() diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm index 89e5f9ca6ac..29c70caef34 100644 --- a/code/game/objects/items/stacks/stack.dm +++ b/code/game/objects/items/stacks/stack.dm @@ -12,7 +12,7 @@ /obj/item/stack icon = 'icons/obj/stack_objects.dmi' gender = PLURAL - material_modifier = 0.01 + material_modifier = 0.05 //5%, so that a 50 sheet stack has the effect of 5k materials instead of 100k. max_integrity = 100 var/list/datum/stack_recipe/recipes var/singular_name diff --git a/code/game/objects/structures/statues.dm b/code/game/objects/structures/statues.dm index cf2bed29473..81578523bc8 100644 --- a/code/game/objects/structures/statues.dm +++ b/code/game/objects/structures/statues.dm @@ -7,6 +7,8 @@ anchored = FALSE max_integrity = 100 CanAtmosPass = ATMOS_PASS_DENSITY + material_modifier = 0.5 + material_flags = MATERIAL_AFFECT_STATISTICS /// Beauty component mood modifier var/impressiveness = 15 /// Art component subtype added to this statue @@ -403,6 +405,7 @@ icon_state = "block" material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_ADD_PREFIX density = TRUE + material_modifier = 0.5 //50% effectiveness of materials /// The thing it will look like - Unmodified resulting statue appearance var/current_target