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Fixes Consistency Issue with Materials
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@@ -104,7 +104,7 @@
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force = 9
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throwforce = 10
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w_class = 3
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materials = list(MAT_METAL=1875)
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materials = list(MAT_METAL=1000)
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attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
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/obj/item/weapon/wirerod/attackby(obj/item/I, mob/user, params)
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@@ -481,7 +481,7 @@
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icon = 'icons/obj/items.dmi'
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icon_state = "rack_parts"
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flags = CONDUCT
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materials = list(MAT_METAL=3750)
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materials = list(MAT_METAL=2000)
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/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W, mob/user, params)
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..()
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@@ -65,7 +65,7 @@
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throwforce = 10.0
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item_state = "pickaxe"
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w_class = 4.0
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materials = list(MAT_METAL=3750) //one sheet, but where can you make them?
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materials = list(MAT_METAL=2000) //one sheet, but where can you make them?
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var/digspeed = 40
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var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg')
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origin_tech = "materials=1;engineering=1"
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@@ -194,9 +194,9 @@
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start_turf = locate(start_turf.x -2, start_turf.y - 2, start_turf.z)
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room = spawn_room(start_turf, x_size, y_size, walltypes, floor_type, "Emergency Shelter")
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start_turf = get_turf(src.loc)
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//Fill it
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cur_turf = locate(start_turf.x, start_turf.y-2, start_turf.z)
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new /obj/machinery/door/airlock/glass(cur_turf)
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@@ -24,7 +24,7 @@ Design Guidlines
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reliability_mod (starts at 0, gets improved through experimentation). Example: PACMAN generator. 79 base reliablity + 6 tech
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(3 plasmatech, 3 powerstorage) + 0 (since it's completely new) = 85% reliability. Reliability is the chance it works CORRECTLY.
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- When adding new designs, check rdreadme.dm to see what kind of things have already been made and where new stuff is needed.
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- A single sheet of anything is 3750 units of material. Materials besides metal/glass require help from other jobs (mining for
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- A single sheet of anything is 2000 units of material. Materials besides metal/glass require help from other jobs (mining for
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other types of metals and chemistry for reagents).
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- Add the AUTOLATHE tag to
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*/
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@@ -142,7 +142,7 @@ other types of metals and chemistry for reagents).
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id = "drill_diamond"
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req_tech = list("materials" = 6, "powerstorage" = 4, "engineering" = 4)
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_DIAMOND = 3750) //Yes, a whole diamond is needed.
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_DIAMOND = 2000) //Yes, a whole diamond is needed.
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reliability = 79
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build_path = /obj/item/weapon/pickaxe/drill/diamonddrill
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category = list("Mining Designs")
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@@ -670,7 +670,7 @@
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build_type = MECHFAB
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build_path = /obj/item/borg/upgrade/ddrill
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req_tech = list("engineering" = 5, "materials" = 5)
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materials = list(MAT_METAL=10000, MAT_DIAMOND=3750)
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materials = list(MAT_METAL=10000, MAT_DIAMOND=2000)
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construction_time = 120
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category = list("Cyborg Upgrade Modules")
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+3
-1
@@ -92,4 +92,6 @@ Dunc = Game Master
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MMMiracles = Game Master
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bear1ake = Game Master
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CoreOverload = Game Master
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Jalleo = Game Master
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Jalleo = Game Master
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FoxPMcCloud = Game Master
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@@ -0,0 +1,7 @@
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author: Fox P McCloud
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delete-after: True
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changes:
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- bugfix: "Fixes an exploit and inconsistency issue with a few material amounts on a few items and designs."
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