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High mineral chance turfs have been dotted throughout the asteroid instead of in small clumps.
High Mineral chance turfs and Labor minerals turfs are now color coded for your convenience in mapping, they go back to the default rock icon on new()
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@@ -1,2 +1,7 @@
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/turf/simulated/mineral/random/labormineral
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mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 100, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5, "Cave" = 1 */) //Don't suffocate the prisoners with caves
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mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 100, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5, "Cave" = 1 */) //Don't suffocate the prisoners with caves
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icon_state = "rock_labor"
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/turf/simulated/mineral/random/labormineral/New()
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icon_state = "rock"
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..()
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@@ -97,9 +97,14 @@
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return
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/turf/simulated/mineral/random/high_chance
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icon_state = "rock_highchance"
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mineralChance = 25
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25, "Gibtonite" = 8)
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/turf/simulated/mineral/random/high_chance/New()
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icon_state = "rock"
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..()
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/turf/simulated/mineral/uranium
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name = "Uranium deposit"
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icon_state = "rock_Uranium"
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@@ -166,7 +171,7 @@
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////////////////////////////////Gibtonite
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/turf/simulated/mineral/gibtonite
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name = "Diamond deposit" //honk
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icon_state = "rock_Diamond"
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icon_state = "rock_Gibtonite"
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mineralName = "Gibtonite"
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mineralAmt = 1
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spreadChance = 0
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@@ -177,6 +182,7 @@
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var/activated_name = null
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/turf/simulated/mineral/gibtonite/New()
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icon_state = "rock_Diamond"
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det_time = rand(8,10) //So you don't know exactly when the hot potato will explode
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..()
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