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[READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work * more * ass * wsedfwedff * asss * test * stuff * fuck * sss a * kms * asdadwedwdfwefwef * start * test * dwwdew * ewefwfef * Redemption machine (#8) * Redemption machine * Removes debug messages * changes * fuckmyshitup * coin mint works with new material shenanigans (#10) * Auto stash before merge of "materials" and "origin/materials" * woops * furnace (#11) * autolathe manufacturing of toolboxes * eggs in a basket * some small changes * matcolors * documentation * more documentation and effects * done * Color man bad (#12) * fixes designs * ass * more fixes * fuck me * firestacks adder * epic fixes * fixes designs * DONE DIDDILY DOO * removes category macro * ch-ch-ch-changes * fixes some stuff * Fixes display of ore values (#9) * Redemption machine * Removes debug messages * Re-adds value display * Replaces the fire stacking component with an element instead (#13) * fixes examine * fixes ligma bugs * double ligma boofus * fix * misses some defines * fixes ORM * Update code/datums/components/material_container.dm Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com> * fixes * Makes glass objects weaker (#14) * Makes glass objects weaker * uses correct proc * fixes shit * honk honk * better * oh shit oh fuck * fixes * fuck ORMs * fixes the biogen * documentation * ass (#15) * component * changes * ass * ass * doc * Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent" * fixes rounding * fixed
This commit is contained in:
committed by
Emmett Gaines
co-authored by
Emmett Gaines
parent
1ffc9f032b
commit
b33d1c49a3
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/*! Material datum
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Simple datum which is instanced once per type and is used for every object of said material. It has a variety of variables that define behavior. Subtyping from this makes it easier to create your own materials.
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*/
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/datum/material
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var/name = "material"
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var/desc = "its..stuff."
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///Var that's mostly used by science machines to identify specific materials, should most likely be phased out at some point
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var/id = "mat"
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///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
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var/color
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///Base alpha of the material, is used for greyscale icons.
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var/alpha
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///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for.gold
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var/list/categories = list()
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///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets.
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var/sheet_type
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///The type of coin this material spawns. This should be replaced as soon as possible by greyscale coins.
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var/coin_type
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///This is a modifier for force, and resembles the strength of the material
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var/strength_modifier = 1
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///This is a modifier for integrity, and resembles the strength of the material
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var/integrity_modifier = 1
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///This proc is called when the material is added to an object.
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/datum/material/proc/on_applied(atom/source, amount, material_flags)
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if(!(material_flags & MATERIAL_NO_COLOR)) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
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if(color) //Do we have a custom color?
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source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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if(alpha)
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source.alpha = alpha
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if(istype(source, /obj)) //objs
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on_applied_obj(source, amount, material_flags)
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///This proc is called when the material is added to an object specifically.
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/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
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var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
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// This is to keep the same damage relative to the max integrity of the object
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o.obj_integrity = (o.obj_integrity / o.max_integrity) * new_max_integrity
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o.max_integrity = new_max_integrity
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o.force *= strength_modifier
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o.throwforce *= strength_modifier
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///This proc is called when the material is removed from an object.
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/datum/material/proc/on_removed(atom/source, material_flags)
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if(!(material_flags & MATERIAL_NO_COLOR)) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
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if(color)
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source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
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source.alpha = initial(source.alpha)
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if(istype(source, /obj)) //objs
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on_removed_obj(source, material_flags)
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///This proc is called when the material is removed from an object specifically.
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/datum/material/proc/on_removed_obj(var/obj/o, amount, material_flags)
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var/new_max_integrity = initial(o.max_integrity)
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// This is to keep the same damage relative to the max integrity of the object
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o.obj_integrity = (o.obj_integrity / o.max_integrity) * new_max_integrity
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o.max_integrity = new_max_integrity
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o.force = initial(o.force)
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o.throwforce = initial(o.throwforce)
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///Has no special properties.
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/datum/material/iron
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name = "iron"
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id = "iron"
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desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
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color = "#878687"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/metal
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coin_type = /obj/item/coin/iron
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///Breaks extremely easily but is transparent.
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/datum/material/glass
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name = "glass"
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id = "glass"
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desc = "Glass forged by melting sand."
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color = "#dae6f0"
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alpha = 210
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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integrity_modifier = 0.1
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sheet_type = /obj/item/stack/sheet/glass
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///Has no special properties. Could be good against vampires in the future perhaps.
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/datum/material/silver
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name = "silver"
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id = "silver"
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desc = "Silver"
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color = "#bdbebf"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/silver
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coin_type = /obj/item/coin/silver
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///Slight force increase
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/datum/material/gold
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name = "gold"
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id = "gold"
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desc = "Gold"
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color = "#f0972b"
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strength_modifier = 1.2
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/gold
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coin_type = /obj/item/coin/gold
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///Has no special properties
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/datum/material/diamond
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name = "diamond"
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id = "diamond"
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desc = "Highly pressurized carbon"
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color = "#22c2d4"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/diamond
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coin_type = /obj/item/coin/diamond
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///Is slightly radioactive
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/datum/material/uranium
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name = "uranium"
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id = "uranium"
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desc = "Uranium"
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color = "#1fb83b"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/uranium
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coin_type = /obj/item/coin/uranium
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/datum/material/uranium/on_applied(atom/source, amount, material_flags)
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. = ..()
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source.AddComponent(/datum/component/radioactive, amount / 10, source, 0) //half-life of 0 because we keep on going.
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/datum/material/uranium/on_removed(atom/source, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/radioactive))
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///Adds firestacks on hit (Still needs support to turn into gas on destruction)
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/datum/material/plasma
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name = "plasma"
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id = "plasma"
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desc = "Isn't plasma a state of matter? Oh whatever."
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color = "#c716b8"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/plasma
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coin_type = /obj/item/coin/plasma
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/datum/material/plasma/on_applied(atom/source, amount, material_flags)
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. = ..()
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if(ismovableatom(source))
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source.AddElement(/datum/element/firestacker)
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source.AddComponent(/datum/component/explodable, 0, 0, amount / 1000, amount / 500)
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/datum/material/plasma/on_removed(atom/source, material_flags)
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. = ..()
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source.RemoveElement(/datum/element/firestacker)
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qdel(source.GetComponent(/datum/component/explodable))
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///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
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/datum/material/bluespace
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name = "bluespace crystal"
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id = "bluespace_crystal"
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desc = "Crystals with bluespace properties"
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color = "#506bc7"
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categories = list(MAT_CATEGORY_ORE = TRUE)
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sheet_type = /obj/item/stack/sheet/bluespace_crystal
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///Honks and slips
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/datum/material/bananium
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name = "bananium"
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id = "bananium"
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desc = "Material with hilarious properties"
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color = "#fff263"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/bananium
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coin_type = /obj/item/coin/bananium
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/datum/material/bananium/on_applied(atom/source, amount, material_flags)
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. = ..()
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source.AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
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source.AddComponent(/datum/component/slippery, min(amount / 10, 80))
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/datum/material/bananium/on_removed(atom/source, amount, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/slippery))
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qdel(source.GetComponent(/datum/component/squeak))
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///Mediocre force increase
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/datum/material/titanium
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name = "titanium"
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id = "titanium"
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desc = "Titanium"
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color = "#b3c0c7"
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strength_modifier = 1.3
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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///Force decrease
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/datum/material/plastic
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name = "plastic"
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id = "plastic"
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desc = "plastic"
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color = "#caccd9"
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strength_modifier = 0.85
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sheet_type = /obj/item/stack/sheet/plastic
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///Force decrease and mushy sound effect. (Not yet implemented)
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/datum/material/biomass
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name = "biomass"
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id = "biomass"
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desc = "Organic matter"
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color = "#735b4d"
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strength_modifier = 0.8
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